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Faithful children of the god, go!

Leave this place in the halls of your past,


For a future ordained by Zaltec awaits.

Take your children by the hand, priest!


Lead them south toward the valley of your future,
Where mighty destiny calls.

Now my children claim the world, all!


From their island in the sun they send their armies,
To gain the final glory for their god.
Maztica
Campaign Set
A Journey to the True World
by Douglas Niles
Table of Contents
Introduction to Maztica . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
History of Maztica . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Maztican Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Character Races. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Character Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Organized Nations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Peoples of Maztica . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Payit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Mazticans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Dog People . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Green Folk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Character Kits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Eagle Knight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Jaguar Knight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Artisans of Maztican Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Plumaweavers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Hishnashapers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
The Ball Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Economy and Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Maztican Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Limits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Talismans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Pluma, Hishna, and the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Pluma: Feathermagic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Hishna: Talonmagic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
The Maztican Calendar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95

Credits:
Design: Douglas Niles Black and White Art: Valerie Valusek
Additional Design: Tim Beach Border Art: Ken Frank
Editing: Karen S. Boomgarden Cartography: David Sutherland III, Dennis Kauth
Cover Art: Fred Fields Typesetting: Tracey Zamagne and Gaye O’Keefe
Interior Color Art: Jeff Easley, Doug Beekman Production: Paul Hanchette

This material is protected under the copyright law of the United States of America. Any unauthorized use of the material or artwork contained
herein is expressly prohibited without the written consent of TSR, Inc. Copyright ©1991 TSR, Inc. All Rights Reserved. Printed in U.S.A.
Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy
and hobby trade by regional distributors. Distributed in the United Kingdom by Random Century Group and TSR Ltd.
ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc. BATTLESYSTEM and the
TSR logo are trademarks owned by TSR, Inc.

TSR, Inc. TSR Ltd.


POB 756 120 Church End, Cherry Hinton
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WI 53147 U.S.A. United Kingdom

1066XXX1501 ISBN 1-56076-084-2


Introduction to Maztica
Welcome to a land of vast beauty described in many different
and fierce savagery; a land of periods, the detail on each would be
magnificent opportunities . . . and insufficient for gaming purposes.
dark menaces. It is truly a New Therefore, the bulk of the
World, only now cast open before information here deals with the
the adventurer’s footsteps. True World after its most
At least, it is new to those cataclysmic moments, when the
adventurers who hail from the future pattern of the place has been
Sword Coast, and other known established. Yet it is still a land in the
regions of the Forgotten Realms. But early stages of its development,
for some, it is the land they have where the influences of mighty
always known, the place of their figures—perhaps, player character
heritage and ancestry—and now, figures—will go far to shape the
the place of their very uncertain type of place that it becomes.
future. Campaigns may be set before this
Maztica is a land of varying time, especially if DMs wish to
cultures, with unique treasures and recreate the tale of the invasion and
magics. It is strangely vulnerable to near conquest of Maztica. Flayer
the powers of the Old World, yet it is characters who participate in the
resilient as well. It bends without initial discovery of the True World
breaking to the pressures exerted can exert significant influence as to
upon it, and in so doing it combines the nature of these first contacts.
the strongest features of its native Alternatively, as a place of no iron
cultures with the strongest aspects or steel—no crossbows, wheels or
of the invaders. ships—and no horses, Maztica can
Journey there now, as creatures create a new source of challenges
and cultures come together to make for adventure. The pre-discovery
a new place—a land that all types of period of Maztica can be a complete
adventurers can call their own. gaming environment in its own
right.
Time Frame of the True
World The Uses of These Books
This book —A Journey to the True
The land of Maztica, introduced in World —is designed for players and
the Maztica trilogy of FORGOTTEN DMs alike. It presents information
REALMS® novels, undergoes that is common knowledge to
convulsive forces in the telling of inhabitants of Maztica, and easily
those tales—forces that change the accessible to its visitors.
world, for good or for ill, in many The first, and extensive, portion of
significant directions. the book is the history of Maztica.
Therefore, the choice of timing is This is a simplified version of a
very significant regarding the thousand different legends, though
setting of the game. This, the the closer to the present it gets, the
Maztica gaming environment, must more historically accurate it
be placed in a specific moment in becomes. In one form or another, it
history, for if the land were to be

4
is told and retold throughout the religion in the True World. Also
lands of the True World. Obviously, included there are rules for
emphasis on the Payit and Nexalan BATTLESYSTEM™ miniatures play
cultures shifts depending upon with Maztican armies, as well as
where the tale is told, but the several battles drawn from Maztican
version recounted here strives to history presented as scenarios.
retain an impartial bias in its view of
both important cultures.
Following the history of Maztica is Shaping the Time World
a section on “Characters in the True The ultimate conflict in Maztica
World.” This section is relevant for results from the gods (both native
Maztican NPCs that the DM will and “imported”) who are
require, and also informs players of fundamentally in opposition. This
their options for PCs, should they cosmic confrontation is inevitable,
begin or enter a Maztican campaign. given the different approaches to
The section includes character race religion in Maztica and the rest of
and class eligibility, as well as new the Realms. This is perhaps the only
proficiencies for Maztican unchanging underlying factor on
characters. It also outlines four new which a Maztican campaign is
character kits: two variations of the based: the effect of clashing deities
Warrior class, Jaguar and Eagle on their followers and on those
Knights, and two of the Rogue class, non-believers caught in the conflict.
artisans who work the Maztican arts The story of this conflict, as told
of feathermagic (pluma) and by the novels, is a topic players and
talonmagic (hishna). DMs may wish to play out in a
The final section in this book is a campaign. To that end, you should
more thorough examination of find the information you need in
pluma and hishna, the native this boxed set, though the tale is not
Maztican magics. They are powers presented as a gaming adventure.
available to clerics of Maztican As this is as much a military tale as
deities, as well as to the an epic quest, it is not everyone’s
plumaweavers and hishnashapers cup of tea for roleplaying.
described in the kits above. New The world of Maztica ends the
powers of pluma and hishna are trilogy more or less in a state of
broken into spell descriptions. stasis between great forces, not
The second book— Maztica under absolute control by one over
Alive —is specifically for the DM’s the other. This precarious balance
use. It contains information that results in an environment of
should be gained by the players continual tension and,
through exploration and adventure, consequently, plentiful
and includes detailed descriptions opportunities for adventure.
of many locations and cultures, as Another characteristic of the land
well as introductory hints to what is the abundance of treasure
lies beyond the frontiers of the land secreted in various places across its
as it was discovered by Cordell and face. This is one of the great draws
his Golden Legion. to adventurers from the more
The third book— Gods and “civilized” lands, and even the
Battles —details the deities of terrors awaiting those who would
Maztica, and gives an overview of seek the richest treasures do not

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daunt these determined questors. Conquest of Mexico by Bernal
However, a mountain of treasure Diaz de Castillo (gripping story
in Maztica does not become, written by a conquistador)
instantly, a fortune in the Forgotten Mexican and Central American
Realms. A long and perilous route Mythology by Irene Nicholson
lies before he who would transport (many interesting tales)
such a trove to the markets of The Aztec: Man and Tribe by
Calimshan, Amn, or Waterdeep. Victor W. Von Hagen (thorough,
This route in itself provides quick read)
employment and adventuring The World of the Maya by Victor
opportunities for mercenaries, W. Von Hagen
pirates, sailors, and thieves. Aztecs of Mexico by George C.
The connections between Maztica Vaillant (very thorough)
and the Elder Kingdoms remain The Conquistadores by Terence
tenuous, though laden with Wise (an Osprey book; excellent
potential. The shaping of your color plates by Angus McBride)
campaign can determine whether The Ancient Kingdoms of Mexico
these bonds are developed with by Nigel Davies (good overview of
lasting strength, or are severed by all pre-columbian cultures)
the forces of chaotic opportunism. The Cities of Ancient Mexico by
Jeremy A. Sabloff (particularly good
detail about the cities themselves)
Sources of Information Aztec Warfare by Ross Hassig (the
The tale of the initial clashes definitive work on the topic;
between Mazticans and the outside includes detailed history)
world, as well as the eventual union
of those humans to face the broader In addition, National Geographic
threat of deepest evil, is told in the magazine has presented numerous
Forgotten Realms Maztica trilogy: splendid articles on this part of the
Ironhelm, Viperhand, and world during the last decades.
Feathered Dragon, by Douglas Niles.
Maztica is (obviously) a land
founded upon the pre-Columbian
cultures of Mexico, especially the
Mayan and Aztec cultures. As a
gaming environment, it postulates
(fantastically of course) what might
have happened if the native cultures
had not been so totally conquered
and overwhelmed by the invaders.
Many good sources on these folk
exist. Inspiring stories about the
Mayans and Aztecs, as well as
examples of their art, architecture,
and mythology, can be easily located
in libraries and bookstores. A few,
in particular:

6
History of Maztica
The tale of Maztica’s origins, at The gods lived and played, and
least as created and impacted by its grew bored. They desired new toys,
human settlers, is a story that has and from this desire, humans were
been recorded and preserved created. The ultimate toys of the
through many generations. gods, they were to take their places
Naturally, the further back the tale, upon the world. But humans proved
the more legend veils the history. difficult to create, and the gods
Basically, however, the story of the became increasingly annoyed.
True World is divided into three First, the gods made humans by
ages: the Immortal Era, the Golden scooping the thick mud of the
Age of Payit, and the Dawn of Nexal. riverbottom, and then forming clay
The commencement of the fourth into the images of men. But they
(as yet unnamed) period is recent, placed these images back into the
for the end of Nexal can be water, and the river washed their
pinpointed specifically upon the features away. The men of clay
Night of Wailing. The overall course struggled and writhed on the world,
of the new age is undetermined, so but they could not stand. Finally, the
objective examination and historical men of clay disappeared in the
categorization remain the task of water.
future chroniclers. Next, the gods took the limbs of
stout trees, and hacked the wooden
The Immortal Era features into the shapes of men.
They placed the men of wood into
Maztica was a land created by and the water, and they floated. When
for the gods, and for a long time only they came forth from the stream,
the gods lived here. The father of all their features remained intact. The
the gods was Kukul, and their mother gods were pleased, for the men of
was the True World itself. Eldest of wood seemed superior to their early
the Sons, and most honored, was cousins.
Qotal, the Feathered Dragon. Next in Then the lightning of a towering
line, violent and powerful, was storm struck the world. Violent
Zaltec, the Bloody Hand. crashes and explosions shook the
Then came the other brothers: body of Maztica, and crackling
Tezca and Azul (also called Calor), explosions of the storm’s rage
the twins of Fire and Water; and echoed across the land. The men of
Plutoq, sturdy master of Stone. But wood caught fire, burning away
Kukul and Maztica were not content before the eyes of the gods.
with sons, and they gave birth to So the gods made a man of gold,
daughters as well: Kiltzi, goddess of and he was very beautiful. The gods
growth and nourishment; and her gathered around to look at him, and
younger sisters Watil, goddess of they were very pleased. They
plants, and Nula, she who watched waited for the man to praise the
over animals. Their creatures and gods who had made him.
their verdancy spread across the But they waited long, and the man
world, and Maztica became a place made no move, no sound. The man
of life. of gold failed, for he had no heart

7
and no breath. He could not live. their joy they gave great thanks to
The younger gods despaired, but the gods, and they raised the
Kukul would try one more kind of mother of all the gods, Maztica, to a
man. He took his great maca and lofty height.
held forth his hand, cutting the Qotal, eldest son of Maztica, grew
fingers off one by one. And the jealous at his mother’s lofty place.
fingers fell to earth, and wriggled, He determined that he, too, would
and stood, and took the shapes of earn such honors from man. The
men. Feathered Serpent decided to give
Finally, the humans flourished, the humans the greatest gift of all, a
and began to honor and fear the gift that would give them health and
gods who had created them. happiness and many
grandchildren—many humans to
worship Qotal.
Gifts of the Gods He gave them mayz. This was the
So the gods played with the their grain of the gods, and in its bounty
human toys, and gave them goals, it gave to the humans life, and
desires of their own. Each of the something even greater—it gave
gods puzzled long and hard to select them the time to devote their lives
a gift that would be given to the to greater pursuits than simply the
humans. These gifts would remind acquisition of food. Mayz is a
them of the gods, and allow the keystone of Maztican culture, and
mortals to perform even greater from its arrival and early use the
rituals of worship. development of civilization is a sure
From Qotal they received the and steadily rising path.
desire to learn, and this opened the Now the people gathered in
doors to all the other gods—for places, collecting around the mayz
humans imbued with this desire that gave them life. These places
became very pliable toys indeed. became villages, and towns, and
Too, Qotal gave to the humans the finally great cities. And each city
gift of speech, that they might know held temples to the gods, and most
one another and better raise their prominent among them was the
voices in praise of the gods. edifice erected to Qotal, the Plumed
From Zaltec they received the Dragon.
courage and honor to embark upon But Zaltec saw his brother’s deed,
wars, wars for greatness among the and the favor it brought to him, and
humans. In their savagery and jealousy seethed in his own soul.
violence they greatly pleased the Zaltec determined to create a
gods, who favored their most wondrous gift for humankind, a
faithful followers in war. As yet, the thing that would make his name
humans did not know to feed their most exalted of all the gods’. For
gods with hearts and lives. long ages he worked, with fire, and
Tezca, of the sun, gave the beast, and reptile and venom, until
humans fire, while Azul gave them finally the gift was ready.
clean water for drinking and It was a gift of power, for it was
bathing. hishna, the magic of talon and
From Kiltzi, the humans learned venom. The power of the dark
to love. Their numbers multiplied, magic was given to Zaltec’s most
and they began to know joy. And in faithful priests, and to many

8
powerful warriors who labored in spewed forth their warriors, and a
his name. They became the Jaguar killing tide swept across the land.
Knights, and the power of hishna Qotal saw his brother’s gift, and
gives them the might to change watched humanity suffer under its
shape. Increasing in power, the power. He could not create a gift to
Jaguars became masters of the match it, for his influence lay over
night, and Zaltec’s name was insubstantial things.
whispered in fear . . . and awe. But his mother, Maztica the True
But the power of hishna was an World, saw his distress. She, too,
angry power, and would not be loathed the spreading of hatred
constrained. Soon the humans across the land. She knew that Qotal
began to fight with great savagery, would stem this tide, yet he lacked
and wars swept the land. Armies the power.
spurred by murderous fanaticism, And so Maztica gave to her son
butressed by dark hishnashapers, Qotal the magic of pluma. The
and armed with fearsome weapons Plumed One spread the gentle
spread outward. All the cities power of feathermagic among the

9
people, and slowly the workings of containing thirteen large butterflies.
hatred passed away. Slowly, he climbed the blood-slick
steps, and as he climbed the blood
vanished from below him, cleaning
Betrayal and Ultimate War the steps all the way to the top of
The anger of Zaltec was manifest, the giant pyramid.
and he attacked his mother with the There, Qotal opened his cage. One
greatest rage the gods had ever at a time the butterflies took flight,
known. He used a maca with a each soaring high into the heavens,
killing edge of darkness, and felled dazzling the earth with its colors.
his mother the earth with a single These butterflies soared across the
blow. world, scattering traces of color in
Kukul, father of the gods, saw their wake, and wherever they
what his son had wrought. He passed wildflowers burst from the
grieved for the crime of Zaltec, and ground, spreading brightness and
wailed for the loss of the goddess nectar in the wake of their passage.
his wife. His undying despair Then the gods joined in battle.
shattered the elder god, and left the They fought hard and long atop the
children of Kukul and Maztica to mighty platform, and the force of
battle among themselves. their struggle sent fire and smoke
Now Qotal roared his own rage, across the land. Great cyclones
and the humans fell back in terror whistled outward, and the battle
and awe. War erupted among the rent huge gaps in the mountains.
gods, as Tezca, Plutoq, and Azul Finally, when the strength of the
stood with their brother Zaltec, and gods had been drained, Qotal seized
Kiltzi and her sisters joined forces his brother Zaltec and cast him
with Qotal. down the steps of the pyramid.
The gods commanded the Defeated, the god of war crept
humans to build a great pyramid for away, and the humans exalted in the
this war, in a place where men worship of Qotal.
could not live. The humans obeyed
their masters, and at last the
towering structure stood completed. Qotal’s Seduction
Now the gods prepared for the war, For long ages peace ruled the
each with a sacrifice to show his world. Humans loved and laughed,
steadfastness and courage. and sometimes warred, and always
Zaltec commenced. He claimed they praised the might of their gods.
ten thousand brave warriors as his Qotal heard the praise, and basked
sacrifice, selected from across the in it. Too, he saw the humans’ joy,
breadth of the True World. Joyful at and he grew jealous.
the honor done them, they He saw the pleasure the humans
journeyed to the mighty pyramid knew from love, and he craved a
and climbed it. With songs on their love of his own. Here he saw his
lips, they lay across the altar and sister Kiltzi, and he pursued her and
gave their hearts to Zaltec. took her for his wife. She struggled,
When, finally, the ten thousand knowing the wrongness of the act,
had perished, Qotal came to the but Qotal was master of all. He
pyramid to make his sacrifice. He could not be stopped.
brought only a small cage, Finally sated, Qotal slumbered. He

10
fell into a sleep that lasted for ages, Then the people brought objects
and he would not awaken. Kiltzi, of hammered gold, and plated
overcome by shame, fled from her silver. They filled bowls with the
eldest brother and took shelter with dust of precious metal, and piled
the banished Zaltec. And when mounds of it on the sacrificial altars.
Kiltzi fled, much of the love fled But the priests would not look at the
from the True World with her. gold, would not place the silver
The humans cried out from the before the gods. The gods, they said,
hurt. They did not understand the needed sacrifice of the most
tragedy that had befallen them, and precious gifts of all.
they pleaded with their god, the And so the people gave
Plumed Serpent, for deliverance. themselves.
But Qotal slumbered on. Each family gave one, a man or a
His other sisters, Watil and Nula, woman or a child. The gifts to the
heard the tale of Qotal’s brutality, gods were only those in good
and they too, fled to the company of health, who stepped forward in
their other brother, Zaltec. Zaltec willing obedience to the commands
gained in power, and still Qotal of Zaltec.
slumbered. The priests began to kill, laying
With the absence of so many gods, open each sacrifice and offering the
much of the human existence began heart to the god. Sometimes, the
to suffer. Crops failed. The rains offerings were raised to Tezca, or
ceased over whole countries, for Azul, but mostly to Zaltec. All
years and years, and places that had Mazticans understood that he,
once been lush became barren alone, offered hope of survival.
stretches of desert. Disease swept The gods grew strong on their
through the ranks of men, and grim feast, and exulted in the
many babies died before they were worship of their humans. In his joy,
born. Azul once again brought forth the
For ten years the people lived in rain, and Watil caused mayz to
anguish, and still Qotal did not spring from the earth. And the
awaken. Now his brother Zaltec people gave thanks to the gods, and
sent priests among the people, fed them well.
where once they had hidden away
in secret cults. Tribes turned their
ears to these priests, for the sages of Passing of the Feathered Dragon
Qotal could give them no answers. At last Qotal awakened from his
The priests of Zaltec told the slumber. When he smelled the
people that the gods were hungry, blood-scent that lay heavy on the
that they needed precious sacrifices. world, when he saw the people
First, the humans brought cocoa, offering themselves to the gods, he
and mayz, and venison, but the remembered what he had done.
priests cast these offerings away, Qotal wept with shame, and coiled
and left them to rot in the sun. himself within his grief. Yet, too, did
Next the people brought to the his anger reach forth to lash,
gods gifts of turquoise, and coral, weakly, at his subjects. He tried to
and obsidian, but again the gods take from them the gift of speech,
said no. The priests shattered the the precious language that allowed
beautiful gifts, and spat upon them. them to communicate and grow and

11
build. But now Qotal’s power was followers he had, accompanied him
too weak, and the people, having to the eastern realm of Payit. There,
turned to new gods, paid no heed to at that distant point of land, a great
his command. canoe, with bright, feathered wings,
All except for his patriarchs. The sailed from the east. It touched the
most learned of his priests, those beach, and Qotal stepped aboard.
who had worked for many years to Then, with a last look at the land
spread the word of Qotal, took the he left behind, Qotal sailed to the
vow of silence, sealing their lips and east and disappeared into time.
bringing no thoughts forth as His followers, remembering his
words. This they vowed, to remain promised return, decided to create
silent, until Qotal was once again a monument to that return, at the
restored to his rightful place where he had sailed away.
pre-eminence in the world. Many of the most skilled
In gratitude for their faith, the stoneworkers among them set to
Feathered Dragon left a prophecy work on the rocky facade of the
with his priests—a prophecy that bluff. Here they carved two massive
eventually came to be regarded as faces—a man and a woman—who
ancient legend, nothing more. Even stared eternally eastward, over the
its details were lost to the land, Trackless Ocean. The sculptures
though the bare skeleton of its stood through the many succeeding
knowledge remained sacred in the centuries, always staring eastward,
scrolls and minds of the priests. Yet awaiting the return of their god.
in this prophecy he predicted his They were called Twin Visages,
own return, and told them that it these two massive faces, and they
would be presaged by three things: would have an effect on the history
of Maztica, many hundreds of years
The couatl will come to let them later, that no one who witnessed
know the way, their creation could possibly have
imagined.
My feathered snake of wisdom and
might;
Payit: The Golden Age
There followed many centuries of
My chosen daughter shall greet me healthy life for the people of
on the shore, Maztica. Crops thrived, cities grew,
and nations evolved. Most of the
Know her; she wears the Cloak of great cities of Maztica, including
One Plume; Ulatos, Tulom-Itzi, Kultaka, and
Pezel date from this period. As of
yet, there was no Nexal, though the
And the Ice of Summer, frozen great valley held many smaller
under heat and fire, towns and its lakes were great
centers of commerce.
Will prepare the path to my door. But by far the greatest heights
were reached by the peoples of
Qotal then left the land of the Payit and Far Payit. Their twin
gods, and he left the True World. A capitals of Tulom-Itzi and Ulatos
great party of his faithful, the last shone as beacons across the True

12
14
World. The humans lived in peace, from Ulatos to Tulom-Itzi, and this
and gradually their blessings became the great capstone of Payit
returned to the world. trade—a symbol of the might of
In Tulom-Itzi, the humans built man, hands linked in friendship
the great observatory, and studied across the width and breadth of the
the heavens. Physicians studied land.
herbs and medicines, and sages The great trading canoes of the
studied the ways of gods and men. Payit even embarked upon
They created paper and symbols to expeditions, fraught with peril, into
write thereupon, so that their the Eastern Ocean. Many of these
knowledge could be passed around voyages met with disaster, but
the True World. others served to populate the
Though they built vast centers to islands off of the continent’s shore.
honor their gods and to increase At the same time as the Payit
their learning, the peoples of the culture rose, another population
Payit lands still farmed the jungle, was beginning to develop. These
clearing away the growth by fire, peoples, stemming from Kultaka,
and then growing mayz until the Huacli, and other lands in the center
fields gasped out their last fertile of the continent, followed a
breaths. Thus, though their city different path from the Payit. They
centers still remain, their houses perfected the arts of war, and
were light and small, and were soon founded a society based on serving
swallowed by the jungle when new the gods of conflict.
farms, and new houses were begun. It was during this period that
Despite this they lived a Maztican military tactics underwent
prosperous life. They did not know their most dramatic development.
war. Disease was a rare scourge, and The various warring tribes, each
the faithful clerics and wise representing a city, developed
physicians of the Payit learned to armies of several thousand men.
cure most of the afflictions that did Gradually, elements of these forces
arise. Rain fell when it was needed, began to specialize—some men
and the humans used great wielding bows and arrows while
wells— the cetays —as cisterns, to others carried slings. Some—the
preserve their moisture against the biggest and bravest—studied the
rare and short-lived periods of wielding of the maca, learning how
drought. to use their stone-edged clubs with
devastating effect.
Where the peoples of Payit
Paths and Roads worked together, sharing the
The Payit built a great network of knowledge that arose within each
roads—straight highways of disparate city, the folk of central
limestone, raised above the level of Maztica fought each other, using
the mud even during the rainy new and deadly tactics to gain an
season. Travel between the cities of advantage over their neighbors. In
the Payit was frequent and each way, the knowledge was
relatively unmolested. More and shared, and the cultures grew.
more people moved from small The first of the great picture
villages to the great cities. In time, a writing arose from the Payits, for
great highway extended all the way scribes formalized the symbols that

14
had always been used as a Maztican The Great Catastrophe
expression of beauty, and ultimately
a man from Tulom-Itzi could send a Amid this splendor, Aliah princess
message to his brother in Ulatos of Ulatos grew to beautiful
simply by placing his thoughts upon womanhood. The product of many
a sheet of rolled cactus fiber, and generations of careful breeding, she
having a messenger transport that represented the highest ideals of the
fiber from one place to the next. Payit female. Word of her beauty,
Songs, poems, and stories were her benign tenderness, and her
created—many of them passed radiant smile spread across the
along orally from prior to the age of jungles, reaching even the farthest
writing, and these were codified hamlets. As she matured, her
and stored in the great libraries of destiny—marriage to her half
the two cities. Intermarriage brother Xetl—was common
became common, and more and knowledge. The people of Ulatos
more the various tribes of Payit looked forward with high
merged into one happy, prosperous anticipation to her wedding
people. day.
The artwork of central Maztica In distant Tulom-Itzi, too, word
flourished too, as feathers and carried of the beautiful princess.
mosaic became a means of This word reached the ears of Tacal,
competition. Each people struggled a vigorous young prince of that city.
to create brighter, more terrifying Deep in his heart Tacal hungered for
images for their armies, so that a such a maiden, and in his mind he
violent conflict on a field of battle painted a picture of Aliah—his
came to present a great, swirling beautiful, his beloved Aliah!
mass of color. Tacal brooded in his fabulous city
Yet the folk of the central of fountains and gardens. He stared
highlands developed no writing, darkly at his young companions, he
and all of their statues were erected spurned the attentions of the
to Zaltec, or to other dark gods of women at his father’s court.
his ilk. His brothers, Azul and Tezca, Gradually, over the years, Tacal’s
were portrayed as increasingly singlemindedness crystallized: he
bloodthirsty. knew that he must have Aliah, or he
In Payit the culture reached its would never live in peace.
greatest heights. The astronomers Spurring him to haste, word came
watched the stars, the to Tulom-Itzi at the height of the
featherworkers created their pluma, rains: the princess’s impending
and many children were born, and marriage to Xetl now would
lived to prosperous adulthood. proceed, to be consummated in the
Qotal, remembered by many here spring. Tacal enlisted the aid of his
for this was the place of his brothers, and his close friends. The
departure, was the god of the land. conspirators would travel to Ulatos
His name was raised reverently, and with the long procession of wedding
many colorful honors were placed guests journeying from Tulom-Itzi.
about the cities—flowers, dyed They identified themselves, secretly,
mantles, great floating banners of by each braiding an eagle feather
plumage. into his hair.
Their plan advanced inevitably as
they made the overland march. It

15
remained undiscovered by the elder
Itzaes, and too by their hosts, the
masters of Ulatos. The young men
attended feasts and dances, they
worshipped all the gods of
Payit—but Qotal, of course, most of
all—and they touched their eagle
feathers in private
acknowledgement of their intent.
But the princess Aliah remained in
seclusion for the week of
celebration, and the conspirators of
Tulom-Itza could not discover her.
The abduction, they decided, must
wait until the wedding.
That event occurred on the
auspicious day selected by the
astronomers for such a solemn
ceremony. The wandering stars of
both Ulatos and Tulom-Itzi were
prominent in the morning sky.
When the bride appeared at the
crest of the vast, stonewalled
courtyard, a gasp rippled through
the crowd. Never before, the people
realized in awe, had Aliah’s beauty
been fully revealed.
She wore a gown of pure white
feathers, with sandals of glistening
seashells. A cape, cascading parrot
feathers of blue, green, and red,
floated easily in the air behind her.
Her thick black hair flowed past her
shoulders, emblazoned with a

16
dozen bright flowers and a circlet of Scrolls moldered in abandoned
pure gold. libraries. Elegant structures of
At this moment, Tacal and his stonework felt the insistent prying
companions struck. They sprang to of expanding roots, prying vines.
the platform where Aliah and her Many of the cities of the Payit,
attendants stood before the crowd. abandoned entirely by their
Slaying the warriors there, Tacal's inhabitants, vanished into the
accomplices fought their way jungle. Pyramids crumbled and
through the palace. He followed, plants took hold, scratching and
holding tightly to the screaming scrambling up the sides to form the
Aliah’s wrist. The desperate band shapeless mounds that can be found
fought its way free, toward the green in many places throughout the
fields beyond the sprawling city. jungled lands.
But all the warriors of Ulatos And as the Payit culture waned, its
pursued them, and surrounded beauty and serenity fading like mist
them. When they saw who it was into the encloaking jungle, another
who had betrayed them, the men of peoples—less intelligent and
Ulatos set upon the rest of the thoughtful than the Payit, perhaps,
guests from Tulom-Itzi —those who but diverse and active and
had had no knowledge of the plot. violent—began to flourish.
Seeing his plan thwarted, his In the central lands of Maztica, the
people murdered, Tacal succumbed great lakes below the smoking
to a terrible rage. His men fought mountain had become a center of
and died, one after the other, until warlike nations. Each was
only he remained, still holding the represented by a great city, in or near
terrified Aliah. He saw on the palace the valley—Cordotl, Tezat, Azatl,
wall his parents and other nobles of Zokil, and many more. They fought
Tulom-Itzi pushed to their deaths, in each other for the pure joy of
retribution for the attack. combat, and for the greater glory of
In his blindness, he struck Aliah their lord. The key to their lives was
with his maca, cutting off her head. just that—they fought each other.
In the next instant, a hundred Payit And while they fought, from the
arrows punctured him, and he died north came the newcomers—a
atop her headless corpse. ragged, dusty tribe from the desert
With these deaths died the Golden lands. It had little ancestry to
Age of the Payit. For reasons that recommend it, tracing roots most
are not quite understood, the obviously to a group of the Dog
peoples left their grand cities in the People.
years following the tragedy, Yet this ragged, motley collection
returning to their small villages in of men and women was destined to
the forest, or dying away altogether. become the grand master of the
People still lived in Ulatos, and in True World.
Tulom-Itzi, but not in the numbers
they once had. Whether it was
disease, or a continuation of the The Rise of Nexal
strife—or simply an overwhelming They came from the north, the
shame—that drove these prosperous ragged people without a home,
people from their cities cannot be wandering through the bleak dry
told for certain. lands for no one knew how long.

17
They came to the lakes with their bright light shining through a
clear water, their fish and their moonless night.
valleys filled with mayz. They came The following day, Tecco ventured
to the cities in the valley of Nexal. into the desert, wandering for a full
The people from the north were year before he came upon a cave in
intruders, but they were strong and the heights of a parched mountain
fierce. They were also shrewd range. Entering the cavern, which
enough to ally with Tezat, most showed a regularity of construction
powerful of the valley cities. They indicating unnatural origins, the
served Tezat for many years as cleric found a great pillar of stone.
faithful warriors, and won for the Before Tecco’s astounded eyes, the
Revered Counsellor of Tezat many pillar melted and shifted, until the
victories. tribal shaman found himself staring
These folk from the north called at the bestial, imposing image of the
themselves Mazticans. They had a warrior-god, Zaltec!
strange tale of their origin, a story The statue stood taller than a
that was greeted first with man, though it had a human-like
amusement, then with suspicion, torso. In its right hand it clutched a
and eventually with awe by the stout maca, the stone-chip blade as
peoples of the valley. Though this sharp as obsidian. In its left it held a
evolution carried over nearly two shield emblazoned with the face of
centuries, the sense of destiny in the a snarling jaguar. But though its
talk could not be disputed. It was a form resembled humanity, the
destiny that came to guide, and. leering face proved the beast’s
eventually entrap, the True World. immortal origins.
A wide mouth, studded with long,
inward-curving fangs, opened in a
The Tale of Origin drooling grin, and Tecco thought he
The Mazticans, from their very would be devoured; the legends tell
roots, worshipped one god, Zaltec, us that the devout cleric knew only
above all others. They praised the joy at this moment. A long, shaggy
god of night and war with a passion mane fell from the god's head to
that made all others pale in their encircle his shoulders, and the
faith for the vengeful deity. This beastlike muzzle gave it a horrid
worship dated back to the tribe’s aspect. Zaltec’s eyes flashed like
origins, in some nameless northern lightning, and Tecco felt the
barren. Whether their surroundings rumbling of thunder shake the
were swamp or desert or bleak cavern.
coastline is unknown; but there was But the monstrous image did not
little food, and much disease. It is a devour the cleric. Instead, it spoke:
place they could have few desires to
remember. Faithful children of the god, go!
The Mazticans, though ruled by a This place must be left in the halls
series of war chiefs in these early of your past,
days, placed great store in the tribal For a future ordained by Zaltec
shamans, all of whom were devoted awaits.
clerics of Zaltec. One of these,
named Tecco, was once illuminated Take your children by the hand,
with a vision that came to him like a priest!

