Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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34<br />
The Gavrinn Farr<br />
Like their Motith Farr brethren, the members of this monastery<br />
descended from devoted monks seeking to aid passing pilgrims.<br />
However, instead of healing their minds, the Gavrinn Farr (Old<br />
Rilgoth for “Defenders of Wellness”) directed their odd psychic<br />
abilities into the warrior arts, especially with regards to mastery<br />
of the odd blades, the mord’oi. Although the Gavrinn Farr follow<br />
a philosophy of non-violence and a devotion to the health of one’s<br />
fellows, they recognize a time will come when they will need to<br />
utilize the powers of mind and their physical might to defend others.<br />
<strong>SpirosBlaak</strong>, Spiros’ Tribute<br />
Archduchess Ailea Baedabin I<br />
Symbol: A heraldic shield bearing the shining<br />
sword of Spiros, held high by two bare<br />
hands gripping its blade.<br />
Population: 325,000 (52% human, 2%<br />
kavraen, 22% kavbroed, 4% dwarven, 20%<br />
other).<br />
Special Population: 20 Tuskadeen Protectors,<br />
100 Sentinels of the Homeguard, 2 Archducal<br />
infantry legions, 1 Archducal cavalry legion,<br />
1 Archducal artillery legion, 1 Archducal siege<br />
legion, 4 <strong>SpirosBlaak</strong>ian infantry legions, 2 <strong>SpirosBlaak</strong>ian<br />
cavalry legions, 3 <strong>SpirosBlaak</strong>ian artillery<br />
legions, 2 <strong>SpirosBlaak</strong>ian siege legions, 400 city<br />
guardsmen, 3,000 navy sailors, 500 marines, 8,000 house slaves.<br />
Duchy Population: 610,000 (58% human, 12% kavraen, 8% kavbroed,<br />
6% halfling, 16% other).<br />
Duchy Boundaries: <strong>SpirosBlaak</strong> controls the land north to Navodys,<br />
west along the Path of Faith to the Swamp of Woe, and south<br />
down the Coastal Road to match the southern tip of Laervas<br />
<strong>Is</strong>land. <strong>SpirosBlaak</strong> also has a disputed claim on a great deal of<br />
the eastern portion of the Fristian Grasslands, a claim this region’s<br />
large kav population violently contests.<br />
Religions: Spiros is dominant, but just about all other religions may<br />
be found in moderation.<br />
Imports: Technology, steel, and iron.<br />
Exports: Art, grain, foodstuffs, weapons, and armor.<br />
Languages: Common and Lycanthus.<br />
Alignments: Lawful good, neutral good, neutral, lawful neutral, and<br />
neutral evil.<br />
The largest of all the Archduchy’s metropolises, the capitol city<br />
extends outwards from the Whistling Cliffs, along the Coast of<br />
Songs. As the city is sectioned haphazardly into districts by the<br />
remains of old walls once circling the city before its growth required<br />
new fortifications, visitors can easily get lost in the maze of streets.<br />
Currently the city’s outermost boundary is a 50-foot (wide and tall)<br />
curtain wall, with evenly spaced, cannon-equipped towers and a moat<br />
guarding against trouble. Three heavily protected gates, one facing<br />
west, north and south, allow entrance through this impressive barrier<br />
into the city’s corridors.<br />
<strong>SpirosBlaak</strong> is a contradiction of cultures. Some of its districts appear<br />
more opulent than are any in the kingdom, while others are simply<br />
common or downright dilapidated and roing. Dwarven shops nestle<br />
between human taverns and stores, and half-orc weaponsmithies and<br />
kavbroed social clubs sit between halfling bakeries. In <strong>SpirosBlaak</strong><br />
everyone is appreciated, although not all are accepted.<br />
Whitewashed wooden buildings, their one or two upper stories<br />
juing out above the cobbled, gas-lit streets, are the norm, and only<br />
the oldest or most expensive buildings are made of stone or brick.<br />
The wealthy live within the Gilded District, a restricted area atop the<br />
expansive hill at the city’s center. Overlooking the city are the ducal<br />
Chapter Four: Customs, Communities, and Geography<br />
palace and Citadel of Claws, home to <strong>SpirosBlaak</strong>’s military officers<br />
and city guard. Two smaller keep complexes, one to the north and<br />
another to the south of the docks also serve to defend the capital.<br />
The city teems with guilds, merchants, tradesmen, seers, soldiers,<br />
charlatans, mercenaries, tourists, seekers of truth, gangs, adventurers,<br />
cuhroats, commoners, con men, sailors, humanoids, and more. All<br />
coexist within the symbiosis of necessity, proving <strong>SpirosBlaak</strong> truly is<br />
the heart and soul of the Archduchy bearing its name.<br />
Relations<br />
As the capital, <strong>SpirosBlaak</strong> has been forced into many concessions<br />
and political maneuverings it would not have otherwise made as<br />
a free city. Affairs with Vas have been strained since before the<br />
Archduchy’s founding, and they were worsened when the holy<br />
city was overlooked as the newly formed nation’s capital. Vas and<br />
Hiltaenos have also taken issue with the Duchy of <strong>SpirosBlaak</strong>’s<br />
escalated number of legions and their subsequent deployment<br />
since Archduchess Ailea rose to power. The two duchies claim that<br />
<strong>SpirosBlaak</strong>’s own legions, when combined with the mixed legions<br />
levied for the Archduchy as a whole, make for a troubling amount of<br />
power at the capital’s command.<br />
Kirvos, on the other hand, remains a surprisingly good ally,<br />
despite the kav-controlled duchy’s poor dealings with just about<br />
every other community in the realm. Even so, <strong>SpirosBlaak</strong> is a<br />
favorite target for kavraen insurgents and orc raiders who gather<br />
every few years in incredible numbers and burn their way through<br />
the outlying farms and hamlets to the grand city itself, although<br />
they’ve been unsuccessful in doing so in over a century.<br />
Locations of Note<br />
The following are locations of note in <strong>SpirosBlaak</strong>.<br />
Public Docks<br />
Able to support up to 20 large merchant vessels and a variety of<br />
smaller cra, the public docks are contained by two towered and<br />
walled breakwaters, between which hangs an immense iron chain<br />
that can be lowered and raised to control the flow of vessels. A<br />
sturdy wall separates the warehouses and other dock amenities from<br />
the rest of the city, and a keep to the south overlooks them.<br />
Javondis’ Cathedral<br />
Second only to the See of Spiros in its majestic testimony to the<br />
Shining Cavalier’s influence throughout the Archduchy, the<br />
cathedral is named for the very first Pontiff of Spiros to enter the<br />
Wildlands during the Era of Colonization. During this time, before<br />
the elevation of Vas, Javondis’ Cathedral acted as the seat of the<br />
Church’s power in the Wildlands. As such, some traditionalists<br />
within the Church secretly (and heretically) hold this temple to be<br />
more holy than the See of Spiros.<br />
The Navy Yards<br />
The navy yards sit in their own inlet north of the public docks,<br />
protected by another pair of chain-equipped, heavily defended<br />
breakwaters, with two armored towers resting upon islands within<br />
the cove. The yards can hold six large ships and roughly 10 smaller<br />
vessels. On shore rests the naval academy, barracks, and armory.<br />
Landside, the yards are protected by the northern keep complex and<br />
several baeries of cannon.<br />
The Coliseum of Devotion<br />
Located in the west end of the city, this massive, 10-tiered stadium<br />
is made of white marble and dark basalt. Workmen and architects<br />
of Vas erected this wondrous structure shortly before the crusade<br />
against Kirvos in recognition of the important role <strong>SpirosBlaak</strong> plays