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Mythic Vistas: SpirosBlaak - Property Is Theft!

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ooked much longer. These messages have been underscored by a<br />

series of assassinations against highly placed guild members. The<br />

tension between Kirvos and Dreij escalates, and each assembles<br />

mercenary armies in anticipation of the coming war.<br />

Locations of Note<br />

The following are locations of note in Dreij.<br />

The Mint<br />

Hiding behind three towered, cannon-armed curtain walls are the<br />

smelter and minting facilities, located the heart of this fortresslike<br />

complex. Over 300 veteran soldiers stand duty at all times,<br />

guarding the mint’s interior and gates. Each wall contains a single<br />

gatehouse, but none of them are aligned with the others, and only<br />

one can be opened at a time thanks to dwarven ingenuity. All<br />

convoys in and out are similarly protected with paranoid caution.<br />

Most of the mint’s workers are dwarves, while its administrators are<br />

nearly all bakad.<br />

The Guild District<br />

This section of the city, northwest of the mint, is the true realm of<br />

authority in Dreij. Most of the Archduchy’s guilds headquarter<br />

here, and only guild members or those who can prove they are<br />

performing guild business may move through this district’s streets<br />

unmolested by the city guard or soldiers of private armies. Many<br />

of the wealthier guildsmen, including most of the masters and their<br />

lieutenants, also make their homes in the district.<br />

People of Note<br />

The following are people of note in Dreij.<br />

Treasurer (Duke) Xyxal Garlnne’mom<br />

Male bakad 5th-level expert/2nd-level noble.<br />

As has always been the situation in Dreij, Treasurer Garlnne’mom<br />

gained his position by a majority vote of the city’s guildmasters.<br />

Although a very competent (and imaginative) accountant, the<br />

treasurer is easily manipulated, especially by his sister, and<br />

appears not to mind being a figurehead for the guilds so long<br />

as he is allowed to discreetly court his perverse diversions. For<br />

consistency’s sake, the treasurer of Dreij also holds the symbolic<br />

title of duke.<br />

Grand Financier Jatee Garlnne’mom<br />

Female bakad 7th-level expert.<br />

The younger sister and puppeteer of the current treasurer, Jatee<br />

is the Grand-Financier responsible for the timely and proper<br />

fulfillment of the mint’s contracts. The Grand Financier also holds<br />

senior membership in the Guild of Bankers, a combination making<br />

her one of the more powerful individuals in the Archduchy.<br />

Although currently biding her time, the Grand-Financier has<br />

secretly hired mercenaries on the off chance an opportunity to seize<br />

power from <strong>SpirosBlaak</strong> might present itself. Jatee hopes Dreij’s<br />

economic advantage might convince some of the other duchies to<br />

join her coup should she ever have the opportunity to execute her<br />

plans. For the time being, though, she patiently waits and plots.<br />

The Workers’ Equality Movement<br />

An underground and highly criminal organization (in the eyes of<br />

the guilds, who, in truth, make the laws), the shadowy Workers’<br />

Equality Movement spends its time preaching the right of the<br />

common man to live life as freemen, earning a solid wage for a<br />

day’s work. The group posts notices explaining their goals and<br />

creed under the cover of darkness, but occasionally a radical sect<br />

sabotages a businesses’ machinery, frees a stockade of slaves, or even<br />

Chapter Four: Customs, Communities, and Geography 25<br />

burns the home of a particularly notorious guildsman or foreman.<br />

Such outrageous actions always result in profoundly swi and<br />

brutal retribution upon the city’s many workers.<br />

Halicsvol<br />

None (deserted village)<br />

Symbol: A tapering silver leaf within an<br />

emerald green circle.<br />

Population: None.<br />

Special Population: 2 Archducal infantry<br />

centuries, 25 witchfinders, innumerable<br />

allips, ghosts, spectres, and spirits.<br />

Religions: None.<br />

Imports: None.<br />

Exports: None.<br />

Language: None.<br />

Alignments: Lawful evil, neutral evil, and chaotic evil.<br />

Once a flourishing town thriving on its agricultural and timber trade,<br />

Halicsvol is nothing more than a ghost town. Literally. Twice in its<br />

history, Halicsvol was reduced to burning embers: once during the<br />

cruel invasion of the Witch Lords and again by the kav conquerors of<br />

Kirvos. Aer the town’s second sacking, the survivors complained of<br />

mobs of ghosts haunting the ruins, pleading with the living to restore<br />

their life essence or clawing at anything moving in life-hating rage.<br />

Those citizens, who weren’t driven mad or killed, fled vowing never<br />

to return.<br />

Today, the ruins lie just a short distance east of the road<br />

connecting Kirvos to the south—a roing skeleton of a town<br />

heavily tainted by the darkness of its own demise. The only living<br />

people still here are a garrison of 200 legionnaires who protect the<br />

merchants using the road, a detachment of witchfinders from Vas,<br />

and the occasional wandering humanoid. Otherwise, death and<br />

undeath await careless explorers.<br />

Stories tell of armies of ghosts waging endless bales upon the<br />

overgrown fields about the town, of keening wails rising up from<br />

the ruins terrifying enough to turn one’s hair gray, and of even<br />

worse things. Few adventurers are courageous enough to enter an<br />

entire town of haunts and specters, and even the garrison does not<br />

pursue bandits and other nuisances too closely toward its border.<br />

There are rumors, though, of powerful Faedian shamans sometimes<br />

entering the city to speak with the shades of the past.<br />

Those who study the restless dead oen wonder why Sallous<br />

Yar has not tapped into such an obviously exploitable resource of<br />

undead. Faedian tales suggest an ancient power lay under the area<br />

long before the coming of the gods, long before the time of man,<br />

in fact. Some aribute such a power, if it exists, to the troubles<br />

plaguing the town and eventually leading to its downfall. This<br />

thing, they claim, keeps the Magus of Bones at bay.<br />

Hiltaenos, Warder of Light<br />

Duke Paratros Daelian XXVI<br />

Symbol: A ruddy heraldic shield with a black<br />

tower at its center.<br />

Population: 104,000 (75% human, 5% Rilgoth<br />

human, 4% dwarves, 16% other).<br />

Special Population: 5 Hiltaenos infantry<br />

legions, 3 Hiltaenos cavalry legions, 3<br />

Hiltaenos siege legions, 2 Hiltaenos artillery<br />

legions, 1,500-2,000 mercenaries, 600<br />

Sentinels of the Homeguard, 300-1,000 Sentinels-in-training,<br />

1,000-4,000 legionnaires-in-training of various<br />

duchies, 1,500 house slaves (30% human).

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