18
Lead them south toward the valley here, too, were many other peoples,
of your future, all of them more powerful, more
Where mighty destiny awaits. prosperous, and more settled than
the ragged newcomers.
Now my children claim the world, No matter; the Mazticans had
all! something that set them apart, and
From their island in they sun they this was their overriding knowledge
send their armies, that they were the chosen children
To gain the final glory for their god. of Zaltec. Armed by this faith, they
entered the valley.
After the god spoke his command, For their homes they claimed a
the living statue returned to stone, low, flood-prone island in the
to a cold pillar of rock that only middle of the lakes. It was land no
vaguely resembled the god in all its one else wanted, for it seemed too
vital detail. Yet Tecco lifted the flat, too frequently inundated, for
stone, though it was bigger than civilized employment. But here the
himself, and carried it with him as Mazticans founded their village, and
he returned to his village. though it began as a rude collection
The priest retained the chant in of thatch and mud huts, the people
exact, rhythmic precision, and it quickly built a pyramid to Zaltec. As
became the pre-history of his the village became a town and then
people. Faced by such a compelling a city, so too did the pyramid add
destiny, the tribe immediately layers of height and breadth, until it
abandoned its barren homesite. would become a wonder of the True
Carrying seed grain, protected by a World. But such grandeur lay far in
small but vigorous contingent of the future.
warriors, the Mazticans moved The greatest city in the valley, at
toward the south. this time, was Tezat. The Mazticans
For many years they wandered. wasted no time in placing
The exact time is unknown, but it is themselves under the protection of,
accepted that Tecco’s grandson, and in offering their services to, this
Cattl, was the shaman of the tribe as great city that lay on the northern
they finally discovered the land of shore of the lake.
their destiny, the Valley of Nexal. The two other great cities were
The whole of their efforts Azatl, to the west, and Zokil, which
following Tecco’s revelation have lay to the south of the valley. Many
been directed toward the fulfilling smaller towns, each nevertheless
of this prophecy. Throughout all the greater than the Mazticans at this
subsequent travels of the tribe, the time, crowded the lush and fertile
shamans carried the stone with valley floor.
them, and worshipped it as the A delicate balance of power
tangible evidence of their god. existed here, for the smaller towns
attached their allegiance to one or
another of the great cities like the
The Great Valley changing of the seasons. The three,
When the Mazticans arrived in Azatl, Zokil, and Tezat, maintained a
this place, which so clearly matched narrow equilibrium of power, for
the prophecy, they knew that here whenever one grew too powerful,
they would make their homes. But

19
the other two would unite in two dozen, or two score lives in the
challenge to it. celebration of a great victory, the
Into this taut structure came the Mazticans fell short of their desires
ragged Mazticans. The island they if they could offer less than a
claimed, while barren compared to hundred. And as they exulted and
the lakeshores, stood squarely in the killed in the name of Zaltec, their
middle of the valley centers. And on prowess grew, and their victories
this island they placed their stony mounted.
statue of Zaltec, and here they The success of the Mazticans, and
began to grow food, to eat, and to its obvious origins in divine
multiply in numbers that would benevolence, were facts that could
have been impossible in the barren not be ignored by the other tribes of
lands of their origin. the valley. Thus, even before the
village on the island became a
political force, the example of its
Power and Prestige religious devotion gripped its
The Maztican tribe introduced to neighboring communities, until
the valley a new devotion to the they all strived to outdo each other
ever-popular pastime of making in of their rites to the god of war.
war. No other warriors threw
themselves so savagely into melee,
no other archers showered foes Treachery and Diplomacy
with such a heavy, accurate barrage Tezat, aided by its loyal Maztican
of their deadly missiles. warriors, ultimately came near to
They fought at the commands of gaining mastery of the valley lands.
the Tezat rulers, and those august Collecting tribute from the other
counsellors came to rely more and cities, it made greater and greater
more upon their loyal vassals. The demands upon its neighbors.
Mazticans preceded the Tezat army Always those cities paid—for they
into the attack; they formed the greatly feared the vengeful
rearguard on those rare occasions depredations of Tezat’s ferocious
when retreat became a tactical allies. And all the while resentment
necessity. They fought, and they seethed, and rebellion festered. But
died, but most of all they took always Zaltec favored his chosen
prisoners. tribe, for they remained triumphant
The sacrifice of enemy captives on the field.
was in no way an innovation Then, when the tension had
introduced by the Mazticans. All the reached a peak, the warchiefs of the
cities of the valley, and across the Mazticans went to the enemies of
True World, had made it a practice Tezat, to the leaders of Azatl and
when celebrating a victory, or Zokik. To these counsellors they
atoning for a defeat. A warrior proposed a new alliance—a banding
achieved prominence and rank not against the newly powerful ones in
by slaying enemies, but by taking the valley. The other cities,
them alive on the field of battle. long-suffering rivals of powerful
Yet the Mazticans, in their Tezat, quickly agreed to the
devotion to Bloody Zaltec, lifted the campaign.
rites of sacrifice to new pinnacles of The Mazticans planned carefully,
gore. Where other tribes would take and laid their trap in the guise of a

20
great battle with the rival cities. As victorious Mazticans set the temple
the Tezat army advanced, secure in to flame.
the protection of its Maztican allies Great was the feasting, and gory
along its exposed flank, those same were the offerings to Zaltec, after
allies turned and commenced the this brief and savage campaign.
attack. Leaders and most valorous fighters
Led by the Mazticans, the other in the battle, the Mazticans claimed
armies surged forward and laid the bulk of the treasure. They
waste to the mighty Tezats. The carried many slaves, and many
once powerful army fell back to its more sacrificial captives, back to
own city, but even here they could their island. With this influx, the
not hold. The Mazticans formed the town truly became a city.
vanguard of the attack, pushing As a result of their change of
their way to the heart of the city allegiance, the Mazticans found
and climbing the sacred pyramid of themselves in a newly gained
Tezat—an altar to the sun god, position of leadership in the valley.
Tezca. The battle ended as the With threats, and diplomacy, and

21
shrewd marriages, and rapidly who had proven their worth at the
shifting alliances, the Mazticans highest calling of the people; i.e.
consolidated and gathered their warfare. Nevertheless, the Nexala
power beneath them. Their sons marked their true beginning of
grew to be strong warriors, and civilized, cultured status from the
their daughters bore many children. time they started calling their war
Through the use of floating chiefs “Revered Counselors.”
gardens of pluma-supported loam, The first of these counsellors was
the Mazticans expanded their island. called Ipana—later, Ipana I, as two of
Stone houses replaced those of his descendants with the same
wood, and more and greater pyra- name took the throne in following
mids were erected, to all of the gods. years. He claimed the seat some two
But always the lofty temple of Zaltec hundred and forty years before the
towered over the others, an imposing Golden Legion first set foot upon
reminder of the deity who protected Maztican shores.
the Mazticans and gave success to Ipana set out to unite the cities of
their endeavors. And always the the valley, under his own firm
sandstone image of Zaltec, the pillar control. During his own reign he
found many centuries earlier by the brought Azatl and Zokil firmly into
cleric Tecco, remained enshrined in his fold; these cities were absorbed
the sacred temple. by Nexal and became parts of the
One by one, the cities surrounding whole. Their individual gods and
the lake gave in to the pressing counsellors were subverted, until
might of the Mazticans. The people the nobles of these cities became
from the barren waste, called mere courtiers to the throne of
Mazticans, took for their new name Ipana. The gods favored by the
“Nexala,” to prove that they were the other cities were not
rightful inheritors of the valley. banished—there being room in
Their city they named Nexal, that all Maztica, after all, for a whole
might know it as the heart of the pantheon of powerful deities—but
True World. in each a temple to Zaltec was
erected or expanded so that it
Birth of Empire became the obvious focal point of
devotion, dwarfing all other centers
The warchiefs that had always of worship.
ruled the Mazticans also evolved Only Tezat, the original protector
with the change in the tribe’s name. of the Mazticans, resisted complete
No longer would it be the crude, absorption by the growing power in
albeit effective, men of war who the valley. The Nexala collected
determined all matters of import tribute, and took slaves for labor or
pertaining to the well-being of the sacrifice from Tezat, but always
tribe. With their ascension to city during Ipana’s reign of thirty five
status, the Mazticans—now called prosperous years did the ancient
the Nexala—declared their leaders city retain its own identity.
to be the “Revered Counselors” Ipana’s grandson Tenoch took the
charged with the governing of the throne, and the title of Revered
truly civilized locales. Counselor, following the death of
Of course, the Revered Counselors his grandfather. He devoted his
of Nexal were generally those men reign, of twenty years, to the

22
continuing struggle to absorb their sons. The cult of Zaltec
rebellious Tezat, but he had no flourished, and the creed of the
more success in this endeavor than warrior gained new prominence
did his grandfather. and mastery in the great valley.
Tenoch’s own son, Ipana II, ruled But this was mere extension of the
Nexal for a mere twelve years, but paths laid down by Ipana III’s
through subterfuge and treachery predecessors. His most striking
he succeeded where his impact on Nexalan culture—an
predecessors had failed. In the impact that continued to grow
sixtieth year of Nexal’s might, he through the reign of Naltecona,
hosted a great banquet for all the nearly two hundred years
chiefs of the valley. Over the course later—was in carrying his dream of
of the month-long celebration, the empire beyond the fertile valley of
representatives of Tezat were fed a Nexal, into nations across the width
special mix of drugs and poisons, and breadth of the True World.
perfected by the clerics of Zaltec. The necessity for these wars of
The celebration concluded, with conquest originated, again perhaps
no visible effects occurring to any of ironically, from the very hunger of
the celebrants; however, within the the god in whose name the wars
next half year, all of Tezat’s mightiest were waged.
chiefs, counsellors, sages, and
priests mysteriously sickened and
died. Though the treachery was The Feathered Wars
naturally suspected, if not With the entire pacification of the
confirmed, the power vacuum valley under the mastery of his
created in Tezat was too great to be throne, Ipana III had no nearby
filled locally. Softly, with barely a enemies with whom to wage war.
murmur of dissent, that once-proud Yet Zaltec still required great
city was absorbed into the neophyte numbers of hearts for his
empire that would become Nexal. bloodthirsty pleasure—and now,
Lovers of irony will no doubt when the blessings of his protection
appreciate the fact that, seven years were finally manifested among his
later, the same toxin was used to people, it was certainly not time to
prematurely end the life of Ipana II. displease the god of night and war.
A nephew, desirous of gaining At first, Ipana III decided to
power, confessed guilt in the matter, employ an idea that would have
after several days of probing been extraordinarily bizarre in any
inquisition by the clerics of Zaltec. other culture. Whether the idea was
Ipana’s young son, ten year old his alone, or originated in the minds
Ipana III, assumed the title of of his devious clerics, or perhaps
counsellor. His reign begins a new even hailed from some long buried
period in Nexal’s ascendancy. culture in Maztica’s past, is a fact
Ipana III ruled Nexal for a full not known. What is clearly recorded
fifty-one years. During his reign, the is that the command of Ipana III
other cities of the valley were went out to the cities of the valley,
cemented into the culture of their requiring them to send warriors to a
Maztican masters. The nobles of great ceremony, a ceremony that
Tezat, of Azatl and Zokil, sought would be called the “Feathered War.”
Maztican daughters to marry to The purpose of this massive

23
exercise was the taking of captives hurled his forces against the savage
from each other’s forces. The Kultaka, though here he was
armies of Tezat, Azatl, Zokil, and the rebuffed, as the Kultakans would
Nexala themselves all clashed in a rebuff all invaders for two
great field beside the lake. Nobles centuries, until the coming of the
and courtiers and women watched, Captain-general and his Golden
while men strove to prove their Legion.
prowess on the field. For a full day The Revered Counselor of Nexal,
the contest raged, until each of the frustrated by his first defeat, turned
four tribes had collected enough his armies westward. They marched
prisoners to please the hunger of into the dry, mountainous country
Zaltec for a long time to come. of the Huacli peoples. The latter
Ipana III, himself, led the Maztican dwelled in relative isolation, with a
armies, and took two prisoners. At culture that centered around six
this time he was twenty years old, semi-independent city-states.
and his accomplishment won him The coming of the Nexala proved
the undying respect of his city’s disastrous for the peoples of Huacli.
warrior clan—which, until this Ipana’s army captured Ixtal,
point, had viewed him as a naive easternmost of the city-states, in a
upstart. Naturally, the fighting sudden and shocking campaign,
prowess of the Mazticans allowed culminating with the army driving
them to claim many more prisoners, into the city center and burning the
and lose far fewer men, than any of temple. Five thousand captives, it is
the other cities. said, were marched toward the
For several years, the pleasure of altars of Nexal following this one
Zaltec was maintained by the great feat of arms.
sacrifice of prisoners taken during Next, Nexalan emissaries began to
the Feathered War. These were negotiate in private with the
years of bountiful harvest, and representatives of Pulco, the central
much rain. Yet finally, the last of the city-state of the Huacli people.
captives was given to the god, and Following a combination of
once again the clerics cried out for inducements, bribes, and threats,
hearts. Pulco agreed to join ranks with the
Again the valley went through the conquerors. With this crucial aid
ritual of a Feathered War, this one from within, the Nexalan armies
more extravagant than the first. marched across Huacli in a ten year
However, the cities of Azatl, Zokil, campaign of pillage and conquest.
and Tezat, working subtly in Three of the remaining city-states
concert, managed to claim as many fell under Nexalan control, though
Maztican captives as they lost of none without a savage and
their own people. The god of war honorable defense. Only the sixth
had food again, but the cost of the city-state, a mountainous retreat on
war this time gave Ipana III pause. the coast far to the northwest of
Thus it was that he decided to Nexal, managed to hold off the
take his armies beyond the valley, to invading hordes. This place, called
the cities and villages beyond. In Otomi, resisted a siege lasting three
swift campaigns, he claimed Cordotl years, and finally the Nexala
and Palul—small city-states to the abandoned the campaign.
east of the valley—for Nexal. Next he The remainder of Ipana III’s reign

24
was spent in the consolidation of his ancient enemies to advance into a
far flung gains. Cordotl and Palul narrow defile, and here they set
were absorbed into the culture of upon the Nexala from ambush. The
the Maztican tribe much like the greater numbers of Tolco’s troops
cities of the valley had been. The could not come to bear in the
lands of Huacli remained as restricted terrain, and the vanguard
conquered territories, pledged of the army was savagely mauled.
annually to provide slaves and Several thousand prisoners fell into
treasure to their masters in Nexal. the hands of Kultaka, destined for
Ipana III died, eventually, of bloody altars, while the rest of the
extreme old age. Though he had army fled the field.
many sons and grandsons, it was his Stung by the setback, Tolco turned
grand-nephew Tolco who ascended toward Pezelac as the next source o f
to the throne at this time. Tolco had military glory. For several years he
been judged by the courtier of Nexal sent armies into that nation, often
to be the most able of the potential leading them himself. However,
inheritors, based particularly upon where Tolco had once been an
his stunning accomplishments on innovative and decisive commander
the field of battle. Not only had he in the field, his new role as Revered
led Ipana III’s armies for many of Counselor seemed to fill him with
Nexal’s most successful campaigns, hesitancy and caution. He could
but he had also taken more than never force himself to take the risks
one hundred prisoners personally. that, as a general, had once been
second nature to him.
Thus, while his expeditions
Consolidation and Growth returned with enough prisoners to
Two enemies loomed high in satiate Zaltec, and enough treasure
Tolco’s mind: the Otomis, living in to pay for the campaigns, he was
their coastal fastness far to the west; unable to subjugate the Pezels.
and the Kultakans, dwelling much Finally, after more than a decade of
nearer to the east. As the warrior this indecisive campaigning, he
had already pursued campaigns resolved to absolve the first blot on
against the Otomis, Tolco knew his record as Revered Counselor. He
something about the difficulties commanded a second, even greater
involved in facing that opponent. He invasion of Kultaka.
had no experience facing Kultaka, This time Tolco marched at the
but he reasoned that they could be head of the army. Scouts preceded
no more stubborn than his enemies the force, especially at those narrow
to the west. passes so favored by the Kultakans
He was mistaken. Tolco’s first for ambush; but no ambush was
campaign against the Kultakans discovered. It seemed as though his
ended in the greatest military defeat force might march all the way to
ever suffered by Nexal. Marching Kultaka City without facing a battle.
proudly into the lands of their But finally they encountered the
mountainous neighbor, the Nexalan enemy, drawn up on an open plain
forces advanced with banners a few miles short of their city. The
flying, pluma waving overhead, and ensuing battle raged for most of the
crisp ranks ready to do battle. day, with the outnumbered
The Kultakans allowed their Kultakans fighting bravely, but

25
slowly falling back before the the borders of the Huacli country.
superior numbers of the attackers. Way-houses were built along these
Indeed, it seemed as though Kultaka roads, and regular patrols of
would, on that day, fall to Nexalan troops marched along them
Nexal—historians may well ponder to keep them safe.
what the subsequent history of A third road project, destined to
Maztica would have been like, had reach into Pezelac, was abandoned
this come to pass. after the Pezels rebelled against
However, the capricious their tribute payments. Tenoch sent
intervention of fate, in the form of a a mighty army, commanded by his
sharp, deadly accurate arrow, son Chimal, into the reluctant
reversed the tide of history, sending tributary. In a campaign of savage
it flowing back to the sea from determination, Chimal virtually
whence it had come. The arrow destroyed one of the small cities of
penetrated the pluma breastplate of the Pezels. With this brutal example,
the Revered Counselor, lodging next the rest of the nation quickly fell
to Tolco’s heart. Immediately his into line and the tribute payments
forces abandoned the attack, resumed. Plus, Chimal returned
gathering around the leader for a with enough prisoners, slaves, and
two-day vigil while the Kultakans treasure to pay for his expedition
desperately prepared their city for many times over.
defense. In celebration, the temple of
The defenses proved superfluous Zaltec was raised to an even greater
in the event, for ultimately the height, and consecrated by the
Revered Counselor of Nexal per- blood of five thousand sacrifices.
ished in the camp of his army. Dis- The same sandstone pillar
heartened, the Nexala returned to discovered by the cleric Tecco was
their valley and their city, leaving the still enshrined in the temple, atop a
Kultakans, yet again, unconquered pyramid that was now the highest
in their mountainous retreat. in the known True World—only the
The pendulum of court selection temple of Tewahca, in the ruined
swung back to the direct line of City of the Gods, was reputedly
Ipana III following the death of his higher. Yet, since no one had seen
great-nephew Tolco. A that place in centuries, reports of its
great-grandson of the mighty one existence gradually faded to the
was crowned Tenoch II, sixth status of legend.
Revered Counselor of mighty Nexal.
During the twenty-one years of his
reign, Tenoch II added no new lands Expansion of Trade
to the empire. However, trade Chimal ascended to the throne
flourished, and the grip of Nexal on upon the death of his father, and
the lands it held was firmly ruled Nexal for eighteen years of
solidified. relative calm. His campaigns were
It was Tenoch II who decreed that limited to punitive forays against
roadways be laid down that led the Kultakans—bloody affairs which
beyond the valley itself. The first of served mainly to provide Nexal and
these linked Cordotl and Palul to the Kultaka both with captives for their
causeways into Nexal itself. A altars—and to the expansion of
second highway, to the west, led to trade.

26
It is the latter area where Chimal locale, were tremendously
made his most significant advances. suspicious of foreigners, and it is a
Not only were all the Pezelac cities tribute to the wisdom of patience of
incorporated into the trading Chimal’s merchants that they were
network of Nexal, but some of his allowed to enter and leave the place
most venturesome merchants even alive.
journeyed as far as the jungles of Chimal’s place on the throne was
Payit. For the first time, taken by his own son Totep, but this
communication between the Payit reign lasted a mere six years. A
capital of Ulatos and the city at the weak and vacillating ruler, Totep
heart of the True World became a seemed more interested in
regular, if not frequent, occurrence. maintaining a palace full of willing
Chimal also opened negotiations concubines than in governing his
and established limited trading nation. His untimely death, it is
arrangements with the recalcitrant rumored, was caused by poison
Huacli city of Otomi. These people, administered by his own military
in their remote and protected leaders. One of these, Zomoc,

27
ascended to the throne that had of their surviving towns, and
belonged to his uncle. proved to the native people that his
persistence was the equal of theirs.
He brought a long file of slaves
The Last Conquest through the desert on his return.
As if in embarrassment over his However, the Kolans were a poor
predecessor’s failures, Zomoc people, so he gained little in the way
determined that his reign was to be of gold, pluma or hishna magics, or
one of unmatched military accomp- even cocoa.
lishment. Seeking likely enemies, In ultimate reward of Coyo’s
yet apparently willing to learn the magnificent accomplishments,
lessons of history, he passed over Zomoc treated him to a year of
the Otomis and Kultakans. Instead, feasting and celebration upon his
his gaze fell to the southwest, return. The great general secured a
toward the barren desert lands of place of honor shared by none in
the primitive Kolan tribe. the annals of Maztican warfare.
The Kolans dwelled in a series of Concubines, treasures, and ranks
barely fertile valleys along the coast were bestowed upon him.
of the Western Ocean. Harsh, Yet Zomoc was a shrewd and
virtually impenetrable mountains ruthless counsellor, and he
separated their lands from the more understood the import of Coyo’s
numerous Huacli to the north. Long return and the approbation since
reaches of parched dry land divided given him. Enlisting the aid of the
the Kolans from their even more patriarch of Zaltec, Zomoc
distant neighbors in Nexal. determined to offer to Coyo a
Yet Zomoc set out to cross these singular honor—a fitting capstone to
deserts, and for twenty years he a great lifetime of military
made war on the fierce Kolan tribes. achievement.
Villages and towns fell to the Thus, at the climax of the
marauding army of Nexal; as often celebration, a full year after Coyo’s
as not, however, the Kolan burned return, the powerful cleric placed
their own communities rather than an enchantment over the general.
allow them to fall into the hands of The counsellor sprang to his feet,
the hated invader. and in an apparent ecstasy of
Zomoc remained in Nexal during religious fervor, declared that Zaltec
these wars, relying on his chief wished to honor his general in the
general, Coyo, to wage the only fitting way—the god of war
campaigns. Several times Coyo was desired Coyo’s own heart on the
gone from the valley for five or six sacrificial altar!
years, while occasional His mind numbed by the
messages—carried across the desert confusion caused by the patriarch’s
at great risk by couriers traveling on spell, Coyo also sprang to his feet
foot—reached Nexal describing his and shouted aloud his devotion to
victories or, more often, his the god of war. The entire square of
frustrations. Nexal throbbed with joy as priests
Yet finally Coyo returned to the carried the great warrior to the
city, having accomplished the pyramid and its temple. There, the
ultimate subjugation of the Kolans: patriarch himself performed the
he had burned the temples in each rites of devotion.

28
Thus, Zomoc realized the Huacli cities continued to pour into
objective of his most ambitious the valley.
military campaign, and also Under this reign, Nexal claimed
removed his closest rival—though most of its sacrificial victims
there has never been any indication through the tribute paid by its
that Coyo would have ever subsidiary states; each city being
practiced treachery against his compelled to furnish a number of
Revered Counselor. appropriate men and women each
Such betrayal of loyalty is not year. The exact number was
without cost, however, and Zomoc determined by the city’s size, and by
spent his remaining years in an the terms of its occupation by Nexal.
agony of fear. At one time or Those cities which had resisted the
another he suspected that all his Nexalan armies furnished a high
closest wives, his warriors and quota of victims; those which had
courtiers, even the troops of his had the wisdom to negotiate terms
personal guard were plotting of tribute without bloody resistance
against him. His guilt wore on him were treated more leniently.
like a crushing burden, and the A new layer was added to the
steady stream of sacrifices resulting great pyramid, raising it even higher
from his hysterical accusations only into the sky. To sanctify the
served to heighten his sense of construction, as well as to celebrate
persecution. the passing of the reign from Izco to
Five years after Coyo’s great his son, the relatively modest total
victory, Zomoc died in his sleep. His of a thousand hearts was offered by
slaves discovered him in the the priests of Zaltec.
morning, curled into a tight ball, his The insufficiency of this offering
face distorted by horror. It was said became immediately manifest,
that he died of his dreams. when long slumbering Mount Zatal,
overlooking the valley, erupted.
Modern Nexal Lava sizzled down its slopes, to hiss
into the waters of Lake Tezca, and
The lineage of Nexal’s counsellor waves inundated the island and the
branches at this point, for the lowlands around the valley floor.
nobles of the city selected for their Fortunately, most of the stone
next ruler one who was descended buildings remained standing, and
only by a distant cousin from the the crops that grew away from the
line of Ipana; yet he was the lake were relatively untouched.
nephew of the general Coyo. Nevertheless, hundreds of people
He was Izco, and he ascended to perished, and the survivors—
the throne almost exactly one harangued by the priests of Zaltec,
hundred years before the coming of naturally—wasted no time in
the Golden Legion. Izco was tenth in identifying the nature of their
the line of Nexalan Counselors. His transgression.
reign, and that of his son Izco II, Within a month, a massive
blend into a period of great cultural Feathered War was organized and
and artistic growth among the fought by the cities of the valley. Ten
Nexalans. The bonds of trade with thousand captives, claimed by each
Pezelac were formed more securely other as a result of the ritualized
than ever, and tribute from the battle, were immediately offered to

29
Zaltec in atonement. The temple to ambush and panic. The
atop the pyramid was misfortune was compounded by the
re-consecrated, and Izco II finally fact that the army was too small for
ascended to the throne of his father. the task it had been given; even
This exchange, incidentally, also mighty Nexal could not afford to
marked the first and only time that divide its army for an attack against
a Revered Counselor of Nexal two widely separate goals. In the
relinquished his throne while still end, little more than half of the men
alive. Izco the Elder spent the rest of who marched on Kultaka ever made
his days writing songs and poems, it back to Nexal.
and learning the weaving of pluma The drive against the Otomis
while his son oversaw the needs of progressed little better. For several
the empire. months the Nexalan army was
And an empire it was becoming, stalemated at the mountainous
though perhaps not in such a border of that stubborn people.
formal way as an empire in Cormyr, Then, just when a sudden, violent
or the Sword Coast, or Kara-Tur attack punctured the outer rim of
might be defined. The Nexala left the defense, word reached the
their subject peoples alone, living as Huacli states of the Nexalan defeat
they pleased, with a few notable at Kultaka.
exceptions. The tribute, in treasure Three of the five pacified
and slaves, had to be maintained, of city-states erupted in revolt. Since
course; and the worship of Zaltec the Nexalan army in the field
was made a prominent—though not depended upon these supposedly
necessarily the dominant—feature friendly locations for provisions, the
of the nation’s religious practices. situation quickly became dire. The
army fell back from the Otomi
lands, and spent three years
The Warlike Reign of Pakli quelling the rebellion of the other
With the passing of Izco II, the Huacli cities. Though they brought
restive nobles of Nexal turned again many prisoners back to Nexal when
toward their warrior heritage, the men finally returned home, the
selecting a venerable leader named campaign was widely recognized
Pakli to serve as the empire’s for the disaster that it, in fact, was.
Revered Counselor. The later years of Pakli’s reign
Pakli immediately set out to make were occupied with the putting
war in a grand way. He launched down of revolts in Pezelac and in
simultaneous campaigns against the far-off Kolan. Though all of these
Otomis, in the far Huacli country, states were eventually returned to
and the Kultakans. At the same time, the fold, it was an unsettled and
he contemplated sending a force chaotic period. Pakli’s death, after a
through Pezelac to try to bring the reign of fourteen years, came as
Payit lands under Nexalan control. something of a relief to the city’s
The costs of the expeditions nobles.
strained the treasuries of the Those worthy gentlemen now
empire, and this was not offset by determined, after forty years of
the gains. Indeed, the march on virtual stagnation in military
Kultaka ended in disaster, as once accomplishment, to select for their
again the Nexalan army succumbed Revered Counselor one who had

30
proven his worth on the field of Chalco who was forced to turn back
battle. Though the reigns of the from his ultimate prize.
Izcos, and to a lesser extent Pakli, Nevertheless, the number of
had seen great improvements in the captives gained for Nexal numbered
cultural accomplishments of Nexal, more than ten thousand, and this
and had witnessed tremendous use alone guaranteed that the campaign
of pluma in the beautifying of the would be considered a famous
grand city itself, the leaders of Nexal victory.
could not forget their warrior roots, Next, Chalco took his huge army,
nor the bloodthirsty god who had under his personal command, and
guaranteed them their place in the marched through the Huacli
sun. country in an impressive
demonstration of his nation’s might.
Ordering his subjects from the
Chalco Revered conquered city-states to join him, he
Thus, the warrior Chalco was formed a great force with which to
appointed to the throne. He was a attack the Otomis.
cousin, some distance removed, of Here he met with more success
Pakli, and thus maintained the than any other Nexalan commander,
familial bond of the line. However, though the ultimate victory still
he was a much more forceful leader eluded him. His army drove into the
than the latter, and capable of great valleys of the Otomis, rooting them
focus of activity. from the towns and villages. Finally,
As if to make up for the lack of he encircled their capital city in its
military progress during the reigns mountain retreat, and set out to
of his three predecessors, Chalco reduce it to ashes.
immediately launched a massive The Otomis fought desperately.
campaign against ever-recalcitrant They tipped their arrows with
Kultaka. Bloody battles were waged, shaped metal heads that punctured
and the Nexalans came away with the pluma and hishna armor of
more captives than they had ever their attackers. This metal, subse-
previously won against their most quently identified as copper, seems
hated enemies. Finally the mighty to be the only case of Maztican
army drove toward the Kultakan metallurgy—aside from gold and
capital, and it seemed that they silver employed for ornamental
would at last sack that stubborn city purposes. Nevertheless, it proved
and burn its temple. effective, for casualties among the
But before the very gates of the attacking force were very high.
walled city, the Kultakans rallied Finally, however, the force of
around a young warrior named superior numbers prevailed. The
Takamal. This heroic figure had ring of defenders cracked, and the
already taken more than a dozen Nexala surged into the city, to burn
captives during this, his first the temple and to claim the
campaign. Now, with his stubborn Otomis as their conquered
example—and their wives and subjects. But the Otomis, even in
children at their backs—the defeat, would not surrender. All
Kultakan warriors stiffened, and who could flee did so, and many
fought a battle of legend. They thousands made it to the safety of
would not break, and finally it was their native mountains. Here they

31
lived for years, until Chalco tired of parties never even emerged from
the long wait and abandoned the that waterless waste. There was
valley. With the departure of the never a shortage of volunteers,
invaders, the Otomis moved back however, for the work had the
into their city and rebuilt it even blessings of the cult of Zaltec.
grander than it had been before. Chalco reigned for twenty-six
Chalco’s reign was also prosperous years, and upon his
distinguished by several events of a death it could be said that the
spiritual nature. For one thing, this empire was in its strongest shape
counsellor bid his traders to journey ever. The last ten years of his rule
in search of the original home of the saw virtually no rebellion among
Maztican tribe, and especially the the subject people, even requiring
unnatural caverns where, according the occasional Feathered War to
to ancient legend, the cleric Tecco make sure that a steady supply of
had discovered the pillar of stone captives remained ready for the
that had come to life as the spirit of ever-hungry god.
Zaltec.
Upon each merchant’s return to
Nexal, but especially those who had Peak of Empire
journeyed to the northern fringes of Chalco was succeeded by a
the Huacli country, or into the wild grandson, Axalt, who—like his
lands of the Dog People, he was ancestor Ipana III, two centuries
carefully questioned by the Revered earlier—ascended to the throne as a
Counselor. Had he heard tales of the mere youth. Nevertheless, Axalt’s
ancient barrenland? Was there any keen instincts, his ready wit, and his
sign of a massive, unnatural cavern? quick grasp of his lessons convinced
But always these questions provided his teachers and the nobles of the
only more questions, never the city that in this young man they had
answers Chalco sought. a uniquely qualified individual.
And as often as not, the missions Axalt’s reign was distinguished by
were fraught with peril for the frequent forays against the
traders. The nomadic Dog People Kultakans, though none succeeded
successfully evaded all attempts to as well as Chalco’s first attack
subject them to Nexal; with no cities against the stubborn neighboring
and temples to defend, and the nation. During this time, the war
whole of the harsh northern desert chief Takamal, Revered Counselor
as their home, the Dog People could of Kultaka, demonstrated his full
observe, harass, and outdistance abilities, constantly outfoxing the
any army sent from the valley into larger armies sent by Nexal.
the harsh and unforgiving clime. Axalt’s most able general in these
Even traders, known often to forays proved to be his son,
function as spies for the throne, Naltecona. When this shrewd leader
were not welcomed. led the army, they were still not able
Second, and equally fruitless, to breach the hard Kultakan
Chalco sent many expeditions into defenses; yet the troops showed
the House of Tezca to seek out the greater toughness in adversity.
City of the Gods, legendary Tewahca. Never once did Naltecona’s army
None of these was successful, and leave the field in a rout.
indeed many of the exploring A great palace was built for Axalt

32
in the sacred plaza of Nexal, and for forewarned that some of those
a time this was the most splendid events are summarized here.)
dwelling in the valley—though of
course, it was still dwarfed by the Naltecona ascended to the throne
looming massif of the Great of the most powerful empire the
Pyramid. Stone walls surrounded True World had ever known. At the
many courtyards and spacious time, he was an accomplished
apartments. Ironically, these same warrior, famed for his good
walls provided the margin of judgement, intelligence, and mature
survival for the Golden Legion understanding of his world. A
when, twenty years later, it fought handsome, impressive man, he had
for its life against the fanatical several devoted wives and a vast
hordes of the sacrificial cult. court of nobles and advisers. He
But perhaps Axalt’s most splendid wielded more power than any man
accomplishment, and the one that on his continent ever had before.
affected most Nexala in a positive Twelve years later he was dead,
way, was the building of the great killed by forces he couldn’t begin to
aqueduct. This wide stone structure understand. Around him, the
contained two troughs, so that a wreckage of his empire smoldered
steady supply of water could be in chaos and war, while the future
maintained even if one had to be of humanity itself—at least, on the
closed for cleaning or repair. It drew continent called Maztica—seemed to
water from the lush Cicada spring, lie in some doubt. New, dark forces
on the slopes of Mount Popol, arose in the seat of his power, and
overlooking the valley. the surviving peoples of Nexal once
The water collected in a great pool again fled through the desert as
near the center of the city, where it refugees.
was free to all residents. Though the Certainly the trigger that began
lake water was potable, the this collapse can be found in the
springwater was fresh, clear, and in arrival of foreigners—
all ways superior. The Aqueduct of Captain-General Cordell and the five
Axalt became a landmark known to hundred men of his Golden
all who visited the valley. Legion—on the shores of the True
Axalt died while still relatively World.
young, though his reign lasted for This event, while earth-shaking in
twenty-two years. His passing, import, was only one cornerstone of
unsuspect at the time, marked the the collapse, however. When the
end of the rise of Nexal. His son, the reign of Naltecona is cast against the
warrior, ascended to the throne in rise of Nexal through the preceding
his place, to face the doom which centuries, it develops like a grand
would quickly and dramatically tragedy, inevitable in its collapse,
overtake his world. despite its strengths. For in its
foundation, at its very root, it was
an empire based upon evil—upon
The Tragic Reign of Naltecona the taking of innocent human lives
(Much of Naltecona’s tale is covered to feed a bloodthirsty god, a god
in the Maztica novels. Readers who claimed by the clerics of his cult as
wish to remain surprised by being essential to the well-being of
developments in those stories are the world.

