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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

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