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