33
At the time of Axalt’s death, the some consternation among the
Nexalan empire was basically at nobles and war leaders, none dared
peace. The subject lands of Pezelac, disobey the great ruler. A special
Huacli and Kolan paid their tributes attendant was appointed to stand at
regularly. The Kultakans, while the door to the throne room, and he
always troublesome, were no more was given an ample supply of plain
of a threat than ever. Trade cloaks and mantles to provide for
flourished, with merchants the needs of visitors.
journeying even to Payit, where
they could barter for brilliant
feathers unlike the plumage that A Decade of Omens
native Nexalan and Pezelac It was also during the
featherworkers could trap. construction of the palace that
omens began to disturb the citizens
of Nexal. It can now be seen that
The Grandest Palace these omens portended the end of
With his borders thus secure, the True World, though the fact was
Naltecona’s first task was to order only recognized at the time by a few
the construction of a great priests, mostly followers of nearly
palace—one larger, even, than the forgotten Qotal. The clerics of the
grand structure built for his father. other gods, almost universally,
Thousands of slaves and artisans interpreted these occurrences as
began to work, and a great part of indications of the insatiable hunger
the sacred plaza was set aside as a of the gods. More and more
site for the huge building. The sacrifices were offered, a frenzy of
project took five years, and the killing that would outdo even
completion of the sprawling edifice Naltecona’s predecessors in
was commemorated by the sacrifice bloodletting, coming to its inevitable
of five thousand captives. climax on the Night of Wailing.
Even before the completion of his The first of the portents appeared
palace, however, Naltecona decided in the second year of Naltecona’s
that he required a more visible reign, ten years before the coming
standard of his rank, that even the of the foreigners. A great light,
gods might know his greatness. To blazing brighter than the brightest
this end, he instituted a new star, appeared in the sky over Nexal,
practice whenever he held sessions hanging motionless overhead. It
of his court. All who would enter appeared every day for twenty days,
the presence of the Revered and then vanished, as mysteriously
Counselor, it was decreed, must first as it had arrived.
dress themselves in plain garments. Panicked by this dire portent, and
Marks of station, such as the golden mindful of the fact that no great
lip- and ear-plugs favored by sacrifice had occurred in over a
Nexalan nobility, or the glowing year, Naltecona immediately
pluma capes in their brilliant colors ordered an expedition against
and airy lightness, must be covered. Kultaka, for the purposes of hastily
Only Naltecona, alone in the gaining prisoners to place on the
throneroom, would be dressed in altar of Zaltec.
splendor. But shrewd Takamal, venerable
Though the edict was the cause of war chief of Kultaka, had lost none

34
of his acuity in the sixty years of his that their gory devotions had
rule. As so often before, he tricked returned to sky to its normal shade.
the inexperienced Nexalan army
into a hasty advance, and then he
cut off the first section of the force Continuing Signs
with a savage counterattack. Few The omens continued, one per
Kultakan prisoners were gained, year, in a steady cadence of doom.
while many Nexalans were marched The next year, starting on the exact
to the altars of their enemy. In anniversary of the blood-colored
punishment for their failure, sky, Mount Zatal rumbled and
Naltecona ordered the commanders spewed steam and ash into the air.
of his own army to be sacrificed in The mountain belched thus for
lieu of the elusive captives. twelve days, until the sky over the
After the return of this expedition, great valley hung heavy with
another portent rocked Nexal: the smoke, and the surrounding peaks
temple of Zaltec, located high atop were obscured behind the thick
the great pyramid in the center of haze. On the thirteenth day, the
the city, burst into flames, although mountain fell silent and a breeze
from no apparent source of sprang up from the east, carrying
combustion. It burned away the soot and grime away.
entirely, leaving the statue of the The next year the omen came
god within it a molten lump of rock. through the words of a hunter, a
Fortunately, this was not the original bowman of Palul who spent much
pillar found by Tecco centuries time in the brush. He claimed to
earlier; that holy relic was have encountered a deer, taller and
ensconced within the pyramid itself, broader than any stag he had seen
buried beneath many feet of solid before. A mane of bright feathers
stone. surrounded the animal’s neck, and
The next omen occurred one year it stood still before the hunter,
after the first, and also was presenting. a perfect target. He shot
evidenced in the sky over the city. arrows at it, but the missiles
On one summer morning, the disintegrated before they struck the
citizens of the city awakened to see creature.
a deep red sunrise wash across the Then, the animal spoke. It told the
sky. Unlike the typical colors of hunter to travel to Nexal, and to
dawn, however, the red color speak to the Revered Counselor,
deepened during the day, until the relating what he had seen. The man
sky seemed as if it had been did so, but Naltecona demanded
drenched with blood. The bizarre more information. Trembling, the
and frightening color lasted only hunter could only repeat his
that one day, but the effect was instructions. The counsellor
profoundly disturbing to all who ordered the hapless fellow
beheld it. sacrificed, and then entered into a
Naturally, the clerics of Zaltec long period of brooding
spent the entire day in arduous introspection, trying to decipher the
execution of any and all who could murky will of the gods.
be dragged to their altars. When the For the first time, Naltecona began
next day dawned normally, the to wonder if the portents signified
priests pointed out the obvious fact something other than the hunger of

35
the gods for more hearts. The captives, more hearts, and
feathered mane, described by the Naltecona reluctantly agreed. This
hunter as encircling the deer’s neck, time; he placed his nephew, Lord
gave him some misgivings. The only Poshtli, command of the army,
other tale of such a thing in his and he sent the troops against
experience was the circlet of Kultaka.
feathers surrounding the throat of Not since Chalco had any Nexalan
the Plumed Serpent, Qotal himself. leader known such success against
It occurred to Naltecona that the Kultakans. Takamal led his
perhaps the omens were intended warriors skillfully, but Poshtli
to prepare him for the return of refused to be drawn into a trap. He
that great, long-vanished god. advanced slowly, guarding all flanks
The following year, another omen of his army, and then withdrew
seemed to confirm this suspicion, when he felt that he had captured
for this premonition came in the enough prisoners to please the
form of the Revered Counselor’s priests. Some Nexala were lost,
own dream. In his sleep he saw an naturally, but the expedition on the
image of a great canoe, sailing whole was judged a tremendous
shoreward from the Eastern Ocean. success. Poshtli became the Revered
Great billows of white smoke Counselor’s most trusted adviser,
billowed above the canoe, and and his order—the Eagle
Naltecona felt himself compelled to Knights—was raised to greater
kneel upon the sandy shore. The status than ever before.
canoe did not strike landfall in his The following year, however, the
dream, but the meaning seemed citizens of the city were stunned to
clear: who, other than a god, could look upward toward the
compel the Revered Counselor of snow-capped summit of Mount
Nexal to kneel? Zatal. Overnight, the once-white
But the next year brought a more snowfields at its lofty crest had
ominous sight. A great sandstorm turned bright crimson, as if they
raged in the House of Tezca, the had been drenched with blood.
great desert south of the valley of With much wailing and fearful
Nexal. From the slopes of Mount speculation, the priests made their
Zatal or Mount Popol, observers sacrifices, and carefully watched the
could look southward and see the great mountain. After ten days, the
dustcloud formed there. It towered snow returned to its normal color.
higher and higher into the sky, far A year later, Naltecona’s second
greater than any mountain, with wife gave birth to a son on the day
steeply sloping sides ascending of the expected omen. The child
upward to a flat crest. The shape was born dead; more significantly,
was easily recognizable as a his skin was a pale white, unlike the
pyramid. dark ruddy color of a healthy
Some force caused the dust to Maztican infant.
billow for six days, and for all that The ninth omen occurred a year
time the image of the monstrous before the landing of the Golden
pyramid loomed in the desert to the Legion—ironically, about the same
south, mocking the Nexala with its time that the captain-general was
intangible greatness. Again the making his appeal for funds to the
clerics of Zaltec pleaded for more merchants Amn. This time, three of

36
the four lakes of the valley erupted descended to the top of the
in mysterious waves, billowing pyramid, and all who could see
clouds of steam, and other mystical it—which included most of the city’s
turbulence. Only the fourth lake, population—trembled in awe.
the shallow and brackish one, It was described, by the cleric
remained calm. Coton, as “shaped like a bird, having
That fourth lake, of course, was no feathers, and covered in leathery
Lake Qotal. skin like a crocodile.” Modern
This seemed to confirm speculation tentatively identifies the
Naltecona’s suspicions, and he creature as a wyvern, though a
began to believe that Qotal did unique one.
indeed prepare to return to Maztica. Unique because its chest was
With nine omens behind them, and formed of a dark, shiny substance,
the number ten being the most like a mirror. All who witnessed the
significant in the Maztican counting creature saw themselves reflected
system, everyone from the Revered in that mirror—all, except
Counselor to the most lowly slave Naltecona. He stood close to the
began to stare suspiciously at the creature, and stared into the mirror.
sky, the mountains, the lakes— There, he received the final omen.
everywhere—as the tenth year drew From the counsellor’s later
to a close. descriptions, it seems that in his
vision he saw evidence of the ships
The Last Omen of the Golden Legion, and of
mounted soldiers and footmen
On the tenth anniversary of the wearing steel breastplates. All these
day stars arrival, the nobles of the things were so foreign to him that
court stood in nervous anticipation he may perhaps be forgiven if he
around the throne. Naltecona, suspected that he witnessed the
pretending nonchalance, could coming of a god. The coming of the
barely conceal his own agitation. wyvern, incidentally, coincided
Unfortunately, for palace decorum almost to the day with the first
at least, they had to wait for the landfall of Cordell’s troops, along
duration of the long day, for the the coastline of Payit.
final omen did not arrive until Faced with this indisputable
sunset. At that time, Naltecona led evidence of great changes occurring
the procession of priests and in his world, Naltecona tried
captives to the top of the great desperately to overcome his fear.
pyramid. There, under the Although he was a man
darkening sky, the Revered well-prepared to face the known
Counselor performed several of the challenges of his empire, this was
ritual sacrifices himself as was his an invasion from beyond his world;
right and, occasionally, his custom. something that his imagination
Immediately after he had thrown could not effectively grasp.
these hearts into the maw of the His reign, from this time onward,
Zaltec statue, the portentous is marked by tragic indecision.
moment arrived. The tenth omen Counselled by his priests and war
came in the form of a beast from leaders that his nation was being
the sky, a creature unlike anything invaded by men, he could never
previously seen in the True World. It bring himself to fully believe that

37
these invaders were mere mortals. occurred at the cliff-face known as
Always in the back of his mind Twin Visages—the two faces carved
lingered the legends of Qotal’s into the bluff, in anticipation of
return, and in the person of Cordell Qotal’s return. This fact could only
he suspected that he faced a serve to strengthen Naltecona’s
returning, omni-powerful deity. belief that the new arrivals were in
fact representatives of the returning
The Campaign of the god.
The Payit Revered Counselor,
Golden Legion Caxal, was of two minds regarding
the foreigners. Should he greet
The legion was small in numbers, them as guests, like the merchants
but large in audacity, courage, who arrived periodically from
arrogance, and self-confidence. Nexal? Or should he fight them as
Cordell had brought a mere five invaders? The latter course,
hundred men with him, and some naturally, was urged by the priests
forty horses. True, the men were the of Zaltec and the war leaders among
most skilled veterans of a the Payits.
mercenary brigade that had won Events swiftly moved beyond the
fame up and down the length of the counsellor’s control, when a
Sword Coast. Well-organized into fanatical priest coerced a small
smaller companies of crossbowmen, band of warriors into attacking a
swordsmen, longbowmen, band of Cordell’s scouts. Other Payit
spearmen, and cavalry, the Golden warriors witnessed the
Legion was certainly the equal of counterattack, and by the end of the
any other similarly-sized unit in the first day of the landing, battle lines
Forgotten Realms. had been drawn. As added kindly to
Yet how did this small band the fires of war, one of the two
defeat, not once but several times, women who sailed with Cordell was
Maztican armies numbering in the taken captive by this priest, and
tens of thousands, fighting with a sacrificed on the altar of Zaltec.
fanatical fury to defend their homes Unfortunately for the cause of
against invasion? peace, she happened to be the
It was not necessarily Cordell’s daughter of the expedition’s chief
intent to battle his way through cleric, Bishou Domincus. The
Maztica; indeed, at such times as Bishou, understandably enough,
diplomacy served his purposes, he developed a passionate hatred for
tried to avoid military conflict. all things Maztican.
However, he was required to prove Cordell sailed westward a short
the mettle of his force on several distance, leaving Twin Visages for
different occasions. Such the more sheltered lagoon near the
demonstrations proved necessary Payit capital of Helmsport. Here, the
before the Mazticans would allow Payit army moved forward to meet
him to negotiate from any kind of the invaders.
advantageous position.
The first land to feel the tread of
foreign boots was Payit, The Battle of Ulatos
easternmost nation of Maztica, By The Battle of Ulatos was a
coincidence, or perhaps immortal day-long struggle of savage intensity.
design, Cordell’s first landfall

38
Thousands of Maztican archers day’s battle.
showered the legionnaires with
arrows, though the stone-tipped
missiles proved woefully ineffective The Conqueror Plans
against the metal armor of Cordell’s Swiftly the pattern of conquest
force. Payit spearmen advanced in was established. Darien used magic
great waves, only to be met by the to interpret the speech of the Payits,
small, compact formations of the and Cordell demanded that the
legionnaire infantry. While the natives bring all of their gold to him.
native forces could easily engulf the Meanwhile, the cleric of Helm—
smaller companies of their enemies, religious adviser to the
they could not force them to break expedition—set about destroying the
ranks. temples devoted to the Maztican
The Eagle Knights soared into the gods. This cleric’s work was carried
battle, in an attempt to encircle out with vengeful thoroughness, for
some advanced companies of his only daughter had been the first
legionnaires, but for the first time foreigner sacrificed upon a
powerful sorcery wracked the Maztican altar.
surface of the True World. Cordell’s Objects of art were destroyed so
wizard-mistress, the albino-elf that their golden components could
Darien, blasted the eagles with be removed. The Payits,
lightning, fire, and blasts of her nevertheless, were meticulously
deadly wand of frost. thorough in gathering their store of
Still the battle hung in the gold and presenting it to the
balance, but now Cordell launched conquering leader. Cordell, and all
his horsemen into the attack. His the legionnaires, were astounded at
riders had been concealed during the trove that they gathered,
the early parts of the battle, and realizing already that the expedition
their arrival totally broke the had been made profitable.
morale of the Payit troops. Never At the same time, however, the
having seen horses before, they invaders heard tales of wondrous
assumed that each steed with its Nexal. The gold hoarded there, it
rider was in fact one monstrous was said, would make a mountain
creature—the body of a great beast, beside the paltry hill of Payit wealth.
surmounted by the head and torso, Naturally—in fact, inevitably—
and mind, of a cunning soldier. The Cordell determined that Nexal
riders, under the command of the would be the ultimate objective of
savage Captain Alvarro, embarked his expedition.
on a spree of bloodletting even after First, however, he would require a
the Payit army had abandoned the secure base on the coast. His troops
fight; this was merely the first of the and many Maztican laborers, under
excesses committed by the less the command of a dwarven
disciplined members of Cordell’s engineer, constructed a huge
force. earthen rampart beside the lagoon
But the end result remained: the of Helmsport. Here, in a secret
Payit nation, inheritor of a great location, the gold of the Payits was
cultural tradition and a long history buried.
of art and science, fell to a force of Meanwhile, several of the ships
five hundred men, following one scouted eastward, to see if an

39
improved anchorage could be Ulatos, they had never held much
discovered that lay closer to their respect for the fighting abilities of
goal. However, though a vast bay the Payits. They were confident that
did cut into the shore, much closer they would be able to present a
to Nexal than Ulatos, the bottom much firmer opposition to the
was covered with treacherous passage of the Golden Legion.
shoals, and at low tide many parts Cordell’s force, backed up by his
of the bay became marshy salt flats. reluctant Payit allies, marched into
Thus, it was decided that Helmsport Kultaka. Takamal selected a high,
would remain the expedition’s base. mountainous valley as his
Finally, Cordell’s preparations battlefield; here he prepared a
were complete. A small garrison, defense against the incursion. He
under the command of a veteran had the advantage of numbers—a
sergeant-major, would remain in factor he had rarely possessed in his
Helmsport to guard the base, and to battles with the Nexala—and also of
serve as a reminder to the Payits defensive terrain.
that their conquerors had not Once again the Golden Legion
forgotten them. The rest of Cordell’s moved into the attack, well-armored
legion, now accompanied by some against the shower of missiles
five thousand Payit warriors, directed against them from the
prepared to march inland. heights above. The horses charged,
but Takamal—having heard of these
bizarre creatures—had laid a trap.
The Great March The reckless Alvarro led his advisers
Before his departure, however, the into rough terrain, and here the
captain-general performed an act Jaguar Knights of the Kultakans
considered by some to be madness, attacked, in feline form.
while others found in it the proof of The battle began to go badly for
his iron fitness to command. While the legion, but Takamal had not
the fifteen ships that had carried his reckoned with the wizard, Darien.
legion to the shores of the True The sharp-minded elfwoman
World stood in the placid waters of observed the commanding role of
the lagoon, Cordell ordered each of the war chief, high on the ridge,
them burned. Appalling in its and it was a simple matter for her to
totality, it was an act that forcefully teleport to his side and slay him
cemented his men together, for they with explosive magic. With the
all understood that the future lay death of their leader, the Kultakans
before them. lost heart, and once again Cordell
The expedition set out for Nexal, and his legion marched
by way of Kultaka. Here, again, triumphantly into a conquered city.
Cordell found his generalship The Kultakans did not have the
tested. The warlike Kultakans, still gold treasures of the Payit, but they
under the leadership of the offered something even more
venerable Takamal, had long held valuable: a well-trained, highly
their borders against every Nexalan motivated army that had long
onslaught. They were not about to nursed a grudge against the Nexala.
submit to some tiny force of The shrewd captain-general wasted
invaders. Although the Kultakans no time exploiting this ancient feud.
had heard the tale of the Battle of He recruited some twenty thousand

40
Kultakans to march with him, and march would bring him into the
now he turned toward the final leg Nexalan country at the town of
of his march: the journey to Nexal Palul. Here, then, they would
itself. fight—but only on the terms
selected by Naltecona. The Revered
Counselor ordered a great feast
Naltecona’s Uncertainty prepared, a festival to welcome the
All the time of this approach, foreigners to his lands. The town
Naltecona wavered between a belief square of Palul was given over to
that these strangers were in fact the festive decorations, and venison;
attendants of the god Qotal, turkey, mayz, and many other foods
returned to his people as he had were prepared. When the
once promised; and a fear that they foreigners were enjoying their food,
were a human enemy, an invading and the mildly alcoholic otcal, fully
army the like of which the True armed warriors would spring from
World had never known. Now, with concealment and slaughter them all.
the defeat of the Kultakans, he was
forced to make a final decision.
His counsellors—mostly priests
Ambush Reversed
and war leaders—almost universally When the Golden Legion arrived
counselled resistance to the at Palul, it was welcomed by some
marching legion. Additionally, the of the highest ranking nobles of
creed of Zaltec virtually demanded Nexal—including the leaders of the
battle, and no Revered Counselor orders of Jaguar and Eagle Knights.
could overlook the fact that the The Nexala asked only that the
Nexala were in fact the chosen Kultakans refrain from entering the
children of that god. It seemed town; the frictions, they explained,
incalculably reckless to risk the between the lifelong enemies would
displeasure of the one who had place an undue strain on the
overseen the tribe’s dramatic festivities. Reluctantly, and
successes to this point. suspiciously, Cordell agreed.
Indeed, it is something of a Before the celebration fully began,
testimony to Naltecona’s restraint however, the elf-mage Darien used
that he even considered a peaceful her powers to charm one of the
welcome for the strangers. But, Nexalan warriors. From this
inevitably, the counsels of war unwitting source, she learned of the
ultimately prevailed. plot to attack at the height of the
Still, the lessons of the battles of feast. She reported to Cordell, and
Ulatos and Kultaka were not lost on his men were swiftly warned.
the Nexalan leaders. The foreigners Before the ambush could be
thus far had proven invincible in launched, the Golden Legion struck
face-to-face engagements—and no in a savage, pre-emptive attack. The
tribe better appreciated the fighting Kultakan warriors outside the town
prowess of the Kultakans than did had also been warned, and they set
the Nexala. So the war chiefs of upon their ancient enemies with
Nexal, supported finally by glee. In a few minutes the feast
Naltecona, planned to start the became a scene of massacre and
battle by surprise. carnage, with the stunned
It soon became clear that Cordell’s Mazticans completely overwhelmed

41
by the suddenness of the turnabout, initially, with this resolution.
coupled with the powerful magical Yet events moved quickly forward
attacks of the legion’s spellcasters. with the discovery of a great vault
By the end of the day, most of the of hidden gold by the legionnaires,
wooden and thatch houses in the together with an attempt on
town had burned away, and the Cordell’s life by a berserk Jaguar
temple atop Palul's small pyramid Knight. The captain-general reacted
had been sacked. The surviving by abducting Naltecona and holding
Nexalan warriors, as well as the the Revered Counselor himself
people of the town, streamed hostage in the legion’s quarters!
toward the valley of Nexal in a Other events occurred, which
pathetic, terrified mass. Cordell and seemed like nothing at the time. A
his allies remained in full control of woman reached the city, and she
the town. wore upon her shoulders a cloak
Word of this setback reached made from a single, giant feather.
Naltecona with the force of a Then the motive, harbinger of
shocking blow. Cordell followed up Qotal, appeared in the palace of
his victory with an immediate Axalt.
march on the great city among the A terrible stalemate remained in
lakes, and Naltecona lost all heart place. The followers of Zaltec, led
for resistance. Two days later, when by the Patriarch Hoxitl and his cult
the legion reached the causeway of the Viperhand, urged war. Lord
leading to Nexal on its glorious Poshtli, remembering his uncle’s
island, it was greeted with flowers, a wishes, counselled patience.
grand procession of nobles and But conditions were too taut, and
maidens, and even Naltecona finally the Nexala—led by Zaltec’s
himself. cult—attacked. Naltecona perished
in the onslaught, slain, it has been
Victorious Entry proved now, by an agent of Zaltec.
For two days the Mazticans hurled
Thus the foreigners finally themselves at the legion, which was
entered the fabled city, not as barricaded in the palace of Axalt.
conquerors but as guests. Naltecona Blood slicked the stones of the great
gave them for quarters the entire, plaza, but no breach could be
sprawling palace of his father, Axalt. forced into the legion’s defense.
Even the Kultakans were allowed Still, the legion was surrounded
into the city; Cordell used the and cut off. It had no choice but to
experience of Palul as proof that his attempt to fight its way out of the
allies should remain nearby. city. On a dark and rainy night, they
The abortive ambush and its charged forth, and made their way
subsequent massacre were subjects in a long, fighting column to the
addressed only briefly by the two causeway leading from the island
leaders. Naltecona denied any city to the mainland. But Cordell’s
foreknowledge of the attack, and losses were brutal, and the bloody
promised that the wrongdoers battle raged with increased
would be punished. Though Cordell savagery. Hundreds of legionnaires
undoubtably knew of his host’s perished on Hoxitl’s altar, and finally
complicity in the attack, he the patriarch of Zaltec plunged his
nevertheless seemed content, knife into the bishop of Helm—

42
Cordell’s most powerful cleric. Maztica began another city, called
The convulsion of godpower Tukan, and soon it would rival even
resulted in many things: Nexal in greatness.
immediately the great volcano Zatal But the arrival of Qotal had been
erupted, spewing ash and lava on foretold to the east, and here
the valley below. As the ash fell, it marched the great army of
touched the blood-frenzied monsters, following the walking
members of the Cult of the image of Zaltec himself. Here, too
Viperhand—and they became orcs, came more soldiers from the Sword
and ogres, and trolls. They set upon Coast. Cordell joined them with his
the humans of all races with terrible remnants, together with fighters
savagery. from all the tribes of the Payit and
Then the presence of another god, Far Payit lands. They stood against
the Plumed Serpent, made itself felt: the horde on the field of Ulatos, and
though it was the height of summer, then the great image of the
the waters of Lake Qotal suddenly Feathered Dragon soared inland
froze, allowing many humans to from the Eastern Sea.
escape the dying city. The survivors The army of beasts fell back upon
of the Golden Legion, including the ruins of Nexal, to glower and
Cordell, and the people of Nexal fled growl among their ruins, uncaring
together, forced by the pursuit of of the vast treasures that lie buried
the beasts toward the south. beneath them. Helmsport linked
All of the humans who could flee with Ulatos, under the governorship
escaped Nexal on the Night of of Cordell himself, to become a
Wailing. The humanoid monsters thriving port city linking Maztica
spread outward across the face of and the Sword Coast.
Maztica, sacking and slaying, and Qotal and Zaltec both rule from
pursuing the fleeing humans across their places in the heavens, and the
the desert. scheme and rage against each other.
But among these convulsions, a But the cult of sacrifice has, for the
few other events were swept most part, been shown for the
along: the three predictions of brutal and senseless ritual it was.
Qotal’s return, recorded long ago in While some shades of evil linger,
legend, had been fulfilled. The and cults still remember the ways of
couatl had been seen, and a woman the old gods, the future of Maztica is
had come to Nexal wearing a one of life, not death.
Cloak-of-One-Plume. Finally the
summer ice had allowed the mass
escape from Nexal.
Further indications of his return
came from a miracle. As the people
fled southward into the bleakest
lands of the True World, the desert
bloomed around them, providing
water and food for a hundred
thousand refugees. Finally it led
them to another rich valley, with
lakes and fish and room for a great
population. Here the people of

43
Maztican Characters
Maztican characters, both player from Payit cannot be expected to
and NPC, can be created in many know much about the Dog People
varieties. They offer some of the northern deserts.
significant differences from Consequently, the player’s book is
characters found in other parts of limited to a general overview of
the Realms. While the emphasis each locale.
here is on Maztican characters in As to cultural origins, these
Maztica, these player characters are include some specific attribute
as free to leave the True World as modifiers, to reflect the strengths
others are to reach it. and weaknesses of a particular
The level of technology available tribal stock. While these distinctions
in Maztica, of course, is generally among humans would not generally
much lower than in other parts of result in modifiers between the folk
the Realms. However, a character’s in, say, Calimshan and Moonshae,
adversaries will usually be similarly the differences are more extreme in
armed, and too, for many players Maztica. Also, the lack of
the enjoyment of roleplaying does technological and western cultural
not necessarily arise from having embellishments (such as armor,
the biggest, sharpest sword. The crossbows, horses, etc.) places a
opportunity to adventure in a truly slightly higher value on the actual
different cultural setting, with physical capabilities of the human
powers and perils all its own, can body itself.
more than make up for the lack of a Character “kits”—subclasses of
metal blade. standard character classes—are
New proficiencies are introduced available for four uniquely Maztican
in this section, and these will be characters: Jaguar and Eagle
available to characters from specific Knights, Plumaweavers, and
backgrounds. Also note that a great Hishnashapers.
number of standard proficiencies Maztican equipment is substituted
are not available here—it’s hard to for a great part of the standard
learn how to ride a horse, for campaigning material. Here, of
example, if you’ve never seen one! course, the location within the True
Specific cultural backgrounds and World—and the time frame of the
nations are also discussed here, to campaign—are important. Within a
try and give potential player year after the coming of Cordell, a
characters a general idea of their blacksmith shop had been
origins. More details on specific established in Helmsport. Weapons,
nations are available in the Maztica livestock, and even raw metal had
Alive book for the DM. He will begun to arrive from the Sword
undoubtably share these details Coast. Though the cost of such
with specific PCs; however, a player exotic items is tremendous, they are

44
sometimes available in Helmsport dwarfdom by an undersea
and Ulatos. In other parts of cataclysm some three centuries ago.
Maztica, it remains as it always has After an epic underground journey
been—and will continue for many to the west, they finally emerged
years. onto the surface to find themselves
amidst the harshest desert
Character Races imaginable. They made a home
there, however, and have adapted
Halflings: While humans are the remarkably well to it.
most common of the PC and NPC Physically, they are no different
races in Maztica, there are tribes of from a typical Forgotten Realms
halfings in many parts of the dwarf. A very few of the older
continent, invariably living in dwarves might even have carried
forested or jungled lands. skills with them from their
These are, in game traits, homeland; most of the desert
essentially similar to halflings in the dwarves, having been born and
other parts of the Realms, although raised in Maztica, are limited to
Maztican halflings all have the Maztican proficiencies.
abilities of the pure Stout strain. In GAME NOTES: A desert dwarf
addition, however, Maztican character can add 1 to his Strength,
halflings tend to be leaner, and Wisdom, or his Dexterity score, in
darker-complected than their exchange for losing 1 from his
counterparts across the Trackless Intelligence. This determination can
Ocean. The physical differences are be made after attribute scores are
obvious at a glance. rolled.
GAME NOTES: In addition to the Because of their long heritage in
normal modifications for halfling the wilds of Maztica, desert dwarves
player characters, Maztican receive a +1 on all damage rolls
halflings gain a +1 modifier to their when the weapon used is
constitution scores, and a -1 to stone-edged.
their intelligence. Also, these All other AD&D game provisions
halflings receive a +1 modifier applying to dwarves apply to desert
when using shortbows. All other dwarves as well.
AD&D® game rules applying to
halflings apply to Maztican halflings. Half-Orcs: Since orcs have only
inhabited Maztica for a year or
Dwarves: The only clans of so—at the time of the typical
dwarves dwelling in Maztica are the campaign start—these are not viable
desert dwarves. These are dwarves, characters. However, as the time
and their descendants, who were a frame advances, they will become
part of mainstream dwarven culture so. In these later years, they will still
in the Realms until their be uncommon, and will be regarded
subterranean (and suboceanic) lair by most Mazticans as monstrous
was cut off from the rest of abominations—but physically they’ll

45
be essentially similar to half-orcs Tezca, Sun God (Chaotic Evil)
everywhere else. Plutoq, God of Stone
(Lawful Neutral)
Character Classes Kiltzi, Goddess of Health and Love
(Chaotic Good)
Characters from Maztica have Watil, Goddess of Plants
options to become Warriors, Priests, (Neutral Good)
or Rogues. Wizards and wizardry in Nula, Queen Mother of Animals
the traditional sense are not known (Chaotic Neutral)
in Maztica, except as imported from
the Sword Coast. Character Kits Maztican priests can be
expanding the Warrior and the embellished by information in the
Rogue classes are given after Complete Priest’s Handbook. The
Maztican proficiencies. Savage Priest kit from that book
lends itself to priests from tribes of
WARRIORS are the most common the Dog People. Other kits can be
type of adventuring character. They tailored specifically for use in
can use all Maztican weapons, and Maztica.
progress at the normal rates of
experience. If warrior kits from the ROGUES are a slightly awkward
Complete Fighter’s Handbook are character class for Maztica, since
used, the Barbarian, the Berserker, the concept of personal property is
the Savage, and the Wilderness so much less in evidence in the True
Warrior are all eligible for use with World. However, they exist in so
Maztican fighters. In addition, Eagle much as they are adventurous
Knight and Jaguar Knight are new individuals who have developed
kits, introduced later in this chapter. their skills in a broader direction
than mere warfare. The bard is
PRIESTS of the True World can be particularly appropriate, if one
devoted to any of the major considers him in the context of
Maztican gods. The spheres of storyteller and historian.
influence allowed by each, together The Acrobat and the Scout kits
with specific benefits, requirements, from the Complete Thief’s
and explanations can be found in Handbook can be used for Maztican
the Gods and Battles book. In Rogues.
general, however, these are the Maztican Rogues do not have the
most common faiths: pickpocket ability of their “civilized”
cousins. Reading languages for any
Maztica, the Earth Goddess Maztican rogue is limited to
(Neutral; her followers are druids) Maztican languages—of course,
Qotal, the Feathered Dragon from those areas where
(Lawful Good) picture-writing has been developed.
Zaltec, God of War (Chaotic Evil) Thief characters do not possess the
Azul, Giver of Rain (Lawful Evil) “open locks” skill.

