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Mythic Vistas: SpirosBlaak - Property Is Theft!

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tend towards fair colors, and Faedians only wear lile clothing. They<br />

have no sense of modesty concerning nudity.<br />

Relations<br />

Faedians are total isolationists: They want as lile to do with the<br />

outside world as possible. Some few have developed minor trade<br />

relations with several of the Archduchy’s smaller communities,<br />

and they have occasionally bred with outsiders, but the truest<br />

relationship that the Faedians have with anything not of the people<br />

is the bond shared with the beasts of their homelands.<br />

Alignment<br />

Faedians have very lile in the way of anything resembling<br />

“civilized” morals. They exist according to their own archaic laws,<br />

most of which find roots in superstitious taboos and traditions.<br />

Abstract concepts like good, evil, law, and chaos are oen beyond<br />

their comprehension; only those Faedians who live among outsiders<br />

for a long time understand such things.<br />

Faedian Lands<br />

Bands of Faedian wildmen travel the Coast of Songs and Fristian<br />

Grasslands as the seasons demand. They also frequent the Wild<br />

Vode and the southern tip of the Pharran Vode.<br />

Religion<br />

A superstitious and primeval people, the Faedians do not realize<br />

they pray to the same gods as the rest of <strong>SpirosBlaak</strong>. Instead,<br />

they worship the gods as aspects of existence rather than as divine<br />

individuals. Sometimes this worship extends beyond the various<br />

aspects to a mere reverence of Nature in the form of the Wild,<br />

a real and powerful divine that finds its expression in raw and<br />

unblemished nature (for more information on the Wild, see the<br />

sidebar and Touched by the Gods by Atlas Games).<br />

Divine Heritage<br />

The Faedians may have divine heritage from the following gods:<br />

Biddethomia, Deledos, Eaovata, Gasperos, Panathon, Phaetos,<br />

Shivanos, Spiros, and Sycleese.<br />

Language<br />

Faedians have their own ancient tongue, Faedic. Faedic has no<br />

wrien alphabet, although the Faedians have certain pictographic<br />

symbols they use to communicate things (Faedic symbols).<br />

Names<br />

Faedian identifiers are limited to a name granted at birth and a long<br />

litany of one’s heritage, such as “Garbud, son of Netwin who slew<br />

the purple wyrm, who was son of Zestus who lived by the river,”<br />

and so on.<br />

Male Names<br />

Baklical, Dadoa, Kimlik, Pie, and Zestus are common male names.<br />

Female Names<br />

Baeow, Caen, Kimmlie, Meeshae, Raezas, and Uewana are common<br />

female names.<br />

Adventurers<br />

Faedians rarely leave their people. Those who do are oen outcasts<br />

or emissaries. Rare is the Faedian who leaves for the sake of wealth,<br />

fame, or adventure; such concepts are alien to their culture. These<br />

humans have a long-standing hatred of kav and are experts at<br />

tracking and killing them, making them valuable mercenaries if they<br />

have a mind for it.<br />

Chapter Seven: Races 65<br />

Faedian (Wildmen) Racial Traits<br />

• +2 Constitution, –2 Intelligence. A hardy, vigorous people,<br />

Faedians lack any form of education beyond their oral traditions.<br />

• Medium: As Medium creatures, the Faedian have no special<br />

bonuses or penalties due to their size.<br />

• Faedian base land speed is 30 feet.<br />

• +2 racial bonus to Move Silently, Handle Animal, Hide, and<br />

Survival checks. These are always class skills for the Faedian.<br />

(This replaces the bonus feat<br />

humans ordinarily receive.)<br />

• Wildmen receive wild<br />

empathy, as per the druid<br />

ability, automatically. If they<br />

gain this ability as a class<br />

feature, such as by taking<br />

levels in the druid or ranger<br />

class, they gain a +4 racial<br />

bonus to these checks.<br />

• 4 extra skill points at 1st level<br />

and 1 extra skill point at each<br />

additional level<br />

The Wild<br />

The Wild is not an anthropomorphic<br />

deity; rather, it is a primal force expressed<br />

throughout nature. Its worshippers believe<br />

that the Wild flows through them, and<br />

that they are charged to act as its hands to<br />

maintain the balance between nature and<br />

civilization. The symbol of the Wild is a circle<br />

of thorns, and priests use a collar or bracelet<br />

of thorns as their divine focus.<br />

Alignment: Neutral.<br />

Domains: Animal, Earth, and Plant.<br />

• Technology Taboo: Wildmen see technology as something<br />

“dark and wrong,” and, therefore, something to be avoided.<br />

They take a –4 morale penalty to all aack rolls and skill<br />

checks involving technology, such as black powder weapons<br />

and advanced items involving steam engines, clockwork<br />

mechanics, and the like.<br />

• Oral Tradition: Writing is almost entirely alien to the Wildmen,<br />

so they learn everything by rote, a tradition as ancient as it is<br />

revered. A Faedian must spend 2 skill points to gain the ability<br />

to read and write the languages he speaks.<br />

• Automatic Language: Faedic. Bonus Languages: Common,<br />

Draconic, Goblin, Lycanthus, Old Rilgoth, Orc, Sylva, and<br />

Terran. Note: This does not include the wrien language.

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