Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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.