47
Two kits for specific types of have formed a strong alliance with
rogues—the Hishnashaper and the Pezelac, based primarily on the
Plumaweaver—are presented after threat to invade, should the Pezels
the rules on Maztican proficiencies. not prove comfortably amicable
during the tribute negotiations.
Organized Nations However, the destruction of their
fertile valley and prosperous city
The continent of the True World is has proven a devastating blow to
divided into several large groups of the status of the Nexal. Now the
cities and towns that are, barely, peoples of the valley have fled
homogeneous enough to be called southward, and build their new city
nations. These nations in turn of Tulak, but they have no subject
consist of many various tribal states. The nations that once owed
groups and clans, so that fealty to Nexal are free once more,
generalizations about one people and also faced with the threat of the
may in fact only apply to a small monstrous horde in the valley.
part of the population. Pezelac is a land of merchants and
Six regions of Maztica maintain craftsmen. Militarily, it has never
enough internal organization and been a match for either of its
authority to justify the term ‘nation’. powerful neighbors—Kultaka or
These include Nexal, Kultaka, Nexal. However, its traders maintain
Huacli, Kolan, Pezelac, and Payit. an industrious commerce with Payit
The other peoples, such as the and Far Payit. The jungle goods thus
natives of Far Payit, the Dog People, obtained are much desired in Nexal
and the Green Folk living south of and Kultaka, and the Pezel
the House of Tezca, follow a merchants manage a profitable
village-organized society. Their only trade.
chance of achieving nationhood Kultaka is a small state, but boasts
status comes from the dubious strong, rugged warriors and a
honor of conquest by one of the tightly disciplined army.
aforementioned states. Surrounded by mountains, harsh of
And, too, the balance of power terrain and poor of resource, the
cannot overlook the tens of Kultakans have maintained their
thousands of monsters inhabiting independence throughout many
the Valley of Nexal. These creatures decades of conflict with Nexal. Now
are organized into a brutal army, they watch the monsters carefully,
and lie within striking distance of for of all the nations Kultaka is
virtually all the nations of the True closest to the Valley of Nexal.
World. Payit, farthest east of the lands,
Of the six nations, Nexal is still the boasts the highest culture of the
largest, richest, and grandest. The True World, but it is a culture that
Nexalan peoples have subjugated has passed its peak. The Payit
many smaller tribes within the jungles are full of grand ceremonial
boundaries of their domains. They centers, steep pyramids, and

48
wondrous temples. But now many
of these have been abandoned, and
Peoples of Maztica
the jungle does not leave
abandoned structures long intact.
Basic Cultural Groups
Still, there are many folk living in The overall groups of humans
Payit, and they are happy and who have settled Maztica fall into
industrious for the most part. They four basic types: the Payit peoples,
live in the jungles, around their of the eastern peninsula; the
great centers, and perhaps they do Mazticans themselves, as typified by
not mourn for the world that is the Nexala; the Green Folk of the
past. Now, too, Payit has become the low jungles; and the North Ones,
crossroads for trade with the Sword often referred to as the Dog People.
Coast. The changes this will work Each of these cultural groups has
are too numerous to imagine. certain traits that distinguish its

49
members. In order to increase the muscular builds and intense black
potential for roleplaying, and add to eyes. Although of course they have
the definition of the types, some of the wide variety of human
these distinctions are discussed characteristics common in any
here. culture, a few generalities can be
Note that simply because—as a broadly applied to the Payit.
cultural trait—the Payits tend to be They are quick to laugh, even at
patient, this does not mean that a themselves, and are slow to react
Payit PC must be a patient character. with anger. More open to new ideas
Such generlilities cannot be than many other natives, they easily
expected to hold true over specific adapt to new customs and
individuals, so players are traditions. They learn new skills
encouraged to create the types of easily, and tend to be very
characters they would like to play. industrious.
Nevertheless, the Payits are proud
Game Applications people, and cherish their long
tradition of art, architecture, and
At the conclusion of each culture, astronomy. They greatly respect
several guidelines for creating men and women of learning; in fact,
player characters from that cultural they are the only native culture that
group are presented. The ability willingly accepts women into
score modifiers are used at the DM’s positions of authority and
option, and only apply to player responsibility.
characters. Payit lifestyles vary somewhat
depending on whether the
Payit environment is village or city.
Several large cities rise out of the
The Payits inhabit the lands of jungles of the peninsula, most
Payit and Far Payit. The Payit are an notably Ulatos and Tulom-Itzi.
agricultural folk, with few Whereas village life is simple, and
war-making skills but highly the education standard and
advanced knowledge of science and practical, in the cities schools are
medicine. Their influence has well organized and a young person
extended throughout Maztica, and can select from wide areas of
during their Golden Age the Payits knowledge available to him. Here
represented one of the highest are the temples, where villagers
levels of civilization to be found come to study the priesthood, and
anywhere in the Forgotten Realms. the observatories where
Now, most of this grandeur has astronomers study the skies. The
vanished, but the Payit people Payits are also advanced in the arts
maintain with pride their traditions of healing, and the apothecaries and
of learning, inquisitive thought, and practitioners of medicines are
scientific advancement. found in the cities.
The Payits tend to be short, with The god Qotal is revered

50
throughout Payit, and was
remembered even during his long
Maztican
absence. The faces carved into the The Mazticans themselves include
cliffside at Twin Visages are perhaps the strongest warriors and most
the most remarkable example of ambitious cultures of all the True
this faith. Though other gods are World. The four nations of Nexal,
acknowledged and worshipped, the Pezelac, Huacli, and Kultaka are all
Payits no longer employ human lands of Mazticans. The greatest
sacrifice as part of their religious cities and most organized social
routine. systems of the True World have
been created by the Mazticans. They
Game Notes: Payit player characters have waged the most ambitious
can receive a +1 to their Wisdom, wars, and built the greatest
Dexterity and Intelligence, at the empire—Nexal.
cost of a -1 penalty to Constitution The Mazticans tend to be taller in
and Strength. stature than the Payits, with longer,
A Payit character with a village leaner physiques. Their faces are
background must be a Warrior or a more angular in appearance but,
Rogue. Alternately, a character who like the Payits, even the adult males
aspires to the priesthood, or to a are beardless.
knightly order (the Jaguar and Eagle Culturally, the Mazticans have
Knights) must travel to a city for his placed a greater emphasis on form,
education. with less on substance, than their
A Payit character from a city can jungle neighbors, the Payits.
be a warrior (including the Knightly Maztican architecture tends to be
orders), a rogue, or a priest of Qotal grandiose, the colors of its artwork
or any other sect. Priests of other bright. The classic example, of
sects are limited to fifth level of course, was the Great Pyramid of
advancement, so long as they Nexal, destroyed on the Night of
remain among the Payit. Wailing. Towering toward the
Characters in the knightly orders heavens, its gaudy mosaics and
can only progress to the experience sweeping height stood as an obvious
level 9 within Payit realms. They attempt to overcome the structure’s
must journey to the lands of the environment, not merge with it.
Mazticans (below) in order to reach The Maztican cultures have all
higher levels. followed the lead of the Nexalans
Payits who learn the healing themselves, and devoted themselves
proficiency gain a +2 bonus to all of to Zaltec. Other gods, particularly
their proficiency checks. those powerful deities of the sun
and rain, are worshipped as well,
but the most intense devotion is
saved for Zaltec.
Warrior training begins at a very
young age for young boys, with a

51
rigorous regimen of study and and Maztican folk. However, they
exercise. It is not uncommon for a have a rich oral tradition, and a full
youth, by the time of his sixteenth belief in the gods of the True World.
birthday, to have attained the skills They have never had the abundance
of a first level warrior. of food, and consequently
In keeping with their warlike population, of their neighbors to the
traditions, the Mazticans are the south—and thus have never
culture who created the Feathered developed their religion to the level
Wars—the ritual battles between of human sacrifice.
nations, expressly for the purpose The Dog People are fearless
of gathering prisoners for sacrifice. warriors, and very loyal to their
In Maztican societies, the highest companions. They are stoic to the
status is awarded to the members of point where they are almost
the military orders—especially the completely unaffected by pain and
Eagle and Jaguar Knights. privation. The gods held in highest
regard among them are Maztica, the
Game Notes: Maztican player earth goddess, and—not
characters can add +1 to their surprisingly considering the
Strength and Intelligence scores, in parched living space of the Dog
exchange for a -1 to Wisdom. People—Tezca, the god of sun and
They can become warriors, fire.
including members of both knightly
orders, rogues, or priests. As priests, Game Notes: Characters who elect
they can serve any of the Maztican to be warriors from the Dog People
deities, with a level limit of 5 for all can add a +2 to their Constitution
except Zaltec and Qotal. The latter and +1 to their Dexterity scores, in
two have no level limit. exchange for -1 to Wisdom,
Intelligence, and Charisma.
Dog People Alternately, characters who become
priests or hishnashapers receive a
The Dog People are a collection of +1 to Wisdom and Intelligence, and
savage tribes who inhabit the a -1 to Charisma.
northern portions of the Continent. They can be warriors, though not
They lack any coherent structure members of either knightly order,
and never work together, which is or they can be priests of Tezca or
fortunate for the rest of the lands, druids of Maztica (no level
because their stealth and savagery is restriction). Alternately, a character
unmatched. They practice a highly of a Dog Tribe may be a rogue,
advanced form of shamanism, including a hishnashaper or
which reputedly bestows great plumaweaver, advancing in
powers upon their most experience with no level restriction.
accomplished sorcerers.
The Dog People have no structure
of civilization in the way of the Payit

52
Green Folk Proficiencies
Like the Dog People, the
tribesmen who live among the
Converting Standard
southern jungles of the True World Proficiencies
dwell in groups of villages, with no The following Proficiencies from
central government or large cities. the Players Handbook are available
The exception to this is the nation of to characters from Maztica. If no
Kolan, along the western coast of notes are listed, all normal
the continent—there, some of the procedures apply; otherwise, the
cultural traits of the Maztican details list the modifications made
peoples have blended with the to the proficiency when used for a
racial heritage of the Green Folk. Maztican character.
The Green Folk resemble the Payit
in stature. They protect their Agriculture: This includes a
privacy savagely, and few who knowledge of tending, growing and
venture into their forests ever storing mayz, beans, peppers,
return. cocoa, and other natural Maztican
They are skilled with the use of crops. Also known are the tending
kurari poison, and are excellent and butchering of turkeys and other
archers. They worship the gods of fowls.
nature, and though they do not
practice human sacrifice as a Animal Lore: Standard
religious ritual, they rarely let
prisoners live for long—except in Animal Training: Types of Maztican
the case of a captive who animals that can be trained include
demonstrates some unusual parrots and macaws, falcons and
capability or can provide a strong eagles, jaguars, and monkeys.
reason for being allowed to live.
Armorer: The character can make
Game Notes: Characters of the the types of armor listed on the
Green Folk receive a +1 to their Maztican equipment list.
Dexterity Scores, in exchange for a
-1 penalty to Strength. They gain a Artistic Ability: This works the
+1 to hit when using a bow and same as it does across the sea.
arrow. Sculpture is the predominant form
They can be warriors, rogues, or of Maztican artwork. Though
priests. Priests can serve Watil, Nula, painting and drawing are known,
Maztica, or Qotal, advancing to the they have not been developed to the
ninth level of experience in any quality known in other parts of the
class, even while they remain realms.
among their own people. However, Maztica is also the home
of a unique form of art—the feather
painting. This is different from

53
pluma in that it is done purely for Gem-Cutting: Turquoise, coral, and
art’s sake; it possesses no magic jade can be worked by a character
traits. Yet feather artwork is used to with this skill.
decorate shields, clothing, capes and
helmets, as well as to create banners Healing: Standard
and emblems.
Heraldry: The character knows
Blindfighting: Standard Maztican symbology for ranks and
important individuals. These are
Bowyer/Fletcher: This character most prominently displayed on the
can make bows and arrows of the field of battle, where a chief will
types listed on the Maztican generally have a standard-bearer
Equipment list. carrying a floating banner of
feather art.
Brewing: The character knows how
to create octal from the pulp of the Herbalism: Standard
Sand Mother cactus.
Hunting: Standard
Cooking: Standard; Maztican food
tends to be surprisingly spicy to the Jumping: Standard
inhabitants of the Sword Coast.
Languages, Ancient: Standard
Dancing: The character knows
some of the ritual dances used in Languages, Modern: Standard
celebrations or ceremony.
Leatherworking: This proficiency
Direction Sense: Standard costs 2 slots, not one, to reflect the
rarity of sizeable pieces of leather in
Endurance: Standard Maztica.

Etiquette: The character is aware of Local History: Standard


standards of behavior for his own
and other Maztican cultures, Mountaineering: The character
including the meeting of great does not require the aid of spikes,
chiefs and the conducting of pitons, or ropes. However, the skill
negotiations and trading allows him to scale rough slopes
arrangements. with occasional hand- and footholds
only.
Fire Building: Standard, although
note that flint and steel are not only Musical Instrument: The character
not required, they are not at all can play a clay flute, or drums.
useful to a Maztican firebuilder.
Pottery: Maztican pottery rivals the
Fishing: Standard finest in the Realms, all the more

54
amazing in that no potter’s wheel is Survival: Survival skills for Maztica
used. Reading/Writing: The can be learned for two terrain
Maztican writing is based on types: jungle and desert. These
stylized pictures, and generally categories include mountainous
cannot be used to convey specific areas as well as flatlands, as long as
words. General concepts, intents, the slopes are verdant or parched.
and requirements can be portrayed
by a character with this skill. Swimming: Standard

Religion: Standard Packing: Standard

Rope Use: Standard Weather Sense: Standard

Running: Standard Weaving: Standard

Set Snares: Standard


Maztican Proficiencies
Stonemasonry: Stoneworking in The following proficiencies can be
Maztica is a considerably different learned by characters originating
task than it is across the Trackless from the True World.
Sea. The most obvious differences
are the lack of metal tools to Table I. Maztican Proficiencies
hammer, chisel, or saw; and the lack
of wheels and beasts of burden to Proficiency # of Relavant Check
move the blocks to the site. Slots Ability Modifier
Nevertheless, the works etched in Spent
stone upon the face of the True
World are some of the grandest Adobe 1 Strength 0
anywhere in the Realms. Nexal, at Astronomy 2 Intelligence 0
its height, rivaled any city of the Ball Game 1 Special 0
Sword Coast with the height of its Canoe-making 1 Wisdom +2
monuments and the stunning Canoeing 1 Dexterity 0
grandeur of its massive sculptures. Floating
Even its ruins will last longer than Agriculture 2 Strength 0
many a city still standing. Gold
The time required to erect a Casting 1 Intelligence - 1
section of wall is twice that for the Mosaic 1 Wisdom 0
standard proficiency: in a day a Obsidian
Maztican mason can erect a wall Working 2 Intelligence -1
one foot thick, five feet high, and * See “The Ball Game” farther back
five feet long. He can oversee up to in this book for an explanation of
a hundred unskilled quarry this special proficiency.
workers.
Adobe: The character is skilled at
making a plaster of mud, with

55
which he can build strong walls and equinoxes, the rising and position of
overhanging roofs. A skilled the planets and stars.
character can build a section of wall
twenty feet long by five feet high in Canoe Making: The character can
one day. build dugout canoes from logs. It
requires two weeks to make a canoe
Astronomy: This skill is available to that will hold two people, and the
characters from Payit or Far Payit. character must make a proficiency
The character is very familiar with check to determine success at the
the night sky, and the changes it conclusion of the process. Failure
undergoes during the passage of means a canoe that floats, but is not
time. It allows the character to exceptionally stable or fast.
anticipate cosmic events such as Larger canoes require
eclipses, comets, solstices, approximately one extra week per

56
extra passenger. Canoes capable of water supply. Thus, they tend to
holding up to twenty men can be yield about twice as much as an
constructed with the use of this equal-sized plot on dry land.
skill.
Gold Casting: The character can
Canoeing: The character can move carve an object from wax, and then
a canoe with skill and alacrity. A cast it in gold. He builds a clay mold
vessel can carry up to one around the wax image, and then
passenger for each skilled character pours in the gold, melting the wax
and still maintain its high rate of which runs out a hole in the bottom
movement, as long as neither of the mold.
character is encumbered. If he is
carrying a load of any kind of cargo, Mosaic: The character is skilled at
the skilled character must be alone, inlaying pieces of stone into a
or penalties apply. baseplate of stone, creating pleasing
A canoe with too much weight, or patterns and images. The work is
too many unskilled characters, only nearly as long lasting as Maztican
moves half as fast as the normal stonework, and is used to decorate
rate. In addition, the skilled walls and floors.
character must make a proficiency
check at the start and end of the, Obsidian Working: The character
failure resulting in the vessel can create edges for knives,
capsizing. Also, checks are required arrowheads, spearblades, and
for any unusual maneuvers or mild macas from the volcanic glass of
disturbance in the water’s surface. obsidian. The character is also
The character does not have to skilled at identifying the areas
make skill checks for mild where obsidian can be found. Once
turbulence, in a stream, or waves in he discovers an area, he can gather
a lake or ocean, unless unskilled a full load—as much as a person can
passengers are carried. However, carry—in one day.
high surf, raging rapids, or high The character can also perform
winds can caused proficiency repairs on obsidian edged weapons
checks at the DM’s option. that are damaged in use—see the
Equipment Section for details on
Floating Agriculture: A character breakage.
with this skill can create land out of The material is easier and faster to
shallow lake or marshwater, and work with than steel, though of
use it to grow all sorts of crops. Up course it needs to be replaced more
to one 100’ square (10,000 square often. Typical work rates for
feet) can be created by a skilled Obsidian crafts are listed on table II.
character during a year.
Such floating gardens are tended
with fresh, fertile silt every year,
and have an intrinsic and plentiful

57
Table II: Maztican Weapon Work WEAPON PROFICIENCIES: The
Time and Obsidian Requirements weapon proficiencies are most
significant with the two Knight
Weapon Work Time Fraction of types, but all of the character kits
a load/item include a description of weapon
Arrowhead 1-4 per proficiencies needed or earned by
hour 1/1000 the character.
Maca 10 days 5% NONWEAPON PROFICIENCIES:
Spearhead 1 day The Nonweapon Proficiencies from
2%
Knife 20 days 5% the AD&D® 2nd Edition game are a
Repair Item 1-6 hours 1% key element of these character kits;
though they are optional rules, they
are needed to make these unique
Character Kits characters truly well-defined.
EQUIPMENT: There are special
The general character classes of
types of equipment required for
the AD&D® game do not cover
each of the character kits; these
every eventuality of Maztican
items are listed and explained in this
character creation. The following
section.
four types—Jaguar and Eagle
SPECIAL BENEFITS: Each of the
Knights, and specialists in pluma
kits confers one or more special
and hishna—are each presented as
benefits upon characters who
kits.
choose that character type; these
They are not new character
are listed here.
classes. The first two are types of
SPECIAL HINDRANCES: As with
fighters, the second pair types of
benefits, each kit requires some
rogues. Yet with the modifications
things of the character that may
listed and described here, they can
occasionally seem like
become unique characters typical of
disadvantages.
a campaign set in the True World.
RACES: The predominant race for
each character kit is assumed to be
Terms human, but in cases where other
races are allowed to achieve it, they
Each kit contains the following
are listed here.
information:
DESCRIPTION: This section tells
what the character class is like, in Choosing a Kit
general appearance, manner of
A character cannot enter one of
dress, and cultural background. It
these orders as a first level
will also list any requirements
neophyte—both the knightly orders
needed by a character who wants to
and the magical artisanships,
employ this kit.
require experience and knowledge
ROLE: This category describes the
to employ.
role of the character in the society
Consequently, a character need
as a whole.

58
not announce his intention to enter All Eagle Knights who reach
one of these categories until he has experience level 10 become nobles
earned enough experience points to of the city in which they serve.
achieve the third level of Weapon Proficiencies: Eagle
experience. At this point, he must Knights can learn any weapon. They
declare for one of these types, if he must be proficient in the use of the
intends to pursue that calling. bow and arrow, the spear (and the
spear-caster) and the maca.
Eagle Knight Non-Weapon Proficiencies: Eagle
Warriors must acquire, before they
Description: This is the ultimate reach the seventh level of
order of Knighthood in Maztica—the experience, the following
most elite class of warrior, with its non-weapon proficiencies: Animal
officers all members of the nobility. Lore, Direction Sense, Dancing, and
A character aspiring to Eagle Weather Sense.
Knighthood must have the Equipment: The Eagle Knight
following minimum attribute must have a maca, a bow and
scores: Strength 14, Dexterity 13, arrows, and—after he reaches the
Wisdom 13. seventh level—an Eagle cloak, with
The lodges of the Eagle Knights full helmet and feathered mantle.
are located in all of the major cities Special Benefits: The Eagle Knight
of Maztica. These are the locations gains some limited powers of pluma
where young aspirants can go to as he progresses in his studies.
apply to the order. They will receive When he reaches the second level of
training here, and have the ability (as a Warrior), he can learn
opportunity to serve as apprentices one first level spell of pluma. When
in battle, being taught by veteran he reaches the fourth level, he can
warriors. choose an additional first or second
For the first six levels of level spell of pluma.
experience, Eagle Knights are not At seventh level of ability, the
entitled to wear the robes of their Eagle Knight receives the 5th level
order; they serve as Eagle Warriors, pluma spell, eagle form. He can only
and fight in battle alongside the perform the spell when wearing his
regular warriors—though often, the cloak.
Eagle Warriors will be used as Every fifth level gained, starting
subcommanders. with the tenth, awards him one
Role: The Eagles are captains of more first or second level spell of
hundred- and thousand-men pluma.
regiments of the armies of Nexal Special Hindrances: The primary
and many other nations. In hindrance of the Eagle Warrior is his
addition, they serve as scouts for duty to his lodge, which owes
those armies, and as teachers and allegiances to the Revered
tutors of young men who aspire to Counselor or overall ruler of the city
be warriors. in which it is located. This involves

59
periods of guard—perhaps even Weapon Proficiencies: Jaguar
garrison—duty, as well as long Knights can use any warrior’s
periods of instruction and training. weapon. They must be proficient in
Races: Humans and desert the knife, the spear, and the maca.
dwarves can enter the ranks of the Non-Weapon Proficiencies: Jaguar
Eagle Knighthood. Knights must acquire the following
non-weapon proficiencies before
Jaguar Knight they reach the fifth level of
experience: Animal Lore,
Description: The Jaguar Knight is Blindfighting, Dancing, Hunting.
the counterpart of the Eagle. He, Equipment: The Jaguar Knight
too, gathers in lodges in the great can gain his spotted armor,
cities to study and perfect his craft. complete with cat-skull helmet,
He serves the lord of the city as a when he reaches the fifth level of
loyal soldier. Jaguars sometimes experience.
command the regiments of the Special Benefits: The Jaguar
Maztican armies, but often they are Knight gains power with hishna,
used as skirmishers, a company of similar to the Eagle Knight’s mastery
them acting together to infiltrate the of pluma. At the second level of
enemy lines or perform a horrifying experience, the Jaguar Knight can
surprise attack. master one first level spell of
Jaguar Knights must have the hishna.
following minimum attribute At the fifth level, he gains
scores: Strength 13, Intelligence 13. knowledge of the fifth level hishna
Young warriors hoping to enter spell, jaguar form. He can only
the ranks of Jaguar Knighthood perform this spell when wearing his
must perform apprenticeships at cloak.
the lodges of the order. Prior to fifth Every fifth level thereafter (10th,
level, they are not able to don the 15th, etc.) he gains one additional
armor of the actual Jaguar Knight; spell of hishna, from either the first
they serve as loyal warriors and or second levels of talonmagic.
must prove their courage and Special Hindrances: As with the
ferocity prior to gaining this Eagle Knight, the primary hindrance
honored status. of a Jaguar Knight is the service he
Role: The Jaguar Knights, like the owes to his order. He must obey
eagles, serve as the noble leaders of commands, serve as a guard or
the military. They also fulfill the role footsoldiers and generally force
of temple protectors and enforcers himself to fit in—that is, if he wants
for the cult of Zaltec—though not all to continue his training.
Jaguar Knights are followers of the Races: Humans and the Maztican
god of war, they must obey the halflings (the Little Folk) can
commands of their masters when become Jaguar Knights.
they are ordered to serve in the
temples.

60
Artisans of Maztican Artisans of Maztican magic earn
spells according to the following
Magic: table:

Plumaweavers and NOTE: This same table applies to


Hishnashapers priests who gain access to the
spheres of pluma or hishna through
Though these kits are nominally their god. Such priests cannot learn
parts of the rogue class, they 5th level spells of Maztican magic,
represent a rather different mindset however.
than that of the thief, in particular.
They are rogues, and not wizards, Table III: Maztican Magic Spell
because their training requires Progression
them to participate in their world,
experiencing and learning things Artisan
about the environment in a way Level Spell Level
that makes them considerably more 1 2 3 4* 5 * *
broader-based characters than the 1 — — — — —
typical magic user with his nose 2 1 — — — —
buried in a spellbook. 3 2 — — — —
Too, the spells of pluma and 4 2 1 — — —
hishna available are not so 5 3 1 — — —
numerous, nor so potent, as are the 6 3 2 — — —
spells of the wizard class. The 7 3 2 1 — —
artisan needs additional skills to fall 8 4 3 1 — —
back upon in order to survive in a 9 4 3 2 — —
campaign. 4 3 2 1 —
10
The rogue tables provide the 11 5 4 2 1 —
information for both of these 12 6 4 3 1 —
character types for THAC0, 13 % 4 3 2 —
Experience Points and Level 14 % 4 3 2 1
Advancement, and Saving 15 % 5 3 % 1
Throws. 16 % % 4 % 1
In addition to the descriptions 17 % % % % 1
given for each kit, Maztican 18 % % % % 2
magic-workers gain the use of 19 % % % % %
spells. These are awarded magically
and automatically. When cast, they * Usable by artisans with a Dexterity
can be remastered through or Wisdom score of 15 or greater.
meditation and contemplation. The
time to relearn a spell is one hour * * Usable only by artisans with
per level of the spell, plus the Wisdom and Dexterity scores of 15
casting time (which, in many cases, or greater.
is significant).

62
% Can learn all spells of that level before he reaches the 10th level of
listed in this book, plus additional experience.
enchantments that may be Equipment: The plumaweaver
developed during the course of the usually has a bag of down,
campaign. containing tiny bundles of feathers
in myriad colors. He has an
Maztican spells are located in the assortment of bone needles, and a
chapter on Maztican Magic, on fabric of some sort—cotton or
pages 74-98. They are organized by cactus fiber—upon which to work
level, and classified much the same his magic.
way as are standard magic spells. Special Benefits: The
plumaweaver gains the spells of
pluma at the rate defined for all
Plumaweaver artisans of Maztican Magic (Table III,
Description: The featherworker is above). In addition, because of his
an honored character in Maztican affinity for things feathered and of
culture, for his weavings of pluma the air, he receives a +2 on all rolls
make life a greater deal easier and to hit with a bow and arrow.
safer for the rest of the populace. Special Hindrances: The
To pursue an artisanship as a plumaweaver’s hindrances come
plumaweaver, a character must from his slow progression of
have the following minimum magical advance, compared to the
attributes: Dexterity 12, Wisdom 13. advances of the warriors around
Role: Plumaweavers are him.
encountered in village and city life. Races: Humans of all the civilized
They aid neighboring farmers, lands, as well as of the Dog People,
generally in exchange for food, and can become workers of pluma.
also spend a great deal of time Also, desert dwarves have been
working their featherweaving. known to learn the skill.
When he finishes an object, a
plumaweaver will often give it as a
Hishnashaper
gift to someone he feels is
deserving. Description: The hishnashaper
Weapon Proficiencies: The serves a similar; if slightly darker
plumaweaver must learn the use of function than does the weaver of
the bow and arrow. He can learn pluma. This is reflected in the
the use of the sling, but the only nature of the spells available.
hand-held weapon he can use is a A character must have the
club or other blunt instrument. following attribute scores to be
Non-Weapon Proficiencies: The eligible for the hishnashaper
plumaweaver must learn the artisanship: Intelligence 13,
following Non-weapon Dexterity 12.
proficiencies: Animal Lore, Healing, The hishnashaper gathers an
Set Snares, Tracking, and Weaving, understanding of things dangerous

63
and deadly—venomous snakes, and ends, such as snake fangs, venom,
stinging spiders, and the teeth and tails, and skins; spiders and spider
claws of the jaguar. These are the bits; jaguar claws and fangs, etc.
tokens of hishna, and the roots of The only other item of equipment
the shaper’s power. that he will always have is an
Role: Hishnashapers tend to be obsidian knife.
feared by the majority of Mazticans, Special Benefits: The
yet their protection is craved. A hishnashaper gains the spell
hishnashaper dwelling in a jungle capabilities of hishna as listed on
village, for example, might bully table III (on previous page).
and harass his neighbors, yet they The hishnashaper possesses the
would put up with him because he thief’s ability to backstab, and gains
represents protection against the same advantages (as they relate
deeper threats from beyond the to backstab) as the thief as he
village. advances in level.
The shapers of hishna live Special Hindrances: The main
monastic existences. It is rare for hindrances on the hishnashaper are
one to take a spouse, and—unlike societal, as listed above under Role.
most Mazticans—they do not usually Races: Humans of all Maztican
live with a houseful of relatives and cultures can learn the arts of
friends. hishna. Also, the halflings of Far
Hishnashapers play an important Payit have members who have
part in warfare, too, for their spells developed skills in talonmagic.
are among the few enchanted
powers of Maztican warfare.
Nevertheless, they are not as
prominently nor as decisively
featured as are wizards in a typical
Sword Coast brigade.
Weapon Proficiencies: The
hishnashaper must gain proficiency
with the knife. He can learn the use
of the spear and spear-caster, and
he—like the plumaweaver—can
wield a blunt instrument in melee
combat.
Non-Weapon Proficiencies: The
hishnashaper must learn these
non-weapon proficiencies before he
can attain the tenth level of
experience: Animal Lore, Animal
Training, Tracking.
Equipment: The hishnashaper
requires a great supply of odds and

64
The Ball Game the hoop of the opposing team or
across the opposing team’s goal line.
Because the ball game is so Rules vary from region to region,
pervasive in Maztican society, it is a but the object remains the same.
proficiency that can be learned by
any native player character. Because At each end of the court is a goal,
the rules require a bit of defended by one team. A single
explanation, and the proficiency defender stands before the goal
cannot be compared to any line, while his two to five teammates
“regular” one known in the stand near the middle of the court.
Forgotten Realms, it is presented The ball is moved by hitting it
here in its own section. with the knee, elbow, hip, shoulder,
The ball game proficiency or head—not the hands nor the feet.
requires a character to use two A team wins a game by scoring
slots. There is no modifier. The three goals; a match consists of
required attributes are Strength, three games. A game can also be
Dexterity, and Wisdom. A won, instantly, if a player knocks
character’s proficiency in the ball the ball through one of the hoops in
game is equal to the lowest of these the wall. This is a matter of great
three. When a half-proficiency status for the successful player.
check is called for, divide the lowest A player is selected from each
of the three by 2 and round up. team to attempt to gain control of
For every four levels of the ball, allowing that player’s team
experience a player character earns, the chance to take a shot. The ball is
he or she can add one additional returned to play this way at the start
slot to this proficiency. Effectively, of each match, and after each point.
this raises the character’s If at any time during the game a
proficiency check roll by 1; player successfully puts the ball
however, it does not raise the through the hoop, the game will
original attribute! pause as pandemonium breaks out
Why is the ball game so among the spectators. This shot is a
important? More than merely a historical event, and it instantly
sport, it gives its players a measure wins the current game in progress.
of status, it is seen as a means of The player who makes the shot will
resolving disputes, and at times have his name and description
takes on the pomp of a religious spread all over the city and beyond.
rite. Teams may comprise
individuals chosen for their prowess For complete rules on the ball game,
or entire villages out to settle a see the “Ball Game” section in
grievance of some kind (stolen “Maztica Alive!”
mayz, stolen women, stolen men...).
The game is usually played on a
court, open-ended, with a hard
playing surface of packed dirt.
Fifteen feet up on either side wall, at
the midway point of the court, is a
vertical ring set into the wall itself.
The object of the ball game is to
knock a hard rubber ball through

65
Economy and Equipment
The Maztican culture is not driven sought-after skills will often live in a
by economics or technology to the spacious house, with gardens,
extent that is common in other parts patios, and large, airy rooms, and
of the Realms. A basic system of often will invite family members,
value and exchange exists, but its fellow warriors, or friends to join
interpretation can be extremely him in residence.
flexible. Also, characters who become
Bartering and sharing of food, proficient at other, more mundane
shelter, and goods is common—a tasks, such as abode-plastering,
traveler may well be invited to hunting, or weaving, may have
spend the night in the home of a many opportunities to barter those
sympathetic villager, partaking of skills to others in exchange for food,
food and companionship as one of shelter, or whatever else is deemed
the family. The accumulation of valuable.
wealth in the hands of one person
or clan is unknown; families gain
influence and power by displaying
System of Exchange
wisdom, courage, and leadership. The basic “coin” of the land is the
The typical Maztican family is self cocoa bean. Its value varies
sufficient, producing for itself the depending upon rarity and need,
food, clothing, shelter, and but for purposes of the game it can
equipment that it needs. Families be considered the rough equivalent
tend to include members of of the copper piece.
multiple generations and numerous This value is consistent for both
in-laws, often dwelling in a single sides of the Trackless Sea—the
house of just a few rooms. Each introduction of the bitter Maztican
member contributes to the chocolate to the Sword Coast has
well-being of the whole family, and been an unqualified success from
a multitude of skills will be present. an economic and culinary point of
Certain skills allow an individual view. However, cocoa beans on the
to attain high status in the society, Sword Coast will generally have to
though not in the general sense of be sold to a spice dealer for their
becoming wealthy. These are equivalent in coinage—they are not
individuals who are proficient in a accepted in use by most merchants
more elite skill—to fill a need of the and vendors.
society’s for things greater than Other forms of “money” are also
mere sustenance. Pottery, pluma employed in Maztica. The degree of
and hishna, weapon-making, need and value for each varies, and
stonecarving, mosaic and DMs can employ a great deal of
goldcasting, warriorhood (including latitude in this regard. The values
the knightly orders) and stonecraft on table IV are typical and standard.
all allow a character to more than However, certain items—particularly
support his own needs. gold, copper,
An individual with such a

66
jade, coral and turquoise—lose a world. Each is about the size of a
great deal of value among villagers. child’s fist.
Generally, they are only regarded as
useful by the traders at the Jade and turquoise are materials
marketplaces of the cities. much valued by Maztican carvers
and artisans. The size of the stones
TABLE IV: Items Of Value varies from pebble to fist-sized.
Their value, after craftsmanship,
Commodity Maztican Realms can go up considerably in a city
Name Value Value environment.
(cocoa (gold
beans) pieces) A quill of gold dust is the hollowed
feather of a bird, nearly a foot long.
Cocoa Bean 1 1/100 It is filled with powdered gold and
Ear of Mayz 1 1/100 sealed with a wax plug at the end. It
Copper is another widely used commercial
Blade 10 1/10 agent, though with a much higher
Coral Bud 50 1/2 value than the cocoa bean; a quill of
Jade (uncut gold dust is abbreviated “gq”.
stone) 100-1000 1-10
Quill of
Gold Dust 500 5 gp Owning Land
Turquoise
The use of land in Maztica is
(uncut) 1000-10,000 10-100
generally a matter of inheritance
and tradition, backed up by a
Definitions: willingness to defend the ancestral
plot of land. In villages, the use of a
A cocoa bean is a small, brown given field, or plot of marsh or
nugget that can be ground into a forest, is generally passed to the
flavoring. It is the most commonly oldest son—or daughter, if there are
used currency across the True no sons, or the sons are judged
world, and is abbreviated “cb”. unfit. Extra siblings either marry
someone with rights to land, or live
A copper blade is a pressed sheet of with the extended family if there is
copper, hammered flat and long room.
shape somewhat similar to a knife Alternately, these are the
blade, though it has no use as characters who travel to the cities in
weapon. It equal to 10 cp. in weight. search of a skill or trade. Many of
Each has a small hole near the end, them become warriors, for every
and they can be strung on a twine city maintains a garrison of veteran
to create a conveniently carried fighters in constant readiness.
necklace. And of course there is a new
outlook on land ownership in those
Coral buds are common along areas that have fallen under the rule
coastlines, and only achieve their of the foreigners—primarily, that is,
value in inland parts of the True in Ulatos and the surrounding areas

67
of Payit. Here Cordell and his Table V: Equipment
captains have divided up the lands
Clothing
into huge estates, and also provided
workable plots of land for all of Item Cost
their soldiers. Generally, the Tunic, plain 100 cb
Mazticans who originally worked Mantle, plain 250 cb
these lands continue to do Moccasins 150 cb
so—under the feudal lordship of the Sandals 100 cb
foreigners. This unfair and Tunic, feathered 10 gq
unsatisfactory system has already Mantle, ornate 4 gq
begun to breed discontent. Headdress 20 gq
Ornaments (lip
Equipment plugs,earrings,
bracelets, etc.) 10-1000 gq
The Maztican equipment list is Food and Lodging
considerably shorter than that for
the rest of the realms. Items from Item Cost
the Sword Coast, of course, can be Meal (mayzcakes and
imported to Maztica—and some, in beans) 10 cb
fact, can be purchased in Ulatos. Octal (cup) 20 cb
This list, however, reflects things Meat 100 cb
that are totally Maztican in origin. Sleeping mat, indoor 15 cb
Miscellaneous Equipment
Item Cost
Blanket 300 cb
Canoe 20 gq
Jar/bowl 200 cb
Waterskin 200 cb

Weapons
Speed
Item Cost Weight Size Type Factor S-M L

Axe 12 gq 5 M S 7 1d8 1d8


Short Bow 4 gq 2 M P 7 1d6 1d6
Composite Short
Bow 10 gq 2 M P 6 1d6 1d6
Club 3 M B 4 1d6 1d3
Knife, obsidian 1 gq 1 S P/S 2 1d8 1d2
Maca 25 gq 6 M S 5 1d8 1d6
Spear 1 gq 4 M P 5 1d6 1d8
Spear caster 3 M — 9 — —
10 gq
Sling 100 cb 1 S — 6
Sling Stone — ½ S B — 1d4 1d4

69
Armor

Type Cost Weight Armor Class


Shield, wooden 2 gq 5 - 1
Padded cotton 3 gq 5 9
Stiffened fiber 10 gq 10 8
Jaguar Knight 100 gq 20 3 (5 vs.
metal weapons)
Eagle Knight 100 gq 10 4

Table VI: Maztican Missile


Weapon Ranges

Weapon ROF S M L
Short bow 2/1 5 10 15
Composite
Short Bow 2/1 5 10 18
Spear 1 1 2 3
Spear (from
caster) 1 2* 4* 8
Sling stone 1 4 8 16

* A spear thrown with a caster does


double damage at these ranges.

