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Mythic Vistas: SpirosBlaak - Property Is Theft!

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in the faith of the Shining Cavalier. Games and sports (although very<br />

rarely those of the gladiatorial variety) are held here on a monthly<br />

basis. No other arena in the Archduchy can compare with the<br />

Coliseum of Devotion’s splendor.<br />

Conundrum Hall<br />

<strong>SpirosBlaak</strong>’s thieves are notorious for their love of puzzles, and<br />

so their large guildhall is like a maze. Traps, most of which can be<br />

bypassed by solving a puzzle, pepper these corridors, protecting<br />

the guild’s secrets. Rumor has it that all applicants to the guild of<br />

Conundrum Hall must find their way through a harrowing, multileveled<br />

labyrinth in the building’s depths to gain membership.<br />

Failure, of course, means death.<br />

People of Note<br />

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

Archduchess Ailea Baedabin I<br />

Female rakshasa 12 HD, AL appears as LG.<br />

The only child of the late duke, Ailea assumed her father’s title at<br />

age 23. Almost a decade later, following years of masterful political<br />

maneuvering, Ailea is the youngest and one of its more competent<br />

leaders the Archduchy has ever known. She rules fairly, and she’s<br />

shown a great deal of care for her people by taking a direct involvement<br />

in their lives, more so than any other ruler in living memory. She<br />

initiated sweeping social reforms that have unfortunately failed thus far<br />

to affect the nation’s many hardships…or so the public believes.<br />

Truthfully, a power-mad rakshasa, less than a month aer the<br />

true Ailea’s elevation to Archduchess, killed and replaced the<br />

archduchess. The rakshasa, Lulust Miregrim, uses powerful magic<br />

and artifacts to hide her secret, especially from her suspicious<br />

aid, Lord Blackwater. “Archduchess Ailea” uses her innovative<br />

ideas in conjunction with the momentous events she contrives as a<br />

smokescreen to cover her true, selfish goals, most of which actually<br />

work to oppose the pretense of her good deeds. Chief among her<br />

current designs is unseating the Pontiff of Spiros and usurping the<br />

church’s power and wealth to serve her needs.<br />

Uik Diffdek<br />

Male bakad 12th-level expert, CE.<br />

Head of the largest bakad house in the city, and therefore probably<br />

the most powerful of <strong>SpirosBlaak</strong>’s hagglers, Uik is a capable<br />

merchant specializing in cloth and foodstuffs. This is a front. In<br />

truth, the head of House Diffdek maintains his wealth by being a<br />

notorious cheapskate, liar, and smuggler. If you need something<br />

(or someone) in or out of the city unnoticed, or if you’re looking for<br />

someone or something that doesn’t want to (or can’t) be found, then<br />

Uik is the goblin to see—if you can afford his services.<br />

Lord Deacon Blackwater, Court Thaumatologist<br />

Male Spiran 19th-level wizard, N.<br />

A wizened human who lived several centuries and survived many<br />

adventures before seling down into his current position, Lord<br />

Blackwater served the rulers of <strong>SpirosBlaak</strong> for over five decades. He<br />

was a former student of Rector Arphias, so Blackwater is no fool. He<br />

suspects there is something awry with his charge, the Archduchess.<br />

He has thus far been wise enough to keep his suspicions to himself<br />

until he can act with certainty, but it is likely only a maer of time<br />

before circumstance forces his hand.<br />

Tuskadeen Protectors<br />

Fearing assassination at the hands of fanatics during Vas’ crusade<br />

against Kirvos, the duke of that time formed the Tuskadeen<br />

Protectors. Consisting of Rilgoth barbarians of the Tuskadeen clan,<br />

Chapter Four: Customs, Communities, and Geography 35<br />

these mercenaries are surprisingly loyal, and they viciously defend<br />

their charge, the current duke or duchess of the city, gladly giving<br />

their lives in his or her defense.<br />

The Moon Claws and Predators<br />

These two rival kav gangs dominate aspects of crime in the city too<br />

minor for the thieves’ guild to take notice of or care about. The Moon<br />

Claws, a gang of rough kavbroed, claim the east side as their turf,<br />

whereas the Predators, a slick and underhanded band of kavraen,<br />

hold a smaller territory encompassing the docks and a few nearby<br />

blocks. Other gangs, kav and otherwise, exist, but these two are by<br />

far the largest and most dangerous.<br />

Taervas<br />

Sheriff Obron Uktonikis<br />

Symbol: A gauntlet holding alo a rose on a<br />

violet circular field.<br />

Population: 300 (15% human, 45% half-orc,<br />

20% half-ogre, 7% orc, 13% other).<br />

Special Population:100 to 500 Archducal legionnaires and/or mercenaries,<br />

20 constables, 20 to 200 student warriors.<br />

Religions: Any is welcome but Shivanos and Sri Senn Sindh are<br />

both very common.<br />

Imports: Steel and firearms.<br />

Exports: Mercenaries, cale, leather, weapons, and armor.<br />

Languages: Orc, Giant, Common, and Goblin.<br />

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

Located upon the road between Monvas and Vas, this small village<br />

was founded during the Era of Blood and has since oen been the<br />

victim of both orcs and humans alike. One would think such a history<br />

would tear apart Taervas’ citizenry, each person siding with its own<br />

race, but instead the opposite has occurred.<br />

Taervas is a community of ruthless acceptance and unforgiving<br />

compromise. The villagers that all individuals are responsible for<br />

their own survival and should be either accepted or denied based on<br />

their ability to maintain that goal. In short, it doesn’t maer who or<br />

what you are, so long as you are strong enough to keep yourself alive.<br />

Such a philosophy acts as a bridge between the contrary societies<br />

of mankind and the Roaming Plains, allowing the various peoples<br />

calling Taervas home to coexist without the usual racial boundaries.<br />

The village itself is sparse, with blacksmithing, weaponsmithing,<br />

and armorsmithing being the more common trades, and other<br />

military fringe trades, such as teamsters and tanners, coming in<br />

second. Taervas also includes an inn, six taverns, a crude sporting<br />

arena, a pavilion-style marketplace, a meeting lodge, a jail, a postal<br />

outpost, and housing enough to accommodate roughly a third of the<br />

village’s citizens, with the remainder living on outlying farms.<br />

Relations<br />

Most of the Archduchy would like to forget Taervas and its warrior<br />

code of racial equality exists, but even the purists of Vas hire Taervastrained<br />

soldiers from time to time. The other duchies also look<br />

towards Taervas’ soldiers to train and complement their own forces.<br />

Locations of Note<br />

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

Taervas School of Arms<br />

Although not as big and not nearly as refined as most of the other<br />

militant academies of the Archduchy, the school of Taervas is one<br />

of the best, and its graduates are some of the most capable officers<br />

and mercenaries to be found. All manner of arms, including black<br />

powder firearms and siege weaponry, are taught here, as are tactics,

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