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Mythic Vistas: SpirosBlaak - Property Is Theft!

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Band Names<br />

Bowsprite, Drac, Godshope, Rainfire, Stormrider, and Swiwind are<br />

typical band names.<br />

Adventurers<br />

Being great lovers of danger, the Midwyn commonly gallivant<br />

about the sea in search of adventure; they do not enjoy traveling<br />

inland any farther than necessary. Landlubbers most commonly<br />

encounter Midwyn pirates, rogues, and fighters selling their<br />

services as crewmen, mercenaries, and warm bodies to fill the gaps<br />

in depleted groups of heroes and villains alike.<br />

Midwyn (Raider) Racial Traits<br />

• +2 Dexterity, –2 Wisdom, and –2 Charisma. Midwyn children<br />

learn to nimbly climb and run through the rigging of a ship<br />

before they can walk, making them extremely spry. Their ne’erdo-well<br />

culture and aitude is jarring to outsiders, and their firm<br />

adherence to their fatalistic outlook prevents them from taking<br />

full advantage of resources at their disposal.<br />

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

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

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

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

additional level.<br />

• +4 competence bonus to Balance, Climb, and Swim checks.<br />

These are always class skills. (This replaces the bonus feat<br />

humans ordinarily receive.)<br />

• Intolerant: Midwyn take a –4 penalty to their Charisma when<br />

dealing with races other than the voesti wave mites, as their<br />

reputation for thievery precedes them.<br />

• Automatic Language: Common. Bonus Languages: Any (other<br />

than secret languages).<br />

• Favored Class: Pirate. A multiclass raider’s pirate class does not<br />

count when determining whether he takes an XP penalty for<br />

multiclassing (for details, see rules for multiclassing in the PHB).<br />

• Allowable Divine Heritage: Akrasia, Antigonos, Biddethomia,<br />

Cinnoldis, Deledos, Demedreas, Eaovata, Gamia, Gasperos,<br />

Logothos, Kutsutema, Panathon, Phaetos, Shivanos, Spiros,<br />

and Sycleese.<br />

Humans, Rilgoth (Barbarians)<br />

All that remains of the once mighty people of the Rilgoth Empire are<br />

the barbarian clans north of the Archduchy. Each clan lives a seminomadic<br />

existence on its lands, living in relative peace (for them,<br />

anyway) with neighboring clans, but waging war when necessary.<br />

To survive, and prove their right to be named men of honor,<br />

Rilgoth make a common practice of raiding the Archduchy<br />

of <strong>SpirosBlaak</strong> to the south. Rilgoth warriors sometimes hire<br />

themselves out as mercenaries, with an allegiance only extending<br />

so far as whomever can pay the most (except in the case of the<br />

Tuskadeen Protectors of <strong>SpirosBlaak</strong>, see page 42).<br />

Personality<br />

Courage is the basis for the code of honor central to a Rilgoth’s<br />

behavior. The central tenets of the code are universal throughout the<br />

clans, although variations exist from one to another. Beyond their<br />

rabid devotion to courage, the Rilgoth are a powerful, proud people<br />

who rarely let emotions like compassion and mercy interfere with<br />

their decisions.<br />

Physical Description<br />

Rilgoth are tall and husky. They dress simply in furs and leather,<br />

opting for sensibility in their gear rather than fashion, and their<br />

Chapter Seven: Races 67<br />

choice of weaponry tends to be just as practical and brutish, favoring<br />

heavy axes and bastard swords above other types of arms. The<br />

Rilgoth tend to be fair, despite the tanned skin years of outdoor<br />

living bestowed upon them. Red and blond hair, which the men<br />

prefer to wear long and braided, oen into their equally long and<br />

laiced beards, is the norm. These barbarians are also very proud<br />

of their bale wounds, oen adding carved taoos to their scars,<br />

creating intricate designs in their flesh.<br />

Relations<br />

The Rilgoth clans have very few amicable relationships with outsiders.<br />

Most dealings with other races consist of raiding them or seeking<br />

mercenary employment in their lands. A society of proud warriors, the<br />

Rilgoth have lile need for non-humans and never trust them wholly.<br />

Alignment<br />

Taboos, clan laws, and ancient superstitions prescribe a Rilgoth’s<br />

acceptable behavior. Survival of the clan is the most important thing<br />

in Rilgoth society, so all sense of good and evil is bound to that goal.<br />

Rilgoth Lands<br />

Each clan lays claim to a stretch of land within the region once<br />

spanning the long-dead Rilgoth Empire, located to the north of<br />

the Barbas Vode and the Pharran Vode. The size and power of a<br />

clan defines the size of its territory, but even the smallest clans<br />

claim ownership to lands much larger than those controlled by the<br />

Archduchy.<br />

Religion<br />

Shivanos best suits the warlike Rilgoth, although his goals and<br />

perceptions on existence are not always theirs. Rilgoth sometimes

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