Stone Weapon Breakage: Macas,


axes, and spears are not as tough as
steel edged weapons, since their
blades consist of narrow chips of
obsidian. These weapons can break,
becoming less effective, as they are
used.
Whenever a roll of 1 is made
when attacking with one of these
weapons, the edge has suffered
damage. Subtract 1 from all damage
rolls inflicted with the weapon until
it is repaired by a weaponsmaker
(see Proficiencies). The weapon still
inflicts a minimum loss of 1 on a hit,
however. Additional breakage does
not do cumulative damage.

70
Maztican Magic
The two forms of magic are the create essential components,
characteristic powers of Maztica. called talismans. Unlike normal
Although very different from each spells, the highest level of both
other, each has its roots in the pluma and hishna is the 5th level
natural aspects of the True spell. Clerics of neither faith are
World—things of light and life and able to master these spells—only
air, in the case of pluma: things of artisans, who work the magic
sharpness and scale and venom, alone, can master the fifth level.
for hishna. Although warriors who achieve
Neither type can be categorized the status of Eagle or Jaguar
purely in the magic sense of the Knighthood gain the use of the
rest of the Forgotten Realms, for fifth level eagle form or jaguar
they are neither purely sorcerous, form spell and additional, albeit
nor purely clerical, in nature. limited, spell usage, they are not
True, the priests of Maztica can masters of pluma or hishna in the
gain powers of hishna or pluma, same sense as an artisan.
and each draws its primary A master artisan will try to
symbol from a god—Zaltec and create one ultimate talisman
Qotal, respectively. There are no during his life. Those who truly
true magic users in Maztican succeed have contributed a great
society, yet the practice of these artifact to Maztican history—the
forms reaches its highest levels in pluma litter that carried the
the works of artisans, not priests. Revered Counsellor through Nexal
The spells of Maztican magic was one such; so was the caldron
resemble some of the powers of of the Deepfyre. Incidentally, both
typical mages and clerics, yet artifacts, so far as is known,
there are many differences. For vanished during the Night of
one thing, the casting times tend Wailing.
to be longer with Maztican magic. Characters can gain a mastery of
Material components are more a Maztican magic through a
important—indeed, they are often priesthood serving a Maztican god,
the basis for the spell itself rather or through the proficiency of
than mere focusing objects. either hishna or pluma. Only
The casting of a Maztican magic characters who learn the skill
spell more often involves a ritual through the proficiency can gain
than a quick gesture or command. the ultimate (5th) level of mastery.
The effects can be more subtle, Priests, however, often have other
but at the same time more abilities open to them, since they
profound. will be able to learn spells from
A true master of either art several different spheres of
achieves the level where he can influence.

71
Limits
Maztican magic is not as
extensive, nor as dominating, as
the sorcery of a powerful wizard.
Instead it offers unique powers,
tuned to the world around it, and
is not intended for (nor is it
capable of) mastering that
environment.
Several unique limits apply to
the use of pluma and hishna.
Priests with access to a minor
sphere of either type can employ
1st and 2nd level powers (not 3rd,
as in the other spheres). Clerics
with access to a major sphere of
pluma or hishna can use 1st-4th
level spells. The highest powers of
Maztican magic are 5th level, and
these can only be employed by
artisans (see Character Kits).

Talismans
These are the magical items of
the True World, and in many
senses can mimic the effects of

72
those of the rest of the Realms. saves against the effects of
However, Maztican talismans tend talismans.
to be more rare, and also more
unique, than some other lands.
Each, whether pluma or hishna,
Pluma and Hishna Spells, by
is a work of art and symmetry, as Level
well as power. An artisan will Pluma Hishna
always make certain that any item
of power he makes will be marked Level 1 Level 1
with his characteristic sign. Arrowflight Cat Charm
Items of power are described Bird Charm I Disguise
specifically under the Fifth Level Cool Huntsman’s Call
Spells for pluma and hishna. More Elevate I Protection
types than those listed are Featherweaving Snake Charm
certainly possible, and the DM or Spearflight Talonblade
artisan player characters may wish Stoneflight
to develop some of their own. Warmth
Though they are specifically
created by the forces of one or the Level 2 Level 2
other Maztican magic type, Bafflement Ambush
talismans are not necessarily Breathsense Heartsense
limited in usage to characters Fisher’s Luck Hypnosis
proficient in the appropriate area. Guardian Scrollsee
Many talismans are like other Light Scalesnare
magical items in that they can be
used by whoever wields one Level 3 Level 3
properly, or who knows the Blossom Darkness
proper command word. Elevate II Drought
Water
Pluma, Hishna, and the Summoning
Windrider
Net
Pestilence
Realms
Level 4 Level 4
Spells of pluma and hishna Bird Charm II Cursed Image
interact with other AD&D® game Magic Resistance Fire
powers just as does normal magic. Water Move Sending
It can be taken beyond the bounds
of, Maztica, and functions Level 5 Level 5
normally—as long as the DM of the
campaign in question wants it to Create Talisman Create Talisman
work that way! Eagle Form Jaguar Form
Use the Saving Throw Vs. Spells
column for all saving throws
against Maztican magic, including

73
Pluma: Feathermagic This enchantment can be cast
onto one or more archers. For the
Pluma has its roots in the power duration of the spell, the range of
of the Feathered Dragon, Qotal. It the archers is doubled for short,
is the lighter of the two magics, medium, and long ranges. In
and the more beneficial to those addition, the arrows inflict +1 hp
with peaceful pursuits. of damage for each successful hit.
It cannot be used to augment any
other type of missile weapon,
Symbols including spears, slings, or
The primary symbol of pluma is crossbows.
the feather—the brighter and The material component for the
more vivid the color, the better. spell is a bit of downfeather,
Macaws, parrots, and trimmed into the shape of an
hummingbirds are all trapped for arrow’s fletching.
their plumage, which is necessary
for the working of any kind of Bird Charm I
feathermagic.
Other symbols of pluma include Range: 100 yards/level
flowers, butterflies, dragonflies, Components: V, M
and birds themselves—in Duration: 1 week/level
particular, hummingbirds and Casting Time: 1 turn
eagles. The primary enchanted Area of Effect: 3 birds/level
image of pluma is the mystical Saving Throw: Neg.
creature, the couatl.
This spell allows a caster to
summon up to three small birds
Spell Descriptions for each level of the caster. These
Spell descriptions of pluma can include birds up to parrot
enchantments match the format size—indeed, parrots and hum-
and definitions in the AD&D® mingbirds are the most favored
Player’s Handbook (2nd Edition). targets, as they make no saving
throw against the spell’s effects.
Birds summoned via the spell
First Level Spells will understand the rudimentary
Arrowflight commands of the caster, and (if a
parrot) will even be able to repeat
Range: 30 yards up to three-word messages.
Components: V, S, M The material component of the
Duration: 3 turns/level spell is a small, coral whistle
Casting Time: 1-6 rounds which the caster must carve
Area of Effect: 3 archers/level himself. The process takes several
Saving Throw: None days, and requires an unusually
large piece of coral.

74
Cool movement, at no more than 10'
round of movement.
Range: Touch
Components: V, S, M Featherweaving
Duration: 4 hours/level
Casting Time: 1 turn Range: 0
Area of Effect: 1 individual/level Components: S, M
Saving Throw: None Duration: Special
Casting Time: Special
The spell allows a character to Area of Effect: Special
feel comfortable in conditions that Saving Throw: None
would otherwise debilitate and
even injure him, such as desert The featherweaving spell is a
heat. It can be useful to those harmonious exercise, strongly
making arduous treks across such Maztican in character. The
terrain. character must sit quietly, in
If actual fire or heat damage peaceful surroundings. He works
would be inflicted—including bits of down into a fine mesh of
magical fires, lava, and the cotton or maguey fiber, and slowly
like—the character receives a -1 creates a tapestry of brilliant
hp damage per die, regardless of featherwork. The weaving may be
the dice rolled. worked into an abstract design, a
The material component for the symbolized image—such as the
spell is a bit of duck down. symbols depicted on pages 22-32
in Book Three, Gods and
Elevate I Battles— or a realistic image.
The weaving is a relaxing,
Range: 10 yards/level mentally healthful activity. For
Components: V, S every hour that the character
Duration: 1 turn/level spends concentrating on the spell,
Casting Time: 1 round he can recover 1 hit point of
Area of Effect: 1 item damage. He also weaves
Saving Throw: None approximately one square inch of
his ultimate creation during an
The elevate spells allow the hour.
character to cause an object of The weaving must be completed
pluma to float into the air. This, before the character advances to
the most basic, will cause a work the next level of ability. A first
of featherweaving to float upward level character must weave a piece
at 1' per round. It can lift an object 1 square foot in size; at second
of up to 1 pound/level of the caster level, 2 sq. ft, and so on. A
in weight. The caster can move it character of 5th level who weaves
towards or away from him, or a pattern can create an item 5’ x 5’
cause gentle side to side or larger; a truly large weaving

75
can become a featherlitter —see Warmth
Fifth Level Spells, Talismans.
The material components of the Range: Touch
spell are the feathers and mesh Components: V, S, M
needed to make the piece. Duration: 4 hours/level
Casting Time: 1 turn
Spearflight Area of Effect: 1 individual/level
Saving Throw: None
Range: 30 yards
Components: V, S, M This spell allows the caster to
Duration: 3 turns/level stave off the effects of dangerous
Casting Time: 1-6 rounds cold, on himself or other
Area of Effect: 3 character(s). The spell can negate
spearthrowers/level the effects of extreme weather
Saving Throw: None conditions, preventing
hypothermia, and frostbite. It
This spell benefits spearmen as reduces the damage inflicted by
arrowflight does archers; i.e. it magical cold attacks by -1 per die
doubles their range, and adds +1 of damage,
to each die of damage inflicted by The material component for the
their missiles. It works on spell is a tiny fragment of goose
spearmen casting javelins by hand, down.
or those using a caster to hurl the
weapon with greater force.
The material component is a tiny
Second Level Spells
piece of hawks beak. Bafflement

Stoneflight Range: 5 yards/level


Components: V, S
Range: 30 yards Duration: 1 turn
Components: V, S, M Casting Time: 1 round
Duration: 3 turns/level Area of Effect: 1 character
Casting Time: 1-6 rounds Saving Throw: Neg.
Area of Effect: 3 slingers/level
Saving Throw: None By use of this spell, a character
can cause someone he is speaking
This spell benefits slingers, to to become confused and
allowing them to cast their disoriented. The baffled character
missiles to double normal range, is incapable of any rational action
and to inflict an extra hp of or conversation, and will sit
damage per hit. quietly, mumbling to himself. If he
The material component is a tiny is attacked, however, the spell is
ball of dried bird guano. broken (as soon as the first
damage is inflicted).

76
The characters must be engaged The spell lasts as long as the
in conversation for the spell to caster continues to concentrate, to
work. In addition, the caster must a maximum of one day. The
make eye contact with the target. material components are bits of
fish scales.
Breathsense
Guardian
Range: 20 yards/level
Components: V Range: 10 yards/level
Duration: 1 turn/level Components: V, S, M
Casting Time: 1 round Duration: 3 hours/level
Area of Effect: Special Casting Time: 1 turn
Saving Throw: None Area of Effect: Area out to
maximum range
This spell allows the caster to Saving Throw: None
sense all breathing creatures, no
matter how large or small, within A guardian spell will alert the
range, for the duration of the spell caster if a living creature above a
(excluding fish and insects). The certain size (specified at the time
caster can move, and as he moves of the casting) approaches within
within range of additional range of the caster. The spell will
creatures he will sense them. awake the character from a sound
Together with this awareness sleep, if he happens to be asleep
comes the knowledge of the when it is triggered.
creature’s approximate size. Any size creature can be
indicated—including the
Fisher’s Luck tiniest—but the caster will be
constantly alerted to the approach
Range: 100 yards/level of insects, mice, etc. Since the spell
Components: V, S, M gives no indication of the size of
Duration: Special the approaching being, this can be
Casting Time: 3 turns somewhat unsettling.
Area of Effect: All fish within The material component of the
range spell is the ear of a bat.
Saving Throw: None

By means of this spell, the caster


attracts all fish within range of
him. They do not exactly fling
themselves onto shore, but if
netters or spearmen are nearby
they can make a continuous catch.
Of course, there must be fish
present for the spell to work.

77
Light are an ear of mayz and a skin of
water (about a gallon).
Range: 60 yards
Components: V, M Elevate II
Duration: 1 turn/level
Casting Time: 1 Range: 10 yards/level
Area of Effect: 20-foot radius Components: V, S
globe Duration: 1 hour/level
Saving Throw: Special Casting Time: 1 round
Area of Effect: 1 item
The spell is identical to the Saving Throw: None
magic-user spell light.
This, the more powerful of the
elevate spells, is a much more
Third Level Spells
powerful enchantment. It is
Blossom capable of lifting a litter of
feathers into the air, and a
Range: 0 considerable amount of weight
Components: V, S, M with it. The item to be elevated
Duration: Special must be a blanket of
Casting Time: 1 day featherweaving. (See “Plumalitter
Area of Effect: 100 yard under “Talismans of Pluma”).
square/level The caster can lift an amount of
Saving Throw: None weight on the featherweaving
equal to his level times 20 pounds;
This spell requires a full day of eg. a fifteenth level cleric could
concentration on the part of the elevate 300 pounds on the floating
caster, and must be performed in litter.
the center of the area to be The item can be raised at up to
affected. The area immediately 10’ per round, and can move
becomes more verdant and fertile horizontally at 120’ per round. It
than it was before—if it was dry, can move into the face of
the soil grows moist; if it was fetid moderate winds, but a truly severe
swampland, the water drains storm will easily overcome it.
away to reveal fresh loam.
The improvement is a matter of Water Summoning
degree—a truly terrible drought
cannot be overridden by this spell Range: 0
alone, though it might in Components: V, S
combination with water Duration: 1 turn/level
summoning. Casting Time: 1 turn
The effects last until the end of Area of Effect: Special
the current growing season. The Saving Throw: None
material components of the spell

78
This spell can be used to draw spell is a tiny bit of vulture’s
water from apparently parched feather.
ground. It creates a small stream,
spuming about 4’ into the air Fourth Level Spells
before splashing back to the earth.
It will continue for the duration of Bird Charm II
the spell, so that a high level caster
can soak a portion of ground 1000 Range: 300 yards/level
yards square, or can generate Components: V, M
enough water to quench the thirst Duration: 1 week/level
of five thousand people for a day. Casting Time: 1 turn
Area of Effect: 3 birds/level (or
Windrider more)
Saving Throw: Neg.
Range: 10 foot radius/level
Components: V, S, M This spell is similar to bird
Duration: 1 hour/level charm I, except that it allows the
Casting Time: 1 turn caster to summon and control all
Area of Effect: 1 craft types of feathered
Saving Throw: None creatures—including the powerful
couatl, and other monstrous
The windrider spell allows the beings with plumage, such as owl
caster to gently move an object on bears. The spell does not affect
water or air. An airborne object deities, of course.
must be held aloft by some force Enchanted creatures can be
of its own; this spell will not given more involved commands
levitate. However, items floating than in the lower level spell; birds
on pluma cushions, such as such as parrots and macaws can
caused by the elevate I and II relay messages of up to 100 words,
spells, can be moved, as can while creatures under the thrall of
canoes and rafts—and possibly this spell will attack fearlessly if
even larger vessels. ordered to do so by the caster.
The caster must keep the entire The material component for this
object in range for the spell to spell is a whistle carved from a
work. Thus, a fifth level caster, in fine piece of jade. Carving the
the center of a ship 100’ feet long, whistle takes 2-5 weeks.
could employ this spell to move
the vessel. It can progress at a Magic Resistance
movement rate of up to
120’/round. However, the spell Range: Caster
does not cancel natural weather Components: V, S, M
conditions, so gusty winds can Duration: 1 turn
override its effects. Casting Time: 1 round
The material component of the Area of Effect: 5’/level radius
Saving Throw: None

79
This potent spell combines the Fifth Level Spells
effects of a globe of invulnerability
with some unique features of its Create Talisman
own. The spell cancels out all
magic effects within the area of Range: 0
effect, including spells directed at Components: V, S, M
the caster, the use or effects of Duration: Permanent
magic items, and abilities. Casting Time: 1 year + 3-18
The magic resistance spell can months
be broken by a successful dispel Area of Effect: 1 object
magic, but it is treated as twice its Saving Throw: None
level, i.e. as an eighth level spell.
The material component for the This is the procedure by which a
spell is a small, clay image of master artisan creates an item of
Qotal, which is crumbled as the pluma. The object is more than a
spell is cast. magic item, however—it is a work
of art, and a piece of great
Water Move personal pride to the artisan.
The works listed here are not
Range: Touch the only items that can be
Components: V, S, M made—they are a representative
Duration: Permanent list. Players and DMs will note that
Casting Time: 1 day they are not of the “blow up the
Area of Effect: 100’ length of pipe village” power level. If this
Saving Throw: None restraint is kept in mind, player
and DM designed items of pluma
The water move spell allows the can easily be invented and added
caster to redirect the flowing of to the campaign.
water, counteracting the force of
gravity. The spell must be cast on Typical Talismans of Pluma
an enclosed body of water (i.e.
pipe, tunnel, or cave; not a stream Bands of Might: These are thin
or river on the surface). For the bands of pluma worn around the
length of the enchanted area, the wrists. They can greatly enhance
pipe will direct the water the strength of the wearer—to
wherever the pipe is laid. If it has 18/00, 19, or 20. The exact increase
a steady source of water, such as a is determined by the DEX and WIS
pool or spring, it will continue to attributes of the artisan; take the
pump the water indefinitely. Thus, lowest of the two scores and add
flowing water can be brought to 3. This equals the strength
houses, even to the tops of conveyed by the wristbands.
pyramids and other lofty places. The strength conveyed is added
The material component is the to the hands and arms of the
foot of a duck or goose. character, and thus benefits
crushing and pummeling and well

80
as weapon-wielding power. It does Feathertoken: This is a powerful
not allow the casting of boulders, charm of magic resistance and
such as is gained with a girdle of protection. It conveys a bonus of
giant strength. +3 to the AC of the wearer, and
has an inherent magic resistance
Effects of Bands of Might of 90%. The area of protection
extends for 10' from the wearer. In
Strength Bonuses Open addition, the feathertoken can
Rating to Hit Damage Doors effect a featherfall spell once per
18/00 +3 +6 none day. The spell can benefit the
19 +3 +7 16(8) wearer of the token, and anyone
20 +3 +8 17(10) touching that person.
21 +4 +9 17(12)
22 + 4 + 1 0 18(14)

81
Moccasins of Free Movement: Skin of Pouring: This is a
These beaded leather shoes are feathered waterskin that is always
wondrous talismans that convey full. It can be used to pour forth
multiple effects: they function as water at the rate of 1 gallon per
boots of elvenkind in regards to round.
aiding their wearer to move
silently, and they also allow him to Eagle Form
move his full movement
allowance, whatever the Range: 0
footing—as long as he is walking. Components: S
Thus, he can cross swamps, wade Duration: Special
shallow water (but not swim), even Casting Time: 3 segments
cross a pool of sticky tar, as if he Area of Effect: Caster
walked upon smooth, level Saving Throw: None
ground.
The caster can polymorph into
Plumalitter: The plumalitter is a the body of an eagle, although he
work of featherweaving that is the retains his own mentality, hit
only Maztican equivalent of a points, and Hit Dice. However, he
wagon. It is a rectangle of thick, cannot speak, cast spells, or do
fluffy plumage some 6’ wide, 10’ anything else that is beyond the
long, and 1’ thick. It can carry up bounds of his avian form.
to 750 pounds. It requires a However, he can fly, and his
command word, but not an vision is exceedingly
elevate spell, to activate. It will keen—perhaps 10 times the acuity
follow the one who commands it, of his human eyes. He has the
matching his speed at a movement following attributes:
rate up to 18. It can rise or lower AC 5; MV 6, Fl 36 (B); HD *; hp *;
at a rate of 30’ per round. #AT 3; Dmg 1-8/1-8/1-4

Plumastone: The artisan who *Same as human form of Knight.


creates this Talisman must be a
weaponmaker as well as a master The eagle form spell can only be
of pluma. An item of plumastone learned by Eagle Knights, as the
is an enchanted weapon with an culminating accomplishment of
obsidian tip or edge. It can be a their training, and by masters of
maca, a knife, a bundle of three pluma —artisans who devote their
spears, or a quiver of ten arrows. lives to the perfection of the arts
The objects are not subject to of feathermagic.
the normal breakage rules of
obsidian-tipped weapons. In
addition, each receives a +2
benefit to hit, and a +3 to damage
rolls.

82
Hishna: Talonmagic The charmed cat will
understand the rudimentary
Hishna has its roots in the power commands of the caster, and will
of Zaltec, the god of war. It is more perform simple tasks—guarding or
forceful and violent than pluma, fighting, or accompanying the
yet it, too, draws its strength from caster. If the cat is sent somewhere
the natural forces of the True without the caster—to carry a
World. message lashed around its neck,
for example—the cat makes a
saving throw vs. charm every day
Symbols that its is separated from the
The primary symbol of hishna is caster. If the roll succeeds, the
the beastlike image of Zaltec spell is broken.
himself, depicted upon statues
beside his gory altars, and in relief Disguise
and mosaic along the walls of his
temples. Range: 0
Another common symbol of this Components: V, S, M
potent force is the jaguar. Snakes, Duration: 1 day
alligators, fire lizards, and vultures Casting Time: 1 turn
are other common symbols of Area of Effect: Caster
hishna. The primary monstrous Saving Throw: Special
image of hishna is the Jaguar
Lord. This spell allows the caster to
conceal his general appearance. It
cannot be cast upon another. It
First Level Spells conveys no language capability,
Cat Charm and cannot dramatically alter the
size of the individual.
Range: 20 yards/level The spell allows one disguise,
Components: V, M per casting. If the caster specifies a
Duration: 1 week/level general individual, of the same
Casting Time: 1 round race and sex as himself, he will be
Area of Effect: 1 Feline unrecognizable by anyone he
Saving Throw: Special meets—he simply looks like
someone they have never seen
This spell allows the caster to before.
charm a jaguar, ocelot, or other If the caster attempts to create a
feline creature. Unlike the bird specific individuals appearance,
charm spells of pluma, however, it however, those he encounters will
will not summon the creature to be entitled to a saving throw vs.
be charmed. The feline must be illusion to detect the
visible to the caster, and within difference—but only if they are
range, for the spell to take effect. acquainted with the individual

83
being impersonated. These saving Protection
throws receive +1 modifiers for
each of the following: the disguise Range: Touch
is a change of sex or change of Components: V, M
race for the caster, or he is Duration: 1 turn/level
engaged in conversation with the Casting Time: 1 round
person making the saving throw. Area of Effect: 1 character/level
The material component of the Saving Throw: None
spell is the dried skin of a
chameleon. This spell improves the armor
class of the affected characters,
Huntsman’s Call lowering it by 3. Thus, a character
of AC 8 becomes AC 5, under
Range: 1000 yards/level protection hishna. The caster can
Components: V, S, M affect one character for every
Duration: Concentration level of the caster’s experience.
Casting Time: 1 turn There is a drawback, however:
Area of Effect: Area of range the armor class improvement is of
Saving Throw: None no benefit against the attack of a
metal weapon.
This spell allows the caster to The material component of the
call game from a wide area, spell is a piece of shell from a
bringing it—albeit snapping turtle.
cautiously—toward the caster as
long as he retains his Snake Charm
concentration. Mammals and birds
are summoned by the spell, and Range: 10 yards/level
will move in the general direction Components: V, S, M
of the caster. However, their Duration: 1 day/level
natural alertness remains, and Casting Time: 1 round
they will flee at the first sign of a Area of Effect: 1 snake/level
threat. Saving Throw: None
The material component for the
spell is a whistle made from the This spell allows the caster to
claw of a jaguar. charm one or more snakes within
range. The caster does not have to
see the snakes; they will approach
him when the spell is cast, if they
are present.
The charmed snakes will
perform guardian functions for
the caster, or they can be sent to
attack an individual—if the caster
has a clear idea of that individual’s

84
appearance and whereabouts. The Second Level Spells
snakes will tenaciously continue
their task for the duration of the Ambush
spell.
The material component for the Range: 0
spell is the tail of a rattlesnake, Components: V, S, M
which is rattled while the spell is Duration: Special
cast. Casting Time: 1 turn
Area of Effect: 3 Individuals per
Talonblade level
Saving Throw: Neg.
Range: Touch
Components: V, M, M This spell allows the caster, and
Duration: 1 turn/level several other individuals, to
Casting Time: 1 round conceal themselves in any kind of
Area of Effect: 1 Weapon outdoor terrain. The concealed
Saving Throw: None characters must remain
reasonably still and silent, or the
The talonblade spell allows the spell will be broken, but as long as
caster to enchant the blade or tip they do so they will blend in with
of any single stone weapon. The the landscape—be it trees, short
weapon gains a +3 on all rolls for grass, even a flat expanse of sand.
hits and damage. Any damage If a party approaches the
sustained by the weapon (if it is a ambush, the leading character in
maca) is delayed until the end of that party is entitled to a saving
the spell’s duration—then, throw versus illusion. If
however, it takes effect. successful, this negates the
The material component for the ambush and the character will
spell is the claw of a jaguar. discover the ambushing party
with a normal chance of success.

Heartsense

Range: 30 yards/level
Components: V
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell allows the caster to


sense the beating of all
warm-blooded hearts within
range—i.e. mammals and birds,
including humans and humanoid

85
creatures. The area moves with The scrollsee spell allows the
the caster for the duration of the caster to record the events
spell. In addition to the location of occurring around him on a piece
the target, the caster can make an of parchment, and to have those
estimate as to the being’s events replayed as moving
approximate size. pictures some time in the future.
The caster must have a plain sheet
Hypnosis of papyrus, parchment, or smooth
bark. As he casts the spell, he
Range: 10' looks at the scene he wishes to
Components: V, S, M record. The casting can continue
Duration: Special for up to a turn, though it requires
Casting Time: 1-6 rounds full concentration from the
Area of Effect: 1 Character caster—he cannot move, though
Saving Throw: Neg. he can be transported in a
smooth-traveling craft. Horseback
This spell allows the caster to riding, however, or a
beguile another character, creating human-borne litter are too rough
much the same effect as a charm to allow sufficient concentration.
person spell. However, the casting The picture can be replayed by a
of hypnosis requires the caster recasting of the same spell, by the
and target to pay attention to each same or a different caster. The
other for a period of several image is lifelike, but its quality will
rounds. The casting time required be affected by the material used to
is determined (by the DM) at the for the spell. Also, the size of the
time the spell begins. image is about a foot square, so
The target is allowed a saving tiny details will be undiscernible.
throw versus spells to avoid the
affects of the hypnosis. However, Scalesnare
even if he succeeds in his saving
throw and is not hypnotized, he Range: 0
will not be aware that the attempt Components: V, S, M
to hypnotize him has been made. Duration: Special
Casting Time: 1 round
Scrollsee Area of Effect: 1 Character
Saving Throw: Neg.
Range: Line of Sight
Components: V, M, S This spell allows the caster to
Duration: Up to 1 turn turn an ordinary snakeskin into a
Casting Time: Special tenaciously-grasping tentacle of
Area of Effect: 1' x 1' sheet hishna. The artisan must enchant
Saving Throw: None the skin by casting the spell upon
it. Then, he has one turn to use it.
He must hurl it at a target within

86
10', striking the victim with any Drought
part of the skin. All targets are
assumed to have an AC of 10 for Range: 0
this attack. Components: V, S, M
The scalesnare enwraps its Duration: Special
victim with a successful hit, Casting Time: 1 hour
pinning his arms (or front legs, if it Area of Effect: 100 yard
is a four-footed creature) to his square/level
sides. The ensnared character can Saving Throw: None
make no attacks with his hands,
and loses all Dexterity benefits to This spell requires a full hour of
his AC. concentration on the part of the
The snare will remain effective caster, and must be performed in
for a full day. It cannot be cut by the center of the area to be
any non-magical blade-even one affected. Upon completion of the
of metal. casting, the area begins to dry
out—if it was swamp or marsh, the
water drains away; if it was field
Third Level Spells or forest, the ground withers to
Darkness dust, and all vegetation perishes
within a few days. Drought cast on
Range: 0 an area with more than a foot of
Components: V, S, M standing water will have no
Duration: 1 turn/level effect—the water drains away, but
Casting Time: 1 round other water flows in to take its
Area of Effect: 15-foot radius place.
globe The material component of the
Saving Throw: None spell is the dried foot of a desert
rat.
This spell has the same effects as
the second level wizard spell, Net
darkness, 15’ radius. Its main
differences are in duration, and in Range: 5 yards/level
the fact that the caster himself Components: V, S, M
stands in the center of the area of Duration: 2 turns/level
darkness when he casts the Casting Time: 1 round
spell—the darkness remains Area of Effect: Special
immobile, however, even if the Saving Throw: Neg. or ½
caster moves.
The material components of the This spell is identical to the
spell are a few scales from the skin wizard’s second level web spell.
of a nightsnake’s belly.

87
Pestilence Fourth Level Spells
Range: 60 yards Fire
Components: V, S, M
Duration: 1 day/level Range: 10 yards/level
Casting Time: 1 round Components: V, S, M
Area of Effect: 100 yards Duration: 2-7 rounds
square/level Casting Time: 1 round
Saving Throw: None Area of Effect: 3’ x 3’ square or 1
creature/level
The pestilence spell creates a Saving Throw: Special
mild form of insect plague,
nowhere near as frightful as the This spell allows the caster to
fifth level priest spell, but far more ignite virtually any object, for the
long-lasting. The pestilence spell duration of the spell. If the object
summons crawling insects, such is flammable, it will remain
as ants, roaches, weevils, burning after the spell expires.
caterpillars, and other types of The fire is non-magical in
bugs. These creatures will infest intensity.
the area of effect, devouring plant A creature within the area of
life and driving animals away. effect suffers 2d6 hit points of
After one day, the area will be damage per round. The spell will
picked clean, but the creatures burn off hair, and burnable
remain for the full duration of the clothing, during the three rounds
spell. of its effectiveness. A successful
Creatures within the area of saving throw versus spells reduces
pestilence sustain one hit point of damage by half; the victim can
damage per turn (or fraction of a check each round until he makes
turn) within the area, from the a successful roll, or the spell’s
bites and stings of the creatures. duration expires.
The pestilence cannot be moved
once it is cast. Sending
The material component for the
spell is a bit of spider’s venom and Range: 25 miles/level
the husk of a dead june bug. Components: V, S, M
Duration: Special
Casting Time: 3 turns
Area of Effect: 1 Character or
creature
Saving Throw: Special

The sending spell can be used to


convey the power of hishna a
great distance away. Its most
common employment is to send a

88
message directed to another image, and inflict damage upon
individual. The latter will receive it the target. If he holds it tightly, the
telepathically whether awake or victim is immobilized, unless he
asleep, though the receiver will makes a saving throw versus
not be able to ask questions of the spells. A successful save allows the
sender. character 1 round of movement,
A sending can also be used to but he must save against the
augment another spell of hishna, effects of the cursed image on
though this requires two casters. each and every round.
The first, and more experienced, If the caster pummels or pounds
must cast the spell of sending. The the piece, he can inflict 1d10 of
second then casts the other spell, damage per round, though a
which can be directed to whatever saving throw versus spells reduces
location the sender directs. the damage to half. He cannot
The material component of the damage the image and hold it
spell is the leg bone of a vulture. immobile in the same turn.
The material component of the
Cursed Image spell is the clay image. If a tiny bit
of hair, skin, nail clippings, etc. of
Range: 10 miles/level the victim can be incorporated
Components: V, S, M into the image, the victim suffers a
Duration: 5 rounds +1 -2 penalty to all of his saving
round/level throws.
Casting Time: 1 hour
Area of Effect: 1 Creature Fifth Level Spells
Saving Throw: Negates or ½
Create Talisman
This spell allows the caster to
inflict punishment and damage Range: 0
upon a target who is some Components: V, S, M
distance away. Duration: Permanent
The caster must first make a Casting Time: 3-18 months
small, clay image of his victim. Area of Effect: 1 object
The caster must know the general Saving Throw: None
whereabouts of the target, as well
as be familiar with his This is the procedure by which a
appearance—though the caster master artisan creates an item of
need not have seen the target hishna. The object is more than a
himself, if others provide a magic item, however—it is a work
detailed description. The molding of art, and a piece of great
process is the casting time of the personal pride to the artisan.
spell.
After the object is complete, the
caster (only) can manipulate the

89
Typical Talismans of Hishna Fire Peppers: This enchantment
creates 4-80 (4d20) tiny round
As with the items of pluma, the objects that can be used for a
works listed here are not the only variety of purposes. Each is bright
items that can be made—they are a red, the size of a small pebble.
representative list. Even though They can be used to immobilize
these tend to be more deadly, and (or worse) unsuspecting victims.
more combat-oriented than pluma When dissolved in up to a gallon
Talismans, players and DMs will of drinkable liquid, a fire pepper
still note that they are not of the will create an odorless threat.
“blow up the village” power level. When someone takes a drink of
If this restraint is kept in mind, the liquid, he is immediately
player and DM designed items of immobilized for 2-12 rounds,
hishna can easily be invented and gasping and choking and writhing
added to the campaign. on the ground in pain from the

90
hot burn of the drink. He rest. A character can cover vast
suffers 1 hp of damage for each distances, jogging along for sixteen
round he is immobilized. If the hours a day.
character was merely taking an
exploratory sip, he is allowed a Spiderwalker: The spiderwalker is
saving throw versus spells. If an enchanted being created from
successful, he suffers half damage, the body of a dried tarantula.
and half the time immobilized. When imbued with the powers of
If an individual can be tricked hishna, the spiderwalker becomes
into eating a pepper whole, he a deadly terror.
must make an immediate System It can only be activated at night,
Shock roll, or die. For each pepper and it will last for the duration of
beyond the first taken on a single that night only. It ceases to
bite, the character suffers a -5% function when the first rays of the
to his System Shock survival sun rise—even if that sunrise is
chances. Even those characters concealed by clouds, or the
who survive are immobilized for spiderwalker is indoors or
3-18 rounds, and suffer an underground. It has the following
equivalent number of hit points statistics:
damage.
AC -4; MV 6" ; HD 13; THAC0 7;
Heartseeker: This is a heavy spear, AT 1; Dmg 1 + poison
almost like a footman’s lance. Its
head, of hardened obsidian, has The creature can spring up to
been layered with the power of 10' in order to attack. It can drop
hishna. from any height, falling with
The weapon has a bonus of +2 amazing accuracy (+2 to hit) onto
on all attack and damage rolls. It is a victim below.
immune to the effects of breakage A spiderwalker can be given
for normal obsidian. But its most very specific instructions by the
deadly feature comes into play one who knows the command
when it hits with a roll of (natural) word. It can be directed to strike
20. If the target is a creature with a at a single individual, or to attack
heart, the weapon strikes that as many of a certain type (eg.
heart, and the victim loses all his enemy warriors) as it can
remaining hit points. encounter.

Sandals of Speed: These stout Talon of Zaltec: This is a small


leather sandals increase the object made from the claw of a
wearer’s speed to 18 base jaguar. The tip contains a lethal
movement rate. Unlike boots of venom (-4 to saving throws). The
speed, they convey no AC benefit wielder of the talon must make a
to the wearer; however, neither do successful roll to hit in hand to
they require any special period of hand combat. The victim must

91
make a saving throw or die. There AC 4; MV 15" ; HD *; #AT 5;
is enough venom for 1-10 doses in Dmg 1-10/1-8/1-8/1-6/1-6
a single talon. THAC0 *
The other use of the talon is
contained in the wide upper end *Same as human form of Knight
of the claw. This contains a small
amount of powder. If cast into the The jaguar can double its
eyes of a victim within 5’, that movement rate for one round (to
victim must save versus spells or 30) once per hour, if it is traveling
be blinded for 2-12 hours. All on the ground. He can make leaps
victims are considered AC 10 for of 30’ horizontally, and up to 15’
purposes of the blinding powder. straight up. The jaguar can survive
There is enough of it for 2-24 uses a fall of 50’ or less with no
per talon. damage; if he falls farther, he only
suffers damage for the portion of
Jaguar Form the fall in excess of 50’.

Range: 0
Components: S
Duration: Special
Casting Time: 3 Segments
Area of Effect: Caster
Saving Throw: None

The caster can polymorph into


the body of a jaguar, although he
retains his own mental capacity.
He cannot speak, cast spells, or
otherwise exceed the limitations of
his feline body. He retains his
human hit points and Hit Dice,
however.
However, he can move through
the trees of a dense forest as easily
as he can move along the ground.
He gains infravision out to 90’, and
the ability to meld into shadows
and foliage as if concealed by an
ambush spell.
He has the following statistics:

92
Calendars
The Mazticans use a very accurate neutral. Thus, any tonalpalli day has
calendar Developed by an ancient a double influence: 1 Acatl is
people and perfected by the Payit, it good-good, 2 Jaguar is neutral-bad,
is now used by peoples throughout and 3 Cautli is bad-good. These
the continent. With it, astronomers values plus the day-name are used
can predict events of importance, as general predictives.
such as eclipses. There are actually Table VIII shows the first date in
three calendars: the kala kinob, or each unal of the Maztican xipalli,
“count of days”; the solar calendar, paired with the date commonly
tun or xipalli; and the zolkin or used in Faerun. Both calendars start
tonalpalli, a divinatory calendar on the same day, which
Xipalli and tonalpalli are Nexalan approximates the winter solstice.
terms, while the others are Payit. In After the 18 unalob come the five
the Payit tongue, a day is a kin, 20 nemontemi days. Mazticans
days a unal, one year a tun, 20 years consider these days very unlucky
a katun, and 400 years a baktun. For and rarely undertake new activities
a plural term, add -ob to the end. while they last.
The long count records how The divinatory tonalpalli is used
much time has passed since the alongside the xipalli. Together they
beginning of the universe, form a 52-year cycle or “calendar
according to Payit scholars. At the round.” The first day of the cycle is
date of Cordell’s landing, exactly 13 “1 Atl Calo 1 Acatl,” a combination of
baktunob (5200 tunob) had passed. numbers and names that does not
Both 52 and 13 are significant repeat for 52 years. The last day of
numbers in Maztican lore, so great the cycle is “5 Nemontemi 13 Pija.”
changes were expected at such a Though the Mazticans know the
conjunction. At such times, the calendar is 365.25 days long, they do
universe could be destroyed, or not use leap-day as other peoples do
gods could be born or die. (it would throw off the 52-year
Table VII is a representational cycle). Table VIII therefore becomes
chart of the Tonalpalli, the Maztican inaccurate midway through the
260-day predictive calendar. Read fourth year of a cycle, because of
the numbers downward in each the Realmsian leap-day, Shieldmeet.
column, paired with the name at At the end of the 52-year calendar
right, thus: 1 Acatl, 2 Jaguar, 3 round, there are 13 leap-days “left
Cautli, etc., to 13 Pija at the end. The over.” At that time, there is a festival
common translation of each name is of 13 days with which Maztica
given. The omen column shows the “catches up” with the rest of the
direction associated with each Realms. These days have no names,
day-name, and whether its only numbers. The people of
influence is good, evil, or neutral Maztica consider them safe, because
(shown in parentheses). the gods cannot find days without
Each day-number also has an names.
influence. The numbers 1, 7,11, As mentioned, the first tonalpalli
and 13 are good, while 3, 4, 9, 10, day of a 52-year round is “1 Acatl.”
and 12 are bad. The others are The first tonalpalli day of a cycle’s

93
second year is “2 Tecpatl.” The third that day-name proceed in a cycle: 1,
year starts with “3 Akbal,” and the 8, 2, 9, 3, 10, 4, 11, 5, 12, 6, 13, 7, 1,
fourth with “4 Tochtli.” After this, 8, . . . (for example, in the first year,
the day names repeat, and the the second unal starts on 8 Acatl,
numbers continue upward; 5 Acatl, the third on 2 Acatl, and so on).
6 Tecpatl, 7 Akbal, 8 Tochtli and so Though the cycle begins on a
on. The numbers repeat after 13 is different number each year, it is still
reached. Each of these four accurate.
day-names starts 13 years, and each A Maztican year is known by its
of the 13 numbers starts four years. first tonalpalli day. Acatl years are
The day-name which starts the considered good, while Akbal years
solar year also starts every unal of are bad, and the others are neutral.
that year. The numbers that precede

Table VII: The Tonalpalli


Name Trans. Omen
1 8 2 9 3 10 4 11 5 12 6 13 7 Acatl Reed W (G)
2 9 3 10 4 11 5 12 6 13 7 1 8 Jaguar Jaguar E (E)
3 10 4 11 5 12 6 13 7 1 8 2 9 Cautli Eagle W (G)
4 11 5 12 6 13 7 1 8 2 9 3 10 Cozcautli Vulture S (N)
5 12 6 13 7 1 8 2 9 3 10 4 11 Ollin Earthquake N (N)
6 13 7 1 8 2 9 3 10 4 11 5 12 Tecpatl Knife N (N)
7 1 8 2 9 3 10 4 11 5 12 6 13 Quiatl Storm N (N)
8 2 9 3 10 4 11 5 12 6 13 7 1 Xochitl Flower W (G)
9 3 10 4 11 5 12 6 13 7 1 8 2 Cipactli Crocodile E (E)
10 4 11 5 12 6 13 7 1 8 2 9 3 Ehatl Wind W (G)
11 5 12 6 13 7 1 8 2 9 3 10 4 Akbal Darkness E (E)
12 6 13 7 1 8 2 9 3 10 4 11 5 Quetzpal Lizard S (N)
13 7 18 2 9 3 10 4 11 5 12 6 Couatl Couatl W (G)
1 8 2 9 3 10 4 11 5 12 6 13 7 Miquiztl Death E (E)
2 9 3 10 4 11 5 12 6 13 7 1 8 Mazatl Deer N (N)
3 10 4 11 5 12 6 13 7 1 8 2 9 Tochtli Rabbit S (N)
4 11 5 12 6 13 7 1 8 2 9 3 10 Atl Water N (N)
5 12 6 l3 7 1 8 2 9 3 10 4 11 Itzcuintli Dog S (N)
6 13 7 1 8 2 9 3 10 4 11 5 12 Ozomatli Monkey
7 1 8 2 9 3 10 4 11 5 12 6 13 Pija Dryness S (N)

Table VIII: The Xipalli or Tun

Realms Dates Maztican Dates Realms Dates Maztican Dates

Hammer 1 1 Atl Calo Eleasias 28 1 Tepelhuit


Hammer 21 1 Xipeliztli Eleint 18 1 Quecholli
Alturiak 10 1 Tozontli Marpenoth 7 1 Quetzaltli
Alturiak 30 1 Ua Tozontli Marpenoth 27 1 Atemotli
Ches 20 1 Toxcatl Uktar 17 1 Tititl
Tarkash 10 1 Qualitli Nightal 6 1 Izcalli
Tarkash 30 1 Teculhuit Nightal 26 1 Nemontemi
Mirtul 19 1 Ua Teculhuit Nightal 27 2 Nemontemi
Kythorn 9 1 Tlachico Nightal 28 3 Nemontemi
Kythorn 29 1 Xocotl Etzi Nightal 29 4 Nemontemi
Flamerule 19 1 Ochpantli Nightal 30 5 Nemontemi
Eleasias 8 1 Teotleco

94
Index
Cetays . . . . . . . . . . . . . . . . . . . . . . . . . 14 Hishnashapers . . . . . . . . . . . 5, 9, 62, 63 Plumed Dragon (Serpent) . . 8, 35, 42
Character classes . . . . . . . . . . . . . . . . 4 7 Historical personalities Revered Counselor . . . . . . . . . . . 2 2 , 2 4
priests . . . . . . . . . . . . . . . . . . . . . . . . 4 7 Aliah . . . . . . . . . . . . . . . . . . . . . . . . . 15 Spells
rogues . . . . . . . . . . . . . . . . . . . . . . . 47 Alvarro . . . . . . . . . . . . . . . . . . . . . . . 38 Ambush . . . . . . . . . . . . . . . . . . . . . . 85
warriors . . . . . . . . . . . . . . . . . . . . . . 47 Axalt . . . . . . . . . . . . . . . . . . . . . . 3 2 , 3 4 Arrowflight . . . . . . . . . . . . . . . . . . . 74
Character races . . . . . . . . . . . . . . . . . 4 5 Bishou Domincus . . . . . . . . . . . . . . 3 8 Bafflement . . . . . . . . . . . . . . . . . . . . 7 6
dwarves . . . . . . . . . . . . . . . . . . . . . . 4 5 Caxal . . . . . . . . . . . . . . . . . . . . . . . . . 37 Bird Charm I . . . . . . . . . . . . . . . . . . 74
half-orcs . . . . . . . . . . . . . . . . . . . . . . 4 5 Chalco . . . . . . . . . . . . . . . . . . . . .30-32 Bird Charm II . . . . . . . . . . . . . . . . . 7 9
halfings . . . . . . . . . . . . . . . . . . . . . . 45 Chimal . . . . . . . . . . . . . . . . . . . . . . .26 Blossom . . . . . . . . . . . . . . . . . . . . . . 78
Cities . . . . . . . . . . . . . . . . . . . . . . . . . . 2 6 Cordell . . . . . . . . . . . . . . . . . . . . . . . 33 Breathsense . . . . . . . . . . . . . . . . . . . 7 7
Azatl . . . . . . . . . . . . . 17,19,20,22-24 Coton . . . . . . . . . . . . . . . . . . . . . . . 36 Cat Charm . . . . . . . . . . . . . . . . . . . . 8 3
Cordotl . . . . . . . . . . . . . . . . . 1 7 , 2 4 , 2 6 Coyo . . . . . . . . . . . . . . . . . . . . . . 27,28 Cool . . . . . . . . . . . . . . . . . . . . . . . . . 75
Huacli . . . . . . . . . . . . . . . . . . . . . . . . 2 4 Darien . . . . . . . . . . . . . . . . . 3 8 , 4 0 , 4 1 Create Talisman . . . . . . . . . . . . . 8 0 , 8 9
Ixtal . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Hoxitl . . . . . . . . . . . . . . . . . . . . . . . . 4 2 Cursed Image . . . . . . . . . . . . . . . . . 89
Kultaka . . . . . . . . . . . . . . . . . 1 2 , 2 5 , 3 0 Ipana . . . . . . . . . . . . . . . . . . . . . 2 2 , 2 8 Darkness . . . . . . . . . . . . . . . . . . . . . 87
Nexal . . . . . . . . . . 12, 17, 22-24, 26, 28 Ipana I . . . . . . . . . . . . . . . . . . . . . . . 2 2 Disguise . . . . . . . . . . . . . . . . . . . . . . 8 3
Otomi . . . . . . . . . . . . . . . . . . . . .24, 26 Ipana II . . . . . . . . . . . . . . . . . . . . . . . 2 2 Drought . . . . . . . . . . . . . . . . . . . . . . 87
Palul . . . . . . . . . . . . . . . . . . . 2 4 , 2 6 , 4 1 Ipana III . . . . . . . . . . . . . . . . . . .23-25 Eagle Form . . . . . . . . . . . . . . . . . . . 82
Pezel . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 Izco . . . . . . . . . . . . . . . . . . . . . . . 28,29 Elevate I . . . . . . . . . . . . . . . . . . . . . . 7 5
Pulco . . . . . . . . . . . . . . . . . . . . . . . . 2 4 Izco II . . . . . . . . . . . . . . . . . . . . . 29,30 Elevate II . . . . . . . . . . . . . . . . . . . . . 78
Tezat . . . . . . . . . . . . . 17,19,20,22-24 Naltecona . . . . . . . . . . . . 2 3 , 3 2 , 3 3 , 4 0 Featherweaving . . . . . . . . . . . . . . . 75
Tukan . . . . . . . . . . . . . . . . . . . . . . . . 4 3 Pakli . . . . . . . . . . . . . . . . . . . . . . . . . 29 Fire . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Tulom-Itzi . . . . . . . . . . . . . . . 12, 14-17 Poshtli . . . . . . . . . . . . . . . . . . . . 3 5 , 4 2 Fisher’s Luck . . . . . . . . . . . . . . . . . . 7 7
UIatos . . . . . . . . . . . . 12,14-17,26,38 Tacal . . . . . . . . . . . . . . . . . . . . . . . . . 1 5 Guardian . . . . . . . . . . . . . . . . . . . . . 77
Zokil . . . . . . . . . . . . . 1 7 , 1 9 , 2 0 , 2 2 - 2 4 Takamal . . . . . . . . . . . . . 30, 32, 34, 39 Heartsense . . . . . . . . . . . . . . . . . . . . 8 5
Cloak-of-One-Plume . . . . . . . . . . . . . . 43 Tecco . . . . . . . . . . . . . . . . . . 18, 21, 31 Huntsman’s Call . . . . . . . . . . . . . . . 8 4
Countries Tenoch . . . . . . . . . . . . . . . . . . . . . . . 22 Hypnosis . . . . . . . . . . . . . . . . . . . . . 86
Huacli . . . . . . . . . . . . . . . 1 4 , 2 6 , 3 3 , 4 8 Tenoch II . . . . . . . . . . . . . . . . . . . . . 26 Jaguar Form . . . . . . . . . . . . . . . . . . 92
Kolan . . . . . . . . . . . . . . . . . . 3 0 , 3 3 , 4 8 Tolco . . . . . . . . . . . . . . . . . . . . . . 24, 25 Light . . . . . . . . . . . . . . . . . . . . . . . . . 78
Kultaka . . . . . . . . . . . . . . . . . 1 4 , 4 8 , 4 9 Totep . . . . . . . . . . . . . . . . . . . . . . . . . 26 Magic Resistance . . . . . . . . . . . . . . . 7 9
Payit . . . . . . . . . . . . . . . . 2 6 , 3 3 , 4 8 , 4 9 Zomoc . . . . . . . . . . . . . . . . . . . . .27-29 Net . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Pezelac . . . . . 25, 26, 29, 30, 33, 48, 49 Immortal Era . . . . . . . . . . . . . . . . . . . . 7 Pestilence . . . . . . . . . . . . . . . . . . . . . 8 8
Nexal . . . . . . . . . . . . . . . . . . . . . . . . . 48 Jaguar Knight . . . . . . . . . . . . . . 9, 41, 60 Protection . . . . . . . . . . . . . . . . . . . . 8 4
Dawn of Nexal . . . . . . . . . . . . . . . . . . . 7 Lake Qotal . . . . . . . . . . . . . . . . . . . . . . 36 Scalesnare . . . . . . . . . . . . . . . . . . . . 8 6
Eagle Knights . . . . . . . . . . . . . 3 6 , 3 8 , 5 9 Maca . . . . . . . . . . . . . . . . . . . . . 9 , 1 4 , 1 7 Scrollsee . . . . . . . . . . . . . . . . . . . . . . 86
Feathered Wars . . . . . . . . 2 3 , 2 4 , 2 9 , 3 2 Mayz . . . . . . . . . . . . . . . . . . . . . . . . 8, 11 Sending . . . . . . . . . . . . . . . . . . . . . . 88
Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Mount Zatal . . . . . . . . . . . . . . 2 9 , 3 5 , 3 6 Snake Charm . . . . . . . . . . . . . . . . . . 8 4
Azul . . . . . . . . . . . . . . . 7 , 8 , 1 0 , 1 1 , 1 5 Night of Wailing . . . . . . . . . . . . . . . 7 , 3 4 Spearflight . . . . . . . . . . . . . . . . . . . . 76
gifts . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Peoples Stoneflight . . . . . . . . . . . . . . . . . . . . 76
Kiltzi . . . . . . . . . . . . . . . . . . . . . 7, 8, 10 Dog People . . . . . . . . . . . . . . . . 17, 31 Talonblade . . . . . . . . . . . . . . . . . . . . 8 5
Kukul . . . . . . . . . . . . . . . . . . . . . . 7 , 1 0 Green folk . . . . . . . . . . . . . . . . . . . . 5 3 Warmth . . . . . . . . . . . . . . . . . . . . . . 76
Maztica . . . . . . . . . . . . . . . . . . . . . . 7 -9 Huacli . . . . . . . . . . . . . . . . . . . . . . . .24 Water Move . . . . . . . . . . . . . . . . . . . 80
Nula . . . . . . . . . . . . . . . . . . . . . . . 7, 11 Kolans . . . . . . . . . . . . . . . . . . . . 2 7 , 2 8 Water Summoning . . . . . . . . . . . . . 78
Origin myth . . . . . . . . . . . . . . . . . . . . 7 Kultakans . . . . . . . . . . . . . . . . . . .24-26 Windrider . . . . . . . . . . . . . . . . . . . . 7 9
Plutoq . . . . . . . . . . . . . . . . . . . . . . 7, 10 Mazticans . . . . . . . . . . . .17,19-22,51 Tale of Origin . . . . . . . . . . . . . . . . . . . 18
Qotal (see also separate Nexala (see also Mazticans) 22,24,25 Tewahca . . . . . . . . . . . . . . . . . . . . 2 6 , 3 1
listing) . . . . . . . . . . . . . . . . . 7-12, 15 Otomis . . . . . . . . . . . . . . . . . . . . . . . 31 Twin Visages . . . . . . . . . . . . . . . . . 1 2 , 3 7
Tezca . . . . . . . . . . . 7 , 8 , 1 0 , 1 1 , 1 5 , 2 0 Payits . . . . . . . . . . . . . . . . . . . . . . . . 5 0 Viperhand . . . . . . . . . . . . . . . . . . . . . . 4 2
Watil . . . . . . . . . . . . . . . . . . . . . . . 7,11 Pezels . . . . . . . . . . . . . . . . . . . . . 2 5 , 2 6
Zaltec . . 7-11, 15, 18-23, 25, 26, 29, 31 Pluma . 5, 9, 15, 25, 28, 29, 31, 71, 74-82
Golden Age . . . . . . . . . . . . . . . . 7 , 1 2 , 1 7 Plumaweavers . . . . . . . . . . . . ,5,62,63
Golden Legion . . . . . . 22, 24, 28, 33, 37 Qotal
Hishna . . . . . . . 5, 8, 9, 28, 31, 71, 83-92 Feathered Dragon . . . . . . . . . . . . . . .8

95
Maztica
Campaign Set
Maztica Alive
by Douglas Niles
Table of Contents
The Dungeon Master’s Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Land and Weather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Terrain Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
The Climate of the True World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
A Common Theme: The Ball Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Regions of Maztica . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Far Payit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3
P a y i t . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Pezelac . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Kultaka . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
VaIley of Nexal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Huacli . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Kolan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Tukan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Other Points of Interest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Maztica and the Passage to the Sword Coast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 7
The Afterlife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Mictlatepec and the Mictlaneca . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 1
New Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59-62
Chac . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Jagre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 0
Kamatlan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
PIumazotl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Guardians: Monsters of Maztica . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 3
Index.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 4

Credits:

Design: Douglas Niles Black and White Art: Valerie Valusek, Newton Ewell
Additional Design: Tim Beach Border Art: Ken Frank
Editing: Karen S. Boomgarden Cartography: David Sutherland III, Dennis Kauth
Cover Art: Fred Fields Typesetting: Tracey Zamagne and Gaye O’Keefe
Interior Color Art: Jeff Easley, Doug Beekman Production: Paul Hanchette

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1066XXX1502 ISBN 1-56076-084-2


MAZTICA ALIVE
tells you more about their
The Dungeon Master’s homelands—you can share this
Book information with the players from
specific locations. As always, DM
This book contains adventuring information is yours to do with as
details that allow a DM to create his you please, using the parts you like,
or her own Maztican campaign. developing and detailing the parts
Included are general descriptions of that pique your interest, and
the continent, and specific details ignoring whatever does not.
about the various lands and
Finally, a few pages of appendices
peoples—beyond what might be give you short encounters and ideas
general knowledge to the educated to begin adventures. Several new
Maztican. Also presented are monsters make their debuts here as
representative sailing routes from well. Also, a list of monsters that are
the Sword Coast, and a listing of known to exist in Maztica is
possible hazards of such sea provided, just to make sure the DM
voyages. The city of Tulom-Itzi, one has a few tools at hand to challenge
of the most wondrous of the True the adventuring PCs!
World, is described in near-complete
detail.
If the PCs are Maztican, this book

2
Land and Weather
the movement rates given for
Maztican Terrain Types mountainous terrain. However, in
A variety of landscapes marks the reality, the direction traveled in the
surface of the True World, mountains makes a great deal of
differentiated by their roughness, difference. Maztican mountains, in
elevation, and the general amount particular, tend to consist of many
of rainfall received. They are shown steep slopes around a backbone-like
as distinct features on the map of ridge. For a more detailed approach
Maztica enclosed with the game. For to mountain adventuring, apply to
specific game details, use the movement costs based on the
following descriptions. configuration of the range itself.
This configuration is easy to
determine from the outline of the
About Mountains mountain range.
Mountain terrain is detailed in For example, take this mountain
several different ways on the maps range:
and in this chapter. First, its
elevation is shown in three different
levels: the low mountains, which
are 2,000-10,000 feet above sea level;
the mountain crests, representing
heights from 10,000 on up to 15,000
feet; and mountain summits, which
are heights above 15,000 feet. (The
highest peak in Maztica, Mount
Zatal, is nearly 19,000 feet above sea
level.)
The low mountains are described The overall outline indicates
in keeping with the surrounding where the main ridges of the range
terrain, be it desert or jungle, since jut into the lowlands. By picturing
this terrain extends up the sides of them, you can break mountain
the range with most of the same travel into following valleys and
characteristics as it has below. The climbing over ridges—two
mountain summits and crests, dramatically different movement
however, soar to such heights that problems.
their nature is determined more by
altitude than by surrounding
terrain. Thus, the description of a
mountain summit applies whether
the summit rises out of the desert or
over lush, arable fields.

Mountain Movement (Optional


Rule) Anytime a party of characters
For simplicity’s sake you can apply moves toward the spine of the

3
range (that is, perpendicular to the check, he is immune and need not
edge and to the ridgeline) they are check any longer. Characters who
following a valley, and can move at are exposed must roll saving throws
the listed Movement cost for the versus poison in order to avoid the
range. During a day of movement in effects. Those who fail their saves
which they cross a ridgeline, are afflicted.
however, they must pay double the Afflicted characters suffer fevers
movement cost (for at least 8 hours and chills at the same time, and
of travel). Also, if the characters awful, debilitating intestinal
attempt to move parallel to a ridge, difficulties. These symptoms persist
or to the edge of the range, they for 2-12 days, and then the
must pay double the movement cost character must make a System
for all such movement. Shock check for survival. If he
passes, the fever breaks and he
survives. If he fails, he dies.
Terrain Type Descriptions

Arable Land. Movement Cost: ½


Marsh. Movement Cost: 8
These lands are mostly devoted to
These are festering regions of fields of mayz, beans, peppers,
impenetrable swamp. Tangles of cocoa, and other Maztican crops.
brush, many of which jab with long Villages tend to dot these fields, and
and wicked thorns, are intermixed many well-worn paths connect each
with winding patches of open water community to its neighbors. Even
and regions of quicksand and the smallest village has its pyramid,
swamp grass. They tend to be of at least 12 steps on a side.
ignored by the humans of Maztica. The fields are often crisscrossed
Consequently, they could shelter by irrigation ditches and ponds, for
tribes of unnatural beasts that have the people are adept at using their
yet to be discovered by human water efficiently. Stands of trees are
kind. Research and exploration not uncommon, and often they will
have not proven anything specific, surround and shelter the growing
but this seems like prime habitat for fields.
lizard men and troglodytes. The clusters of homes tend to
Characters who spend a full day number 25-100 residences
in the marsh suffer the chance of surrounding a wide central square.
exposure to a horrible swamp Usually the community will be
disease. There is a 20% chance per dedicated to (and dependent upon)
day of exposure; however, once a some nearby city-state for many
character rolls a 96-100 on a disease goods and for its protection—few

4
villages, among the nations of be the Green Folk.
Maztica, have their own Characters who spend a full day
marketplaces or permanent in the jungle suffer the chance of
garrisons of warriors. exposure to a horrible disease only
Almost all of the arable land will slightly less debilitating than that
be used for growing crops. There is contracted in swamps. The chance
no native livestock in Maztica, save is a mere 10% per day of exposure,
for the occasional fowl: turkeys, with a saving throw versus poison
geese, and ducks. (no penalty) to see if the exposure
can be ignored. Like the swamp
disease, characters who roll 96-100
are forever immune; likewise,
characters native to Maztican
jungles do not have to check for
disease.
Afflicted characters still suffer
fevers and chills at the same time,
and awful, debilitating intestinal
difficulties. These symptoms persist
Level Jungle. Movement Cost: 8 for 2-8 days, and then the character
must make a System Shock check
This is a forbidding environment for survival. If he passes, the fever
that makes travel difficult, and breaks and he survives. If he fails,
contains several threats to the he dies.
unwary trespasser. The jungles of In addition to encounters with
Maztica are actually rain forests of human inhabitants, jungle terrain
tall trees, interwoven vines, thorny offers the threat of meeting a jaguar,
brush, and millions of brilliant or even a hakuna (dragonne). Also,
flowers. The jungles are not as with the marsh, the remote state
quiet—always there is the drone of of many of the jungles leads to the
insects, the chattering of monkeys, possibility of other monstrous and
and the cawing of the colorful birds. humanoid races dwelling in the
Occasionally the harsh bark of a deepest, darkest regions.
jaguar will cut through the air, and
for a few moments, then, the forest
falls silent.
Like the swamplands, the jungles
are too difficult to traverse for them
to have been fully explored. The
occasional village of humans or
halflings lies hidden in the deepest
reaches of the forest, but such
settlements are few and far between
and no adventuring party should Mountainous Jungle. Movement
count on being able to locate one Cost: 12
for food, shelter, or any other
reason. In the Payit jungles, the This is some of the nastiest terrain
humans will be of Payit stock; in the found anywhere in the Forgotten
southern Maztican jungles, they will Realms, at least in terms of the

5
movement of humans and other Some snare birds, or hunt and fish,
characters. It is virtually to sustain themselves.
uninhabited by humans and/or Only rarely is a dangerous
Little Folk; the only individuals creature such as a jaguar or hakuna
living among these steep, thickly encountered in these lands—and
coated slopes range from eccentric then mostly in the savannahs near
to downright mad. areas of jungle. Deer are not
It offers the same chance of uncommon, and in the near future
disease, and of dangerous this country will provide the ideal
encounters, as the level jungle. habitat for the feral horses that will
Characters who follow a pass thrive in Maztica.
marked on the map can move
through this terrain at a rate of 8
instead of 12.

Level Desert. Movement Cost: 2

This bleak landscape is too barren


Brush/Savannah. Movement Cost: 2 to support any kind of permanent
human habitation. Only the desert
This is the predominant Maztican dwarves have been able to eke out
landscape. It consists of intermixed an existence here, and they only in a
clumps of vegetation (including few remote locations. Most of the
some large tracts of woods) desert is flat and featureless, though
separated by equally large sections there are patches many miles across
of grass or brush-covered clearing. of pitted, jumbled boulder fields
Much of the arable land was (MC: 10), and every now and then
originally brush and savannah, and even the flat desert is crossed by a
has been converted through steep-sided gully that can range
irrigation into the productive from a low ditch to a minor chasm
acreage that it is now. some twenty feet deep. Even the
A few villages of humans are steepest of these are not impassable
scattered through these lands. obstacles, however—even an
Culturally, they will conform to the encumbered character can usually
nearby national groups, in the find a place where he can slide
populous central and southern down one side and scramble up the
regions of the land; in the north, the other.
villages in the brush lands are A warm-blooded character
inhabited by the Dog People. These spending the night in the desert
villagers survive by clearing land stands a 5% chance per night of
and growing crops there for a few attracting some nasty denizen such
years, until drought or lack of as a rattlesnake, poisonous lizard, or
fertility forces them to new fields. scorpion to the warmth of his bed.

6
Precautions, such as sleeping above Mountain Crests. Movement Cost: 10
the ground, keeping a watch, or
employing magical wards or These heights are the windswept
guardians can negate this possibility. backbones of Maztica herself,
Giant scorpions and fire lizards jutting 10,000 feet or more into the
are two threats known to inhabit air Because of this elevation, they
the deepest desert reaches of are not distinguished by the
Maztica. The House of Tezca is home low-level surrounding
to several bands of trolls, wandering terrain—unlike the lower
about in search of prey. mountains, their sky-scraping
altitude makes them similar across
the face of Maztica.
They will tend to be dry, though in
winter there is almost always some
snow along the crests. On the lower
slopes of these areas, near where
the low mountains and the crests
meet, bands of cedars—tough,
gnarled trees that range from 10’ to
40' in height—grow in scrubby
Mountainous Desert. Movement patches of timber. Above these, the
Cost: 6 only plants are mosses, lichens, and
low bushes and wildflowers.
The first level of mountainous The crests are uninhabited by
elevation in the desert is every bit as humans and humanoids. Eagles and
bleak and lifeless as the flat country vultures lair here, as well as deer,
stretching below. The primary mountain goats and sheep, and
difference is in the difficulty of perhaps other creatures as well.
movement.
Desert slopes tend to be crossed
by gullies and ravines, and coated
with gravel and dust. At the DM’s
discretion, characters may run the
risk of sliding or slipping
downward, suffering abrasions and
other minor wounds.
The same chance of nighttime
encounters exists in the
mountainous desert as in the Mountain Summits. Movement Cost:
lowland desert. Characters who 15
move through a mountain range on
a pass marked on the map can do so These heights, so far above the
at a rate of 4 instead of 6. world below, are cold and snow
covered throughout the year. The
air is thin, which is one reason for
the high movement cost; the other
is the steepness and treacherous
nature of the terrain.
Mountain summits are host to a

7
few hardy forms of life. Maztica has Shoal waters tend to be avoided
its yeti legends, and creatures by the intelligent denizens of the
resembling wyverns have been deep—i.e. the merfolk and the
reported soaring in the distant sahuagin.
heights.

Underwater Terrain
Maztica is fringed by crystal waters,
teeming with life and varied in
terrain. Also, several of the lands
intelligent races dwell here, for the
most part unsuspected by the
humans who live ashore.
Coastal Shallows.

These are safe sailing waters, in


that they are at least 12’ deep, even
at low tide. For the most part the
coastal shallows represent waters
less than 200’ deep; right at the
fringe of the ocean deep, however,
the shallows drop away
dramatically, plunging down
Shoal Waters. undersea cliffs that plummet for
many thousands of feet.
These dangerous waters are The coastal shallows are home to
deceptively beautiful. Outcrops of countless varieties of marine life.
coral are visible everywhere, amid They are often used as hunting
patches of smooth, white sand and grounds by the sahuagin and
leafy kelp. The waters are safe for merfolk, and the waters are deep
most drafts of vessels at high tide; enough to permit even the most
however, at low tide, a vessel larger monstrous ocean leviathan to swim
than a canoe stands a 10% chance here if it should choose to.
per hour of caving in its hull on the
reefs. Alert lookouts (daytime only)
and a slow rate of speed (1/3 or less
of top speed) can each reduce this
chance by 4%; there is still the 2%
chance per hour, minimum,
however.
A few of the reefs in shoal waters
contain coral pure enough for
artistic uses. This is often gathered
and traded by enterprising Ocean Deep.
coast-dwellers. The task is
dangerous, however, as sharks, The fringe of the deep represents
barracudas and rays are all present the steep drop to the ocean floor.
in the water. Also along these cliffs are the cities

8
of the merfolk and the sahuagin. Temperature
The floor itself varies from 8,000
to 11,000 feet below sea level. Most Snow is unheard of in Maztica, at
of the life is concentrated at the least in the inhabited portions of the
edge of the shallows, where most of land. Chill weather occurs at night
the food can be found. during the rainy season, but
otherwise the temperature tends to
be pleasant to uncomfortably warm.
The Climate of the True The hottest regions of the land are
World the desert known as the House of
Tezca, and the marshes and jungles
Maztica’s low latitude, and the moist of Far Payit and southern Maztica.
winds that tend to flow from the Nearly all of the time, and especially
Great Western Sea, insure that the during the dry season, these regions
land has a mostly tropical climate, are sweltering ovens of oppressive
with many parts that receive heat.
plentiful rainfall. The mountain summits, the
highest peaks of the land, maintain
eternal snow covers, except
Moisture (currently) for Mount Zatal. Its
Rain is very rare in the desert intense volcanic activity insures that
regions, and is not a common event no snow collects on its steaming
in the brush/savannah portions of summit.
the Maztica. However, marsh, The mountain crests are high,
jungle, and arable land receive windswept ridges where weather
plentiful rainfall. conditions can be harsh. They often
The rainy season in Maztica runs collect mantles of snow during the
from about the autumn equinox rainy season, but these invariably
through the spring equinox—six melt away during the heat of
months where, in the wet regions, it summer.
rains every day for a few hours. All
day rains are not uncommon over
the lowland jungles. The
moderately watered parts of the
True World receive their rainfall
during this period, 0-3 times a week
on the average. There is a 50%
chance in a desert area that it will
rain 1-4 times per rainy season, and
an equal chance that it won’t rain at
all.
The dry season runs through the
other six months of the year. During
the dry season it rains 0-5 times a
week in the more well-watered
regions, and 0-3 times per month in
the moderately wet places. The
desert never gets any rain during
the dry season.

9
A Common Theme: The Ball Game
Before exploring the various regions the ball through one of the hoops in
and peoples of Maztica, the DM the wall. This is a matter of great
must become familiar with the one status for the successful player.
pervasive form of entertainment If the game is played between PCs
common to all human cultures of and NPCs, proficiency checks can be
Maztica: the ball game. It is a contest used to determine the successes of
and sport on the surface, but that is each character. Miniatures can help
only the first level of its importance: keep track of relative positions on
it also serves as a religious ritual, the field.
means of solving disputes, and often
the instrument of life and death for TO PUT THE BALL IN PLAY: A
its players. player is selected from each time to
The game is played with a hard, try and gain control of the ball, by
round ball perhaps 6” in diameter, making a proficiency check during
made from the congealed product the same round as the opponent
of the rubber tree. Players attempt fails a check. If both players pass (or
to move the ball into the face of the fail) their checks, the struggle
other team, without touching the continues into the following round.
ball with their hands. These rules When only one player succeeds,
run in common for all regions. that player’s team has the chance to
After that, however, the game take a shot.
takes on more specific twists and The ball is returned to play this
interpretations. way at the start of each match, and
after each point.
Court Rules TO SHOOT at the opposing goal: A
In the nations from Nexal eastward, player must roll a ½ proficiency
including Far Payit, the game is check while the ball is on his side of
played on an enclosed field, the court, in order to take a shot at
between two high, parallel walls. the opponent’s goal. If he fails, he
Every city has a court for the Ball simply turns the ball over to the
Game. Midway down each wall is opponent; if he succeeds, the ball
set a stone ring, about 15’ above the shoots toward the goal. It will score,
flat, hard playing surface. At each unless it is blocked by an opposing
end of the court is a goal, defended player.
by one team. A single defender
stands before the goal line, while his TO BLOCK a shot, a player must
two-five teammates stand near the make a successful proficiency
middle of the court. check. A team can try two times to
The ball is moved by hitting it block a successful shot; once at
with the knee, elbow, hip, shoulder, midfield, and once at the goal. If the
or head—not the hands nor the feet. player is playing in the middle of
A team wins a game by scoring the field, he suffers a -2 penalty to
three goals; a match consists of his proficiency check; if he is
three games. A game can also be playing at the goal, he gets a +1
won, instantly, if a player knocks bonus.

10
If the ball is blocked at either
place, the blocking team can take a
shot. If it is not blocked, a goal is
scored by the other team, and the
ball is returned to play (as above).

TO SHOOT at the ring on the wall: A


player must make three successful
proficiency checks—all at ½
proficiency!—in order to accomplish
this instant win.
First, the player must have the
opportunity to shoot. Then, he must
make a Wisdom check (against half
his Wisdom score) in order to
recognized the opportunity for a
shot. If successful, he must make a
Dexterity check (against half his
Dexterity score) to aim the shot
properly. If that is successful, he
must make a Strength check
(against half his Strength score) to
send the ball through the ring with
enough strength to carry it through.
If this shot is made, the game will
pause as pandemonium breaks out
among the spectators. This shot is a
historical event, and it instantly
wins the current game in progress.
The player who makes the shot will
have his name and description
spread all over the city and beyond.

11
of a regular rivalry—start with the
Open Rules team that lost the previous match
In the village cultures of northern taking the ball from their goal, and
and southern Maztica, as well as attempting to cross the playing area
among the Huacli and Kolan peoples and deliver the ball into the
of the west coast, the ball game is opponent’s goal.
played by different rules. Most However, a player must make a
significantly, it is played in the open, proficiency check if another player
not on the enclosed courts of the attempts to steal the ball from him.
cities. Also, kicking the ball is If the check succeeds, the opponent
allowed, and in fact is the preferred does not get a play at the ball; if the
method of moving the ball. check fails, the two compete for the
The field of play can be ball by each rolling checks until one
huge—indeed, some epic games are succeeds and the other fails. The
played between two villages with successful player can then begin to
each defending goal being the move the ball.
respective village’s square. Such Certain players are left to guard
marathon games can take three or the goal in the open game as well as
four days to complete, and can the court game. Scoring requires a
involve fifty or more players per proficiency check when the player
team. As a general provision, the with the ball is within 20’ of the
ball cannot be moved between goal; success means the ball is on
sunset and sunrise. target, and will score unless one
Such games require a little more defending goaltender can make a
free-form control by the DM, since proficiency check to block the shot.
they are so heavily influenced by Shots from farther than 20’ are
terrain—and also, because they vary possible, but each additional 5’
in rules so much from place to subtracts 1 from the character’s
place. Games played over a huge proficiency rating.
area tend to end when the first goal
is scored, while other games might See the Proficiency description for
go until one team scores as many as the Ball Game in A Journey to the
ten times. True World, the player’s book, for
In general, a player can move the information on characters learning
ball along without making checks, the skill.
as long as he has blockers to hold
the opposing players at bay.
Crossing of gullies and ravines can
require proficiency checks, but
generally these are not difficult
obstacles (unless there are opposing
players present!). A player can move
the ball at his outdoor movement
rate.
The game might start in the
middle of the playing area, with the
same entry into play as described
for the court game. Some
games—usually those that are part

12
REGIONS OF MAZTICA
The continent is broken into leaf-shrouded semi-darkness. The
specifics here, with each nation or jungle canopy is broken only
cultural and geographical location occasionally by clearings, fields of
described in detail. Each population mayz surrounding a few dozen huts
group living in the region is of thatch, perhaps with a larger
covered, with some information on house of adobe or even a stone
the social structure, economy, and platform. Then the jungle begins
values (and valuables) of that group. again and flows for miles upon
Descriptions also include some miles.
specific locations—major cities, Then, with shocking suddenness,
great landmarks or ruins, and the another irregularity appears: a
arcane and unusual features of the green-cloaked mountain, precise in
land itself. A few typical encounters its four sides, juts from the forest
for each general region are floor. These sites are not at all
provided, more to illustrate some uncommon throughout the jungle,
possibilities than to provide the and many have secrets lurking
meat of an ongoing campaign. within them—hidden passages or
concealed tombs and catacombs.
Even the arable land of the
Far Payit: peninsula is more wooded than the
Cultural Root of the True World typical Maztican farmland. Groves
of coconuts, citrus fruit, mangoes,
Far Payit is not a dominant military and other trees constitute much of
force in the current history of the Far Payit cropland. The fruits
Maztica, yet the splendor of this are lush and plentiful, and the
lands rich ancestry is apparent in its groves provide a forest canopy even
tall, ghostly cities and in the quiet over these tended plots of land.
determination and accomplishment Communities of humans and
of its surviving population. halflings can be found in Far Payit.
When the peoples here reached
their peak, they had very little
competition from the rude villagers Human Population
that composed the rest of Maztican Far Payit is host to a sizeable
population. They built grand cities, population of humans, including
with tall, bright pyramids—far the two great cities of Tulom-Itzi and
steeper and narrower than those of Maxal, and countless smaller towns
their Nexalan cousins. and villages, mostly located around
The Far Payit lands are defined by the arable regions of the peninsula.
jungle—they are the heavily forested The name of the people themselves
regions occupying the peninsula goes back to the roots of their
east of the Sea of Azul. Some of the greatest city, for they are known as
lands have been made arable, while the Itzas.
others lie beneath disease-ridden The Itzas have fallen far from
swamps, or jut above the treetops as their initial numbers, but not in the
mountain crests. Nevertheless, Far quality of their learning nor in the
Payit is defined by its forests—vast, serenity with which they have
countless miles of steaming,

13
learned to live. They are the most own food, from gardens and plots
inherently peaceful culture of the of vacant land, but they also trade
True World, yet they have never with villagers. Each city has a large
been mastered by those who marketplace devoted to such barter;
practice war. generally, the mornings are the
most active periods for trading. The
LANGUAGE: The Itzas speak the villagers generally offer food,
Payit language. though sometimes they will collect
rubber, or—rarely—mine gold with
SOCIAL STRUCTURE: The Itzas are which to trade for the products of
governed only in the loosest sense artisans, and imports from other
of the word. The jungle villages are parts of Maztica, which are available
communal places, usually organized in the city markets.
into several clans. An esteemed The peoples of Far Payit enjoy a
priest or warrior is often granted good deal of independence. Young
some sort of honorary “headman” people are generally free to choose
status, in terms of dealing with their spouses and avocations,
outsiders and settling disputes though it is common to follow in
between clans; however, he has no family traditions. Slavery is
true powers of rulership, and holds unknown among the Itzas; if one is
his position more by the respect of taken into a life of slavery in some
his fellows than through any other culture, he will usually escape
symbol of rank. or perish—he will not survive as a
The two cities of the Far Payit are slave for long.
huge, but each holds a mere
fraction of the population that it ECONOMICS: The main purpose of
once did. The jungle has begun to trade, as seen by the folk of Far
encroach on the fringes, and what Payit, is to acquire the necessities
were once pools and gardens have that cannot be found locally.
now become ponds and tangles. Obsidian is the greatest example of
Still, the outlines of the old this, and traders from Nexal and
buildings are visible, and Pezelac often journey to Tulom-Itzi
occasionally an enterprising (more rarely, to Maxal) with a
individual will clear out the column of porters carrying the
overgrowth and repair one of the hard-edged stone for trade.
old temples or palaces. Such places In return, they most often seek
are generally considered the tropical plumage not available
property of the one who restored it, elsewhere in the realms—bright
unless it is a religious site—then, feathers that are highly sought-after
usually, it will be rededicated to its by the plumaweavers of central
god. Maztica. Other, more mundane
Even in the cities, rulership is very items, include gold, cocoa, and
informal. A priest, wise man, coral—but all of these are available
or—occasionally—a warrior will win elsewhere in the True World, and
the respect of his fellow citizens to consequently are not as worthwhile
the point where he is the one to the trader as are the rare
instinctively sought for advice and feathers.
the answers to difficult questions.
City dwellers provide much of their VALUES and TREASURES: Their

14
freedom and their serenity are to study his faith.
perhaps the two things most valued Although the early years of the
by the Itzas. Their greatest works of Itzas included beliefs which entailed
architecture are more than just an annual sacrifice to Kukul of a
temples to the gods—they include youth or maiden specifically
observatories and platforms from selected and honored for the role,
which the people can enjoy their even this practice vanished more
universe. The Itzas are skilled at than a century ago. (These early
using pluma to move water, and rituals are described under the
many fountains decorate and entry on Tulom-Itzi, area #9.) Now
enliven their cities. Even a small the Itzas tolerate no sacrifice of
village might have a central humans in any of their centers or
fountain, surrounded by a clear villages.
pool. The Itzas abhor violence, and
Colors are also much valued by consider a day spent in persistent
the Itzas, and those who bring argument far more productive than
examples of fabrics or feathers in a minute spent in a fight. One who
unnatural colors—i.e. colors not commits violence is banished from
found in flowers or plumage—will the society, and generally perishes
find themselves drawing a lot of quickly, alone in the jungle. (These
intrigued onlookers. unfortunates are said to be the
The Itzas have done much favorite food of the Jaguar Lords.)
beautiful work in gold and jade,
both of which can be found in raw WARFARE: The Itzas fight only
form in the central mountain range when faced with no other
of the peninsula. In crafted form, alternative. When they do, however,
these treasures are held as they can make courageous irregular
heirlooms among families, and also warriors.
buried in the tombs of their Every Itza warrior is a master of
ancestors. Some temples will have the short bow, and carries one to
several works of art. battle. In close combat they fight
Also, the rich tradition of the Itza with spears, though they do not use
people is evidenced in their mastery casters. The use of the maca is rare
of pluma and hishna. Talismans of among them, and they have very
both powers can be encountered in small contingents of the knightly
Far Payit from the smallest village to orders—nearly all of their warriors
the cities themselves. These include are simple footmen.
all of the known kinds, as well as A village of Itzas will be able to
some unique Talismans created by muster from 50-100 warriors.
the DM for specific situations. Tulom-Itzi can raise a force of about
4,000, and Maxal perhaps 3,000.
RELIGION and TABOOS: Among all
of the peoples of Maztica, the Itzas
were the ones whose faith in Qotal Halfling Population
endured most prominently. Now The halflings of Far Payit live a far
that he has returned they embrace more simple life than do the
him. His priests have grown more humans. There is little mixing of the
numerous, and many temples offer two races, primarily because of
young men and women the chance mutual fear: the Little Folk have

15
made a practice of ritually Not all of the halfling villages are
sacrificing every human who falls shown on the map. In fact, the “H”
into their hands. Consequently, the designation does not necessarily
Itzas tend to avoid the halflings, or indicate the placement of a specific
drive them off, when they village—rather, it shows that the
encounter them. Little Folk are known to dwell in
There are cases, however, of that approximate area. There are a
halflings entering human society total of two to four dozen villages in
and living among the Itzas, all of the Far Payit forests.
generally absorbing the ways of the
surrounding culture. Such LANGUAGE: The halflings speak
characters are rare, but generally their own language, and the elders
well-known and colorful when they and more experienced members of
can be found. a village (some 10%) will speak Payit
The halflings live in the deepest as well.
jungles, and generally do not
encroach upon lands used by the SOCIAL STRUCTURE: Each village is
Itzas. They live by hunting as much devoted to a powerful chief, who
as by farming, and have developed generally bullies and cajoles the
a poison that they call kurari which obedience of his flock. The social
aids them in the harvesting of game. structure of the Little Folk is rigid,
The poison is a paralyzing agent with the chief making many
which only rarely kills the victim; dictatorial decisions (arranging
generally it renders it helpless until marriages, distributing food and
the hunter can dispatch it with a property, commanding migration)
knife. alone.
Halfling villages are located in Males are free to take as many
several places along the bases of the wives as they can comfortably
Far Payit mountain ranges. support. Occasionally a challenger
Generally they are well-hidden, with will approach a male halfling and
constant guards maintained on the demand one of his wives; the two
two most likely approaches. fight a duel with knives to
Each village has a chosen method determine who claims the female.
of dispatching captives. Several
have fierce animals held as ECONOMICS: Each village of the
captive—several jaguars, or a jaguar Little Folk is totally self-sufficient, so
lord, or even a hakuna (dragonne) they have little system of
have been imprisoned for such a economics. Occasionally a brave
purpose. Others have a test, outsider—generally one who has
involving a perilous traverse across convinced the halflings that he has
a cliff, or through a bed of fire, or a great powers, whether this is true or
battle to the death with several not—will reach a village of Little
halfling champions. It takes a rare Folk to trade for kurari. There is
and surprising approach, such as a about a 50% chance per village of
convincing demonstration of magic, there being enough for the trader to
or tremendous strength, to win the get a coconut full of the stuff. This
respect of the Little Folk. Once it is is enough to treat 1,000 arrows.
won, however, they make loyal The cost will be high, but
friends and allies. unpredictable. Generally, it will

16
involve the equivalent of some game slain by a hunter.
100-600 gp, although not likely in Their culture is full of many
gold. The Little Folk prize cocoa, superstitions. Many of these apply
and objects of pluma and hishna, to the intermixing of married
enough to grant their full worth in females with adult males who are
barter. Most other kinds of treasure not their husbands—fights, duels,
will be reduced to perhaps 10% of and even slayings can result from a
their commonly recognized value. casual word, look, or gesture.
For example, 100 quills of gold dust
have a 500 gp equivalent; to a WARFARE: The halflings can muster
halfling villager, however, they some hundred warriors per average
would be worth perhaps 50 gp village. All of these carry bows, and
toward a 500 gp purchase price of a arrows tipped with the potent
coconut shell full of kurari. kurari.
Any victim struck by one of these
VALUES and TREASURES: A village arrows must save versus paralysis
of Little Folk will have as a sort of or be paralyzed (as per the spell) for
group talisman an object chosen by 3-36 rounds. Any character
their chief—or, more likely, one of paralyzed for 20 or more rounds
their chief’s ancestors. Often, there must make a System Shock survival
is a connection between the village roll, or the poison is fatal following
talisman and its proven means of the duration.
sacrifice as described above. The
jaguar lord serves as the talisman,
for example, of a village; the Places of lnterest
halflings keep the creature in a pit Two great cities can be found in Far
in the center of their community. Payit. Other significant locales,
When they capture a human, he is however, include an enchanted
deposited into the pit—following, of fountain high in a mountain valley
course, an appropriately reverent and a malignant swamp.
ceremony.
The Little Folk have few items that TULOM-ITZI: This city provides the
would represent value to the classic example of pure Payit
outside world, however. They make architecture at its height. Now, with
no objects of gold, and their the surrounding jungle encroaching
plumaweavers and hishnashapers so completely, it seems like a city on
are not capable of creating display, with gardens of beautifully
talismans of their own. Their kurari, sculpted elegance, and the softening
however, is a unique substance that effect of the natural forest growth
might be desired by outsiders. framing everything in the city.
The crowning buildings of the city
RELIGION and TABOOS: The Little occupy a low ridge which has been
Folk worship Zaltec and Nula most mostly cleared of trees. From the
prominently among the Maztican grassy ridgetop one can look across
deities. Their sacrifices, however, the jungle, at about the same level
are limited to those rare humans as the tops of the trees on the
taken prisoner by the halflings. For lowlands.
Nula they are inclined to make an An oddity of the city is that it has
offering of a bit of each piece of no obvious roadways approaching

17
or leaving it. Surrounded on all larger population than currently
sides by jungle, its avenues are dwells there, so a hut will more
narrow forest paths that crisscross commonly hold a mere three or
abundantly through the four inhabitants.
surrounding regions—most of these These thatch huts are
are only wide enough to all humans semipermanent, since their builders
to pass along them in single file. practice slash-and-burn agriculture
At one time a paved, straight in the jungle, clearing a plot and
roadway of stone connected farming it for the 5-10 years it
Tulom-Itzi to Ulatos, far to the north. remains fertile, and then moving on
That road is now little more than a to a new plot and erecting a new
memory, it has become so house.
thoroughly overgrown. Some of the more permanent
Nevertheless, the flagstone pavings buildings have been made out of
of the route are still there, and adobe, and are larger than the
evidence of the road can be seen in huts—perhaps containing as many
many places along its route. as a dozen rooms, though all on the
Within the city, however, smooth ground floor. The larger houses are
paths of crushed stone—most built around gardens, often with
running arrow-straight—connect private pools and fountains.
the ceremonial portion of the city The palaces and ceremonial
(shown on the map) with the centers are the only buildings made
residential areas located around the of stone; these are all featured on
fringes of the encloaking jungle. the map and described individually.
These roads are well maintained,
often surfaced with new stone so Key to Tulom-Itzi (map, page 19)
that they are always a gleaming,
almost alabaster, white in color. 1. Pyramid of Qotal
The open areas between the
buildings and roadways are This grand structure is girded by
generally flat fields of grass, though three belts of gardens, each
these are dotted with numerous blooming in a different color. A
plots of bright flowers. These fountain at the center of a clear pool
flowers, and the constant splashing stands atop the pyramid, with four
of the pools and fountains, make altars for worship on the sides of
the ceremonial center of Tulom-Itzi the square fountain basin.
one of the most beautiful places in Four stairways, each of two
all the Realms. hundred and sixty steps, ascend the
structure, and each is framed by a
pair of waterfalls. These are shallow
Residential Areas ditches that carry the run-off from
The outlying areas of Tulom-Itzi the fountain through the various
contain most of the living space of gardens to the ground below.
the population. Most of the houses The pyramid is a great holy place,
are one-room huts with walls of and the sides are meticulously
thatched foliage and roofs of leaves. scrubbed and whitewashed. It is the
Anywhere up to ten people might highest pyramid in the city,
live in such an abode; however, towering nearly half again as high
Tulom-Itzi has room for a much as the equally broad-based Pyramid

18
19
of the Stars. Consequently, its stairs old veteran warrior comes to the
are exceptionally steep and lodge in the morning and builds a
dangerous. Nevertheless, it is fire. All day he stokes it, and when
frequented by pilgrims from all he has generated many hot coals he
over Far Payit, with at least a few pours on the water, until the
worshippers present at most times interior of the lodge is shrouded in
of the day. a thick fog. Around sunset the
others arrive—all elderly men, some
2. Platform of Knights and in jaguar or eagle regalia, others in
Sweatlodge simple headdresses and mantles.
Entrance to the lodge is not limited
This double structure conveys, in to those who were once members
its proportion, the importance the of the Knightly orders, since the
Itzas place upon military prowess. number of actual knights is so small
The low platform is but ten steps up in the pacifist Itza culture.
from the ground. It is flat and
featureless, and was once used as 3. Palace of Kukul
an arena for combat among
Knights—whether for This sprawling structure was built
demonstration or as an actual duel. in the infancy of Tulom-Itzi, to
The pyramid-shaped sweatlodge house the First Counsellor of the
actually serves as the platform for a city, Kula—sometimes called Kukul,
small temple. The temple has two the same name as the father of the
doors, each leading into a single gods. It is a splendid building of
chamber. One door is carved as the hundreds of rooms, with pluma to
face of a jaguar, the other as the carry water throughout them, and
opened beak of an eagle. Within, the even an enclosed canal running
chambers each contain torches and through its interior, and connecting
sconces, and stone altars carved in to the pool before the palace
the shape of the jaguar or eagle, building itself.
respectively. These were used for The palace is not used as a
placing offerings—generally permanent residence, since the Itzas
weapons, which were broken upon have never had a ruler whom they
the altar, or game slain by the have exalted as much as Kula.
knight—to the order’s deity. However, it has many guest
The two chambers are connected apartments, and these are offered to
to each other by a secret door honored visitors to the
between the altars. city—including traders, priests, and
A concealed door at the base of simple villagers who wish to see the
the south stairway leads into the great metropolis of the Itzas.
interior of the building. This is a Many servants tend to the needs
low, stone-walled room with an of these guests, and the palace
open hearth at one end. The smell banquet hall is used for virtually all
of steam and soot lingers constantly large gatherings in the city. There
in the air. A chimney leads upward, are many objects of value, include
between the two temples to vent out fabrics of featherweaving beyond
the top of the sweatlodge. compare. Many of these are five
The lodge is used rarely, perhaps hundred years old or older. Other
twice a year. On these occasions, an treasures include countless objects

20
of gold, ranging from small statues said that lovers who wade in the
of gods to platters and bowls. The stream together are destined for a
central treasure of the palace is a lifetime of happiness.
bust of Kula himself, cast from gold
upon a base of turquoise. The 4. Pyramid of the Stars
statue’s hair and eyes are of jade,
and the object might be worth This bulky pyramid, as broad at
500,000 gp or more on the Sword the base but not so high as the
Coast. The objects of value are Pyramid of Qotal, is dedicated to the
generally displayed in wall niches unknown spirits of the night sky. It
and on tables and platforms, is made from pale granite, but is
although the bust of Kula sits upon covered with signs and symbols of
a raised dais. However, the constant stars. These are laid in a mosaic of
bustle of people moving through black obsidian, with several faces of
the palace rarely leaves one alone in the mirrorlike stone that are as
a public room. large as a good-sized door.
Indeed, the building does not No water, and no plants, can be
seem like a place without a found upon this structure—in fact,
permanent occupancy. The palace it is kept scrupulously barren of
and the grounds beyond are the litter and dust. The building atop
center of social interaction for the the pyramid is an opened-roofed
whole city. frame of walls with a single door.
Those grounds include the huge The entryway is baffled by several
pool, which hosts ducks, geese, turns through a dark corridor,
flamingos, storks, ibises, and a host before one enters the central room.
of other aquatic birds. It is By looking up from here, however,
well-stocked with fish, and every one can see more stars in the center
resident or guest of the city is of the sky than ever he could from
entitled to take one fish per day—a the open, on ground level.
task which takes a mere 1-20
minutes. 5. The Ball Court
The circular pools contain
powerful fountains—talismans of This structure consists of the flat
pluma that shoot streams of water court and its two facing walls of
more than fifty feet into the air. stone—the side walls. Each of these
Each creates a thundering roar, and has the requisite ring placed
an attendant cloud of mist always midway between its ends, 15’ off
trails to the downwind side. the ground. The ends of the court
Many shrubs, bushes, and gardens are open.
give the grounds of the palace a Above each wall rises a gallery of
secure and cozy feel. One can walk platforms where several thousand
here with a sense of solitude, people (on each side) can stand with
though there may be others mere a good view of the game below.
yards away. It is a place of peace Three towers—two on one side and
and serenity to the Itzas. one on the other—rise above these
The stream flowing into the pool galleries. The tops of the towers are
is a pleasant and shallow body of reserved for the city’s most
water, about 1’ deep and 10' across, influential people and their guests.
with a smooth, gravelly bottom. It is

21
6. Garrison Cells Gultec. His leadership during the
war against the beasthordes, and his
This long, narrow building is tutelage under the city’s former
really a line of individual rooms, master, Zochimaloc, combined to
each with a doorway facing to the grant him unanimous approval for
outside. The doors all face toward the post.
the semi-enclosed courtyard that is The southern portion of the house
surrounded on three sides by the is a vast patio with rows of massive
garrisons. Each room is perhaps columns—five feet thick and about
20’ x 12’, with a window in the back 25’ tall. Located on the slope of the
wall, and several straw mats on the city’s ridge, it offers a commanding
floor for sleeping comfort. view of the pond, ball court, and
There are a total of three hundred palace of Kukul.
rooms here. During times of danger, Within the house are several
up to three thousand warriors can dozen rooms around a large
be recruited from the city and courtyard, open to the sky. The
surrounding villages, to live here courtyard has several lush gardens
and be instantly ready to answer and a long reflecting pool, while the
any call to action. rooms are decorated with works of
The courtyard has a pool of water, art and beauty.
fed by pluma from the great palace
pond. The warriors bathe and NPC: Jaguar Knight, Gultec
congregate here, and also practice 16th Level Warrior
weapons training in the large, flat
space beside the pool. STR 18/00
A concealed compartment lies DEX 17
between two of the rooms near the CON 17
center of the garrison. It can be INT 16
entered from the outside, via a WIS 16
secret door in the courtyard-facing CHR 18
wall. Within can be found fifty
macas, and a hundred shields. On AC 0
the floor of this chamber is another Hit Points 108
concealed door, leading to the true THAC0 3
arsenal which is stored
underground. In that chamber can Favored Weapon: Steel long sword,
be found some two thousand bows, dmg 1-8 +6 STR bonus
fifty thousand arrows, a thousand
spears, and three thousand stone The lord of Tulom-Itzi is a
knives. powerful and veteran warrior, one
of the most accomplished of
7. The House of Gultec Maztican men of war A Payit native
of Ulatos, he reached the top of his
This is the equivalent of the order there due to his courage and
governor’s mansion. Here dwells the obvious combat skill. After the
one who is most honored in the landing of the Golden Legion,
complicated and tricky Itza social however, he left Ulatos and
structure. For now, that one wandered in the jungle
happens to be the Jaguar Knight, aimlessly—in his jaguar form—for

22
several weeks. Eventually he was close.
captured by Itza hunters, who Plain wooden doors give entrance
brought him to Zochimaloc, the to the temple at each of the narrow
esteemed master of the city. ends. The long walls are lined with
Under the tutelage of this small windows—too narrow to
astronomer and sage, Gultec added allow an adult human to pass
a dimension to his understanding of through, though a halfling or child
war. He learned patience and could.
wisdom, developing his skills Within, the temple contains a
beyond the level of the normal large central room, with
Jaguar Knight. For example, he can shimmering skylights of pluma that
polymorph into the form of any amplify sunlight, starlight, or
animal native to Maztica, including moonlight, so that the room is
but not limited to the jaguar. always brightly lit—except during a
When the Itzas were menaced by dark, overcast night. In this room
war, Gultec took command of their are some twenty featherlooms, and
army and led them well. When great stocks of plumage of all
Zochimaloc perished, Gultec varieties. The plumaweavers who
became the natural leader of the labor here are honor-bound to bring
people who must now look toward sufficient feathers to replace those
their involvement in a changing that they use; however, they need
world. not replace the exact colors and
Gultec remains committed to the types that they employ.
independence of the Itzas. He The temple chamber will be
distrusts the foreigners on principle, occupied by from 3-18
and is a vary wary negotiator when plumaweavers. Their spell abilities
dealing with Cordell, who governs will range from the 2nd-5th levels.
the Payit lands to the north. Also in here are from two to seven
talismans of pluma, including at
8. Temple of Pluma least one that is unique across all of
Maztica.
This simple building is the hall of Surrounding the large central
Itza plumaweavers. The city of chamber are two dozen small cells.
Tulom-Itzi contains many masters of These are used as meditation or
this craft, and this is the center sleeping chambers for the
where they gather to talk to each plumaweavers who spend a lot of
other and display their work. time here. An artisan skilled in
Indeed, many of the artisans pluma who travels to Tulom-Itzi will
perform their work here, while be welcome to use one of these cells
virtually all of them visit the hall as a residence for up to several
every week or two. months or even as much as a full
The exterior of the temple is a year.
deceptively plain-looking structure
of four walls. Several small mosaics, 9. Heights of the Princess Maidens
depicting the symbols of
pluma—flowers, parrots, butterflies, This elegant palace was formerly
eagles, couatl—have been mounted used to house the sacrifices offered
with careful detail on these walls, to Kukul by the Itzas, in their
but they can only be identified up sacrificial practices of previous

23
centuries. It is a well-lighted, airy large colony of parrots now inhabit
place, replete with gardens and the rafters and upper portions of
fountains and floating examples of the structure. The birds have
pluma. displayed an uncanny knack for
In the previous era, a young learning human speech, and for
maiden and a youth were selected taunting those people who enter
by the priests of Kukul a year before here—even though they generally
the time of the sacrifice. The come to bring food to the birds!
selection and sacrifice were always There are still treasures of the
made at the time of the spring previous use buried among the
equinox. The pair moved into this debris of the temple—works of
palace, with a retinue of more than pluma, and objects of gold, jade,
hundred servants. For a year they and turquoise. However, the parrots
were granted their every whim, are exceptionally loud if someone
being served the finest foods, starts to paw through the mess, and
wearing the most elegant clothing, the Itzas themselves take a very dim
being raised to a position of high view of someone messing with their
honor among the Itza people. sacred precincts.
After this year had passed, the
two sacrifices, well-fed and wearing 10. Pyramid of the Moon
their finest garments, led a great
procession beginning on the road This structure is unique for
north of the building. They followed several reasons—first, because it is a
the road around the central five-sided structure, and secondly,
compound of Tulom-Itzi, and then because it is hollow. While it is as
proceeded north along the trail to cleanly kept as any pyramid in
the cetay—the deep well located Tulom-Itzi, signs of neglect show in
north of the city (area 12). the edges of the stairs—which have
Once they reached the cetay, the begun to crumble—and in the faded
priests pronounced a long nature of the abstract geometric
benediction. The pair then leaped patterns that were once painted
into the cetay, where they drowned, upon its sides. The top contains a
while the selection of the following small, stone building, with a flat
years sacrifices was made from altar in the center of it. One door,
among the watchers above. It was a facing the single stairway, provides
great honor to be chosen, and entrance to the temple.
history tells us that all the major Within the pyramid, however, a
families of the city vied to have their whole underground network of
son or daughter selected for the Tulom-Itzi comes together. The most
all-important role. common means of gaining entrance
With the gaining of the to this network requires that the
predominance of Qotal’s altar in the temple be moved
worshippers, however, the ritual (minimum strength of 18 required).
gradually fell from favor. The This will reveal a long, dark
building is now preserved as a stairway that spirals steeply down to
shrine to Kukul and his a chamber that is below ground
goddess-bride, Maztica. It is a level.
building of the earth, and animals Another secret door is in the
are welcome to live here. Indeed, a center of the rear face of the

24
pyramid, halfway up from the curved portion of the domed roof.
ground. The slope is so steep that The dome is about 75’ above the
climbing proficiency, or a thief’s floor in the center of the room.
Climb Walls ability, is needed for a The blocks that make its roof are
character to even reach the spot. carefully crafted, so that the
(Or, a character could use a rope building has no interior
anchored at the top of the pyramid.) supports—this fact alone makes the
This secret door leads to a long, observatory unusual. It is rumored
descending passageway that joins, that the power of pluma is used to
via another secret door, the spiral hold the vast structure in place.
stairway in the center of the More significant, however, are the
pyramid. notches cut through the stones at
From the chamber beneath the various places in the roof, and on
pyramid, tunnels lead to several the walls. These apertures line up
other sites—the Palace of Kukul, to with the rising and setting points of
the cetay, and even to several the sun, moon, and major stars,
obscure glades in the jungle. Many precisely at the winter and summer
of these passages meet each other solstices.
outside of the chamber itself. The observatory is also the
The chamber below this pyramid traditional place for the wise men of
is occupied by a powerful defender. Tulom-Itzi to gather for deep
This can be a golem, or any other conversation. Often, younger men
type of monster selected by the DM. and women would come to hear
It should be a powerful opponent, them expound upon the gods, the
for its treasure is great, and stars, Maztica, and even their
includes: speculations concerning the realms
beyond.
maca +2 By and large, the masters of the
shield +2 Itza have advanced the sciences of
hishnacaster for spear astronomy and mathematics to
500 quills of gold points beyond anywhere else in the
statue of jade (figurine of wondrous Realms (except, perhaps, for those
power) who have ventured into space
plumalitter through the use of spelljamming
helms—and they, only in the area of
11. Observatory observable astronomy). Their
knowledge of biology is also more
The heights of Itza scientific scientifically-based than other
accomplishment are revealed in this cultures.
unique, domed structure. A Thus, these wise men and women
walkway lined with columns are capable of answering many
approaches the entrance, which is a penetrating questions. Generally
low room where visitors this wisdom extends to an
customarily remove their sandals understanding of the nature of the
and make brief prayers to their one asking a question, and in some
gods. The main chamber is a large, cases they may refuse to answer—if
circular room. Ladders lead up to a they feel the information would go
walkway that circles the wall, about toward dangerous or disruptive
10' off the floor at the base of the purposes.

25
12. The Great Cetay while a roughly equal number are
submerged. They are host to a
This still pool of deep green water variety of subterranean life,
is a ceremonial site that dates back including fish, bats, molds, and
to the earliest days of Itza culture. It fungi; and also to a few monstrous
was used as a site for human denizens of the dark who are not
sacrifice, and for the sacrificial used to encountering human
casting of objects of value. intruders.
Consequently, its bottom is littered There are no intelligent races
with objects of gold, and precious living in these caves, however,
stones; other objects, of pluma and although they seem tailor-made for
hishna, have mostly rotted away in a dwarf, gnome, or even goblin or
the dark depths. drow homeland. When they are
The water is about 100’ deep, so discovered by a member of such a
reaching this bottom is a task not race, word of their existence will
easily accomplished. On the way spread across the Realms. It is likely
down, several side caverns lead into that they will become settled as a
darkness; five of these are dead “new frontier” that has opened
ends, but the sixth connects to a before the crowded populations of
long, water-filled cave. One who the underground peoples of the
explores this cave may discover that Forgotten Realms.
the pool is a surface manifestation It is not known whether or not
of a great network of underground these caverns offer any connections
caverns, crossing back and forth to subterranean regions beyond Far
through Far Payit (see below). The Payit itself. Such links cannot be
connection from this cetay to the ruled out, however.
nearest airfilled passages, however,
requires at least a half hour of FOUNTAIN OF THE GODS: This is
constant underwater swimming—a located at the headwaters of one of
feat obviously beyond the the rivers flowing out of Far Payit’s
capabilities of someone who has not central mountain range. The DM
been aided by magic. should choose one of the rivers,
Within the pool itself, a monstrous thus thwarting players who may
presence lurks. This might be a have sneaked a peek at this passage
giant constrictor snake, giant in search of an unfair advantage.
crocodile, dragon turtle—or even a The trek to the fountain is a
combination of several creatures. hazardous one, involving
exploration through trackless
CAVES OF FAR PAYIT: The jungle, along a winding, twisting
peninsula is based upon a bed of waterway. Crocodiles and
very porous limestone, and venomous snakes dwell along the
consequently the caves that have stream, but these are not the most
formed there are continuously effective of the fountain’s
growing and expanding. Many large defenders.
cave systems have come together, to On the bank of the stream, some
form a veritable highway net of distance downstream from the
passageways underneath the fountain itself, is a village of the
jungled lands. Little Folk that boasts some two
Many of these are air-filled caves, hundred warriors and plenty of

26
kurari -tipped arrows. They well discomfort—the character
know the magical properties of the suffers 1d6 hp of damage,
fountain, and have sworn to keep and also a -2 modifier on all
its secret for themselves. Any subsequent rolls on this table
humans they encounter are quickly (cumulative with all other
placed in a mud-filled maze of modifiers).
tunnels below the village, offered 5-7 Character receives 1-4
there as a sacrifice to the giant additional hit points, added
crocodile that lives there as the to his permanent total.
honored patriarch of the village. 8 Character’s Charisma
Once one passes the halflings, increased by 1.
however, there is another band of 9 Character’s Intelligence
guardians—even more fearsome increased by 1.
than the Little Folk. This is a pride 10 Character’s Constitution
of five jaguars that lurks in the increased by 1.
bushes around the fountain. It is 11-12 Character’s Strength
rumored that they are very increased by 1.
intelligent, and can use human 13-14 Character’s Dexterity
speech. They will attempt to increased by 1.
ambush and devour any who come 15-16 Character’s Wisdom
seeking the fountain. increased by 1.
The fountain is a small, bubbling 17 Character’s chosen attribute
torrent that gushes from a niche in increased by 1.
a granite wall, collecting in a pool of 18 Character receives 2-12
lilies, before flowing into a nearby additional hit points, added
stream and mingling with the to his permanent total.
natural course of that waterway. 19 Character’s chosen attribute
The waters of the fountain have increased by 2.
potent properties which vanish 20 DM’s choice: Wish, or
within 1-6 turns of the water being character’s chosen attribute
removed from the well. These can increased by 3.
be adjudicated by the DM, or he can
use the following table to determine Note on Increasing Attributes: The
the effects of a drink from the well. fountain will not increase any
Roll a d20. Subtract 1 from the die attribute beyond 19.
roll for every previous drink that
the character has taken from the MAXAL—CITY BY THE SEA: This
fountain water. city does not boast the grandeur or
size of Tulom-Itzi, but it has several
Effects Table: Fountain of the other features to mark is as unique
Gods and important.
Most significantly, it is one of the
Die Roll Result few walled cities of Maztica. Also, it
commands a spectacularly beautiful
0 or setting, and is by far the largest
less Deadly poisonous! Character community in the southern portion
must make a saving throw of the peninsula.
versus poison, with a -4 The city is inhabited by the Itza
penalty. peoples, with a current population
1-4 Gagging and retching

27
of perhaps 20,000—including those trading goes on here, most
who live in the outlying farming commonly during the last two
communities. There is no easy hours of the morning.
overland connection to The stone wall of the city his about
Tulom-Itzi—nor to any other city or fifteen feet high, and surrounds this
settlement—so that Maxal has central compound and several
developed a sense of remoteness. hundred abode houses. Platforms
The inhabitants do boast a high are placed at twenty yard intervals
level of seamanship, for Mazticans. along the inside of the wall; each
They use huge canoes, capable of can be reached by a ladder, and can
carrying forty or fifty warriors, to hold 10 human warriors.
cross the sea of Azul. They even The population that does not
engage in limited trading with the dwell within the walls lives in
villages of the Green Folk on the houses of wood, thatch, or adobe,
western shores of that sea. and these are scattered for several
Maxal rests upon the headland of miles along the shore and inland.
a narrow jut of land that overlooks They range from permanent to
a shallow bay. The city itself extremely temporary. Most of the
stretches along the top of a bluff permanent structures will be
that is some one hundred feet above surrounded by gardens of flowers
the shoreline below. The cliff is not and paths of white gravel of
terribly steep, and paths lead up crushed shells.
and down its ravine-streaked face in The city has about a dozen of the
a many different places. The base of great canoes, and these are kept on
the cliff is lined with a fringe of the beach just within the sheltering
smooth beach and azure, curve of the bay. They rest on the
coral-strewn water. sand, safely out of reach of even the
A stretch of arable land extends highest waves. Several hundred
inland from Maxal, and the city’s smaller canoes also line the shore
mayz, beans, and cocoa are grown here.
there. However, an equal amount of
Maxal’s sustenance comes from the THE GREAT SALT MARSH: This is
sea, for the waters of the bay are the fetid swamp that occupies the
rich in fish and kelp—both extreme southern tip of the Payit
important sources of food for the peninsula, directly across the bay
Itza peoples who dwell this far from the city of Maxal. In many
south. ways it is characteristic of all
Maxal is dominated by one great Maztican swamps, with its thorns,
pyramid, a structure that rests on its disease, its lurking snakes and
the highest promontory overlooking crocodiles.
the waters below. About a dozen Because of its proximity to the sea,
other stone buildings surround the the saltmarsh is inundated at high
pyramid—these include temples to tide. It has many pools and
Qotal and Azul, a sweatlodge for the channels, and these fill with salt
few knights of the city, and large water, and the forms of life—crabs,
houses for the most influential chief mollusks, etc.—carried in by the
and priest. A large marketplace waves. Some of these wider
occupies the center of the main channels can be negotiated by
compound. Much bartering and canoe at times of high tide.

28
At low tide, the marsh is a place of ways: first, by the peaceful and
sprawling muck and treacherous scientific traditions of its
quicksand, virtually impenetrable to forefathers; second, by the warlike
travel on foot. There is insufficient traditions and bustling trade that
water in most of the channels to typified the empire of Nexal; and
even float a canoe, much less third, by the presence of the
navigate. foreigners who have converted its
The center of the marsh serves as greatest city— Ulatos —into a bustling
a main food source for a population seaport, market, and garrison town.
that dwells in the southern part of Already roads creep outward
the Sea of Azul, and the Barrier from Ulatos to the great estates
Islands: the sahuagin. These savage claimed by Cordell’s officers among
fish-men try to avoid contact with the rich farmland within fifty or a
Maztican humans, but they do hundred miles of the city. Mazticans
penetrate the deepest regions of the suffer and work as virtual slaves on
salt marsh, gathering shallow-water some of these, while from others
fish and plantlife to carry back to they have merely been evicted from
their submerged lairs. They will their ancestral homes and told to
attack humans in the marsh if they find residence elsewhere.
feel confidant that they can kill or Trading paths extend farther west
capture all of their warm-blooded than these estates, linking Payit to
foes; they will not usually attack both Pezelac and Kultaka. Routes
numerous parties of humans, since can continue to the valley of Nexal
they strive desperately to keep their through either of these lands.
presence here a secret. The lands of the Payit are much
They have a lair here, more open than the domains of
well-camoflaged to blend in with their cousins to the south. Although
the surrounding marsh. It is within there are patches of jungle, some of
a mud-caked dome, with three it very dense, many other stretches
entrances and several interior of ground are open savannahs of
chambers. Some of these are brush and grass, or copses of thin
underwater. There will be 3-18 woods. Also, large expanses of
sahuagin in the lair, as well as a few agricultural land can be found in
items of treasure gleaned from their many parts of the Payit country.
rare human victims.
Human Population
Payit: Humans are the main inhabitants of
New Crossroad Between Worlds the Payit lands. Their most
important city is Ulatos, which lies
The lands now known as the Payit in the extreme northeastern corner
are merely half of the ancient of the nation. Many villages, some of
empire of that same name—the them quite populous (500-1000
peninsula of Far Payit made up the pop.), dot the stretches of arable
other half, and indeed, has land, and smaller settlements can be
inherited more of the traditions of found in the areas of jungle.
its ancestors than has this, the The largest population of
northern remnant of the elder foreigners in Maztica can be found
nation. in the Ulatos-Helmsport area.
Payit is a land pulled in three

29
Helmsport is the coastal fortress attempts have met with limited
only a few miles from the city, and success, for most often the natives
the increase in population here is simply slip away as soon as they
bringing about a merging of these have the chance. Those who are
two entities. chained and otherwise restrained
Perhaps two thousand or more have shown a disturbing tendency
residents of the Sword Coast have to die rather than to devote their
emigrated to Maztica, with virtually lives to slave labor.
all of them who have settled in the However, the landlords are indeed
True World living within 100 miles the most influential humans in
of Ulatos-Helmsport. Roads and cart these lands. Captain-General
tracks have begun to connect these, Cordell, himself, is the overall
and patterns of foreign governor of “New Amn”, and rules
architecture—castellated ramparts, his domains with an iron fist. His
circular towers, arches gates, arrow policies, while not easy on the Payit,
slits, etc.—have begin to appear on have been criticized by his
the estates of the foreigners. countrymen for what they feel is
excessive leniency.
LANGUAGE: The humans of Payit
speak the Payit language. The ECONOMICS: Ulatos is the most
Commonspeech of the Forgotten economically diverse region of
Realms is used in Helmsport, and Maztica, because—naturally—it is
the number of bilingual individuals the land’s main point of connection
(from both cultures) is growing. with the outside world.
Consequently, goods from both
SOCIAL STRUCTURE: The social Maztica and the Sword Coast are
structure of the Payit lands is available here.
undergoing wracking change from Work has begun on a shipyard
the intrusion and conquest by the beside Helmsport; within another
foreign population. The Payit nation year, the first caravels laid down in
has been claimed as the property of the True World are likely to slide
the Merchant Princes of Amn, and down the ways into the placid
as such these distant landlords have waters of Ulatos Lagoon. Also, there
apportioned the lands among those are several smithies in the city and
they have deemed worthy of fortress, and work has begun on a
ownership. smelting plant.
Most of the lands around Ulatos The goods that are brought from
have been claimed by some captain the Sword Coast include weapons,
or officer of Amn; these warriors armor, and raw steel, as well as
have been awarded plots of land livestock—horses, cattle, pigs, and
that range from 1 to 3 miles square. sheep, all of which are new to
The ordinary soldiers have been Maztica—wagons, tools, and various
able to claim lands measuring 1000' odds and ends that cannot be found
square. in the True World. These cargoes are
The “legal” owner of the land usually sold at wholesale rates to
gains mastership of all native vendors within Helmsport itself;
Mazticans living there. Some of these merchants must pay 2 to 5
these individuals have attempted to times the cost, per item, listed in the
make slaves of the Payits; these Player’s Handbook. However, they

30
can turn around and sell them in spurned by the Payit, since they
the market of Ulatos city for 5 to 10 proved so ineffective at aiding them
times the PH prices, so there is an against the conquerors. Many Payit
incentive for trade. now recognize Helm as the most
The marketplace at Ulatos has powerful god, since it was his army
doubled in size since the coming of that so dramatically defeated their
the foreigners (the former temple of own. However, the worship of Helm
Zaltec was razed to expand the is a confusing matter to most of the
area). People can still find all of the native peoples, and many traces of
native goods of Maztica here, at their old practices have crept into
approximately their normal prices. their following of the new god.
Obsidian, however, tends to cost The Maztican god with the
double its usual rate, since the Payit greatest following here is Qotal.
do not have a ready supply of the Since his return, coming as it did
sharp-edged stone. into the land of the Payit, the
Feathered Dragon has been
VALUES and TREASURES: Most of reinstated to his former
the treasures of the Payit, which prominence. Also, his worship is not
included gold and silver objects and condemned by the governor, since it
some jade, have been plundered by does not involve human sacrifice.
the legionnaires who first The Payits and their conquerors
conquered the land. Few objects of are united in one strong belief: the
value have been left in the hands of cults of sacrifice are banned from
the natives. Indeed, if an object of Payit, and dare not intrude their
gold is discovered in the possession gory practices into the society.
of a Maztican, it is immediately
claimed in the name of the WARFARE: The Payit nation now
governor as tax due. has the greatest capacity for warfare
The values of the Payit peoples among the lands of Maztica,
themselves are in a terrible state of because it is the only one with a
flux. No Maztican land has been so sizeable force of foreign soldiers.
disrupted by the arrival of the These forces have greatly
foreigners. supplanted those of the native Payit,
Young Payit women seek foreign however, since many Payit warriors
husbands, and a many burly have perished in the year of war
adventurer has claimed for himself surrounding the conquest. Others
a dark-skinned, black-haired beauty have been evicted (or have fled)
as his bride. The young men, from their lands now claimed by
meanwhile, strive to match the the invaders. Most of these have
warrior prowess of the invaders. gone to live among the Itza peoples
Steel weapons have become signs of of Far Payit; a few, however, have
great status among the natives; a migrated westward to Pezelac or
warrior might rise to the even Tukan.
chieftainship of a village simply Payit warriors tend to receive
based on the fact that he carries a more training than do their Itza
dagger with a steel blade. cousins. The use of the maca is
common, and the Eagle and Jaguar
RELIGION and TABOOS: Most of the Knightly orders are
old gods have Maztica have been well-represented. Their regiments

31
are broken into formations of Caxal—the counsellor who presided
shortbows, slings, spears (with at the time of Cordell’s arrival. Now,
casters), and macas. however, he is little more than a
Ulatos can raise a force of some figurehead, and his people know
10,000 warriors. A typical village this.
can field about 50 men. Among the Gardens, pools, and fountains are
foreigners living here, the nation common throughout this city, with
could raise about 300 horsemen and its many buildings of stone.
2,000 footmen, armed with
crossbows, long swords, and axes. CORDELL'S ESTATE: This is located
about 10 miles upriver from Ulatos,
and has been constructed much like
Places of Interest a splendid baronial manor
ULATOS/HELMSPORT: These two anywhere along the Sword Coast.
locations are growing together with The Governor-general owns a great
each passing day. Helmsport is a tract of land. The grounds of the
great earthen redoubt, rectangular house are a half-mile square, and
in shape and housing armories, a are surrounded by a 12’ high stone
blacksmith shop, stables, barns, wall, broken only by two gates.
granaries, and about 300 The house is a large, stone
men-at-arms living in tents. It structure, with a great hall, many
commands the shore of Ulatos guest rooms, and a central
Lagoon, which is a splendid garden-courtyard in the Maztican
anchorage—a natural harbor—for fashion. A huge stable and
the ships that come with increasing guardhouse stand nearby, and
frequency to these shores. Cordell always has 30 men-at-arms
An expanse of grassy plain, living on his estate, ready to defend
perhaps five miles long, separates it at a moment’s notice. All of them
the fortress from the Payit city. This are skilled with sword, crossbow,
plain is now crossed by several and dagger.
roads, and the savannah itself is
being farmed intensively. TWIN VISAGES: This famous
Ulatos itself is a city of grandeur. It landmark is the first sign of the
boasts many tall pyramids, though mainland, signaling the end of the
some of these still show the damage stressful voyage from the Sword
inflicted by Bishou Domincus and Coast to weary, thankful sailors. It is
his faithful followers upon the marked by a 300' high bluff
Legion’s entry into the city. The overlooking a sheltered,
pyramid of Qotal is the highest, and coral-brightened lagoon.
bright gardens and splashing The two stone faces that give the
streams cascade down all four of its place its name are each about 30’
sides. high, and stare outward from the
Several broad canals give access to bluff, perhaps two-thirds of the way
the city, and serve as avenues from toward the top. Three stone
the central market to the outlying stairways cut back and forth across
areas. The tallest pyramids the face of the bluff, leading from
surround this plaza, together with the strip of shoreline and beach to
the palace of the Revered the brush and forested terrain
Counsellor. This is, once again, above.

32
A medium-size pyramid stands spread across the countryside, each
atop the bluff. The temple has long one beside its own fields of mayz.
since crumbled to ruins, but the The nation serves as the
stone framework of an altar is still crossroads for trade between
there. central and southern Maztica and
the Payit. Much of its land is
BAY OF SHOALS: This shallow bay is barren—dry scrub, sprinkled with
a rich feeding ground for birds and dense brush copses—yet for the
fish, and a deadly approach for any most part it is easily traversed,
ship of caravel size or larger. Even at making it more pleasing to the
high tide, there is a 20% chance per traveler than the mountains of
hour of a ship tearing its bottom out Kultaka to the north.
on a coral reef; at low tide, passage Pezelac receives adequate rainfall
is totally impossible. Canoes and to support its population, and if
other small craft, however, have no vigorous irrigation were employed,
difficulty in these shallows. it could support many more people.
The western shore of the bay is a It has few areas of jungle, and those
tangled maze of mangaroo clumps. parts of the land that are forested
These are short trees that grow receive moisture from the Pezel
along many Maztican coastlines, River, not from any excess of rain.
forming small islands as they grow. To the south it is bordered by the
They are a haven for birds and barren House of Tezca and the Sea
snakes, and the narrow, twisting of Azul. This part of the country is
channels that lead among the virtually uninhabited.
clumps are prime crocodile With the exception of a few bands
territory. of desert dwarves or Little Folk who
A craft larger than a canoe will might venture as far as the Pezelac
not make it through the mangaroos borders, the nation is inhabited by
without a great deal of humans only.
path-clearing. The river above the
swamp, however, is easily
negotiable all the way to Lake Pezel. Human Population
The city and the towns of the Pezels
are well-kept, neatly laid-out
Pezelac: communities. They have few of the
The Pale Flat Land gardens and fountains common in
other parts of the land—primarily
Pezelac is a nation surrounded and because they are not as proficient
dominated by powerful and masters of pluma as either the
influential neighbors. Its own Nexalans or the Payit.
identity has never been truly
established, and exists primarily as a LANGUAGE: The people of Pezelac
composite of Payit, Kultakan, and speak a dialect of Nexalan that can
Nexalan influences. be recognized by those who speak
It has one great city, Pezelac; yet the mother tongue. The dialect
even this is a wan imitation of much carries a distinct accent, however.
larger Nexal, with none of the color
and beauty of Tulom-Itzi, nor the SOCIAL STRUCTURE: The people of
vitality of Ulatos. The rest of the Pezelac are fatalistic to the extreme,
population live in large villages

33
and thus seem unwilling to exert a caravans and trading missions that
great deal of effort to alter the enter the country from
circumstances of their lives. They Ulatos/Helmsport, from Kultaka,
have been subject to the Nexalans and from the humans who still live
for more than a century, although around the edges of the valley of
that hold has been broken since the Nexal.
Night of Wailing.
The Pezels are governed by VALUES and TREASURES: Gold has
Revered Counsellors, but these men been found in the mountains at the
tend to rely upon the counsels of western edge of Pezelac, and this is
astrologers and priests for advice sometimes mined by enterprising
before making decisions. Warriors Mazticans and brought to the city,
can achieve high status in Pezel or to the town of Azalt, for trade.
society, and members of both Otherwise, the material treasures of
knightly orders are highly regarded. the Pezels are few, and generally
Also, clerics—of which Pezelac has pale by comparison to the greater
an unusual number of females, works to the east and west.
perhaps 75%—are very influential. The people themselves value their
attachments to their land. They
ECONOMICS: Pezelac is very much move around very little, with most
a self-sustaining land, with few Pezels growing old and dying within
riches to barter with its neighbors a mile or two—often, literally within
for exotic goods. Its arable land a few dozen paces—of where they
tends to be fertile, and water is were born. Family members are
drawn from nearby sources to cherished, and well-cared for by the
irrigate the fields that have always rest of the group. Outsiders,
been in use. Little effort is made to conversely, are likely to be
expand the areas under irrigation, distrusted.
however, despite the fact that there
are many other suitable fields that RELIGION and TABOOS: The
could be made fruitful. Maztican pantheon is avidly
The works of the Pezels in worshipped throughout Pezelac. As
artisanship, architecture, and other it has not yet been wracked by war
activities tend to be practical rather or cataclysm, it has not abandoned
than artistic. Each of their cities and the old ways—consequently, several
towns has a pyramid, of course, but human sacrifices occur in this
these are not so steep nor so high as nation every day. In the city, the
the structures of their neighbors. temple of Tezca is the scene of such
Previously, however, major a rite each dawn, as the sun is
contributions of cotton and fiber, as cajoled back into the sky.
well as cocoa and mayz, had been Priests of all the gods are common
required by Pezelac’s Nexalan here, and each priesthood is
masters. Now, with the nation’s represented by a temple in the main
independence won by default, more city. The smaller towns have two to
of this material will remain within five temples, with shrines dedicated
the country. The effects of this boon to the remaining deities. The clerics
are not yet determinable. of Qotal are increasingly common,
The major source of outside traveling about the land and
influence in Pezelac now is the preaching their doctrine of no

34
sacrifice.
The heaviest taboo among the Kultaka:
Pezels is the marrying of a Mountain Rampart of Warriors
foreigner; this causes the offender
to be effectively banished from the Kultaka has been the traditional
society. This does not occur enemy of Nexal—indeed, that has
physically—such a banished one been the cornerstone of its identity
might even live next door to his as a nation. Now, with the collapse
original home, but he will be of that power, and the Kultakans’
ignored as if he doesn’t exist. The own close alliance with Cordell,
exact definition of “foreigner” is a they have become the most
dominant native nation, at least in a
matter for individual parental
military sense.
choice. Some Pezels consider it
shocking if their child marries The nation occupies a fertile
someone from a different village, or coastal plain and its surrounding
mountains. Though the land is
a different part of town.
coastal, the people are cut off from
WARFARE: The warriors of Pezelac the sea itself by huge salt marshes
are fairly numerous, although they that stretch along the shore for
are not known for their exceptional many miles.
Water is plentiful throughout most
quality. Generally, their components
of knights and experienced veterans of the year, but the ground is sandy
are small, with most of their forces and porous so much of the moisture
filled out with leveed masses of drains quickly away. Large
spearmen. networks of limestone caves pass
However, the Pezels do have underneath the nation, for the most
some, albeit small, companies of part unsuspected by the humans
veteran spearmen (with casters), as who live above.
well as archers, slingers, and macas.
Human Population
Places of Interest Humans are the masters of Kultaka,
LAKE PEZEL: This broad, flat lake and they are united under the firm
leadership of the War Chief. This is
is subject to tempestuous storms as
its shallow waters can be whipped always an accomplished warrior,
by even relatively mild winds. Its and he rules with a much firmer
shores teem with fish, and the reeds hand than is typical for a Revered
Counsellor.
that line the water make for
excellent fowl hunting. The middle The nation has always stood
of the lake is brackish and foul, proudly on its own, and its
however, with those who venture proximity to Nexal has tested its
there in a canoe finding themselves endurance many times. The current
virtually out of sight of land. There chief, Tokol, is a staunch ally of
are rumors of a strange creature Cordell. His nation serves as a
lurking in the depths, but no proof potent watchforce on the perimeter
of the beastlands.
has ever been found. Still, many a
canoeist sallying forth into the lake Kultaka (the city) is the main
has disappeared forever. population center, with several
smaller towns to the north paying it
fealty. These towns and villages are

35
quick to send troops or food in becoming complete control, as
answer to the commands from the more and more miners will be
city. brought in.

LANGUAGE: The Kultakans speak VALUES and TREASURES: The


their own language. It can be combative arts are the most highly
partially (10-60%) understood by praised skills in Kultakan society,
those who speak Nexalan, and vice and most aspects of its other crafts
versa. are devoted to combat. Buildings
and temples are designed as
SOCIAL STRUCTURE: The War Chief fortifications, pluma and hishna are
represents the pinnacle of Kultakan used to enhance fighting capability
society, in power, prestige, and even and weaponry, and even the food is
wealth—inasmuch as wealth is traditionally blessed for its ability to
measured among Mazticans. Tokol keep a warrior strong.
is the son of Takamal, Kultaka’s The hishna, in particular, is
most esteemed chief, and he strives employed to create the nation’s
to bring his nation back to its sense greatest treasures. Macas, spears,
of pride and greatness. The victory arrows, and knives of various
over the beasts at Helmsport has enchanted capabilities are
done much to accomplish this. traditionally made as the talisman of
His ablest lieutenants are the a hishnashaper who achieves
nobles of the city, and they enjoy mastery of his art. These magical
privileges almost equal to their weapons include simple +1, +2,
chieftain. Priests enjoy some high and +3 modifications of the typical
status as well—especially those of weapon, but also some unique and
Tezca and Zaltec. Merchants and more potent arms as well. These
traders tend to be distrusted and include the equivalents of many of
despised. the magical weapons listed in the
DMG.
ECONOMICS: Because of their
isolated position, Kultakans have RELIGION and TABOOS: Kultaka is
developed little trade with their in the unique position of a nation
Maztican neighbors. They are a whose primary deity is Zaltec, the
self-sufficient people who produce a typically bloodthirsty god of
good standard of living, and a high war—yet whose priests have been
level of accomplishment in pluma, forbidden to perform sacrifices.
hishna, and construction, as well as This edict came from Cordell, who
warfare. rationalized to Tokol that the
Currently, trade with Ulatos and self-bloodletting practice had
Helmsport has begun to flourish. weakened the Kultakan nation,
Gold has been discovered in the allowed its defeat at the hands of
mountains to the east of Kultaka the Golden Legion.
City, and despite Tokol’s best efforts Thus, the priests continue the
to retain control of these mines rites of Zaltec with animal sacrifices,
Cordell has already sent dwarven and the warrior nation continues to
experts to “supervise” the worship the god of war.
exploitation of these. The The greatest taboo and shame that
supervision shows every sign of a man or woman of Kultaka can

36
display is cowardice. Each is buildings with a second story
expected to be ready to die for function as battle towers and
family or friend. command posts.

WARFARE: Even the levee troops of SALT MARSH: Many horrors live in
Kultaka qualify as regular, due to this swamp, including crocodiles,
the high level of training and insects, and snakes (with normal
enthusiasm present in the and giant examples of each).
population. The army is organized Sahuagin can be encountered here
into small, highly mobile formations too, and Kultakan warriors have
of a hundred men. Though these occasionally slain these, returning
can quickly band together into with the heads and skins to the
typical Maztican regiments astonishment of their countrymen.
(Thousandmen), they are adept at Indeed, the marsh is considered
fighting in their companies. They kind of a test ground for Kultakan
will combine small groups of missile manhood. Warriors who wish to
troops (archers and slingers) with prove themselves will enter the
macas and spears to make the finest marsh and try to return with some
combined-arms formations in trophy. Those who aspire to Eagle
Maztica. It is only their smaller or Jaguar Knighthood must enter
numbers that kept them on the the marsh and live there for a full
defensive during their centuries of year as the last test before joining
war with Nexal. the ranks of the order.

Places of Interest Valley of Nexal:


KULTAKA CITY: While the city is not Former Heart of the True World
walled, it is still the most defensible
community native to the True This is now a region of desolation
World. It is perched on a rocky and decay. The once-great cities that
knob, a mere fifty to a hundred feet prospered here have been crushed
high, but steep-sided enough to under the onslaught of the Night of
prevent easy climbing except along Wailing. Some humans have
perhaps a quarter of its returned to the cities around the
circumference. fringes of the lake, but only the
The houses themselves are built of deformed beasts of the Viperhand
stone, in large blocks. Each block dwell on the island in its center.
has a central courtyard/garden, They are still ruled by Hoxitl,
accessible to all of the houses. This former patriarch of Zaltec and now
is where the windows and wide a creature of the lower planes.
doors are located. On the street side The summit of Mount Zatal
of the house, the doors are solid constantly belches ash and smoke,
wood, and very narrow. There are and this keeps a pall of dark cloud
no windows along these sides. over the once-pristine valley. The
The roofs are wooden, paved with lake waters are brown verging on
sand to make them fire-resistant. A black, and all but the most
parapet runs around the entire scavenging of the fish have
block. Most of the houses are a disappeared.
single story tall, but occasionally Streaks of lava sometimes spill
from the summit and trickle down

37
the sides of the peak, the highest in potent priests of Zaltec. The
all Maztica. The coating of ash has mightiest of these is Hoxitl, and he is
poisoned the formerly fertile detailed below (see Places of
grounds, so that the valley can no Interest—NEXAL).
longer produce enough food to
sustain even its much reduced LANGUAGE: The monsters speak a
population. crude form of Nexalan, and each
That population, as mentioned, is race also speaks its own unique,
ruled by the monsters inhabiting racial tongue. The leaders speak all
Nexal itself. However, some of the three tongues, as well as a unique
other towns around the fringe of language of their own.
the lake are shared by monsters and
humans who have cast their lot with SOCIAL STRUCTURE: These savage
the beastarmy. These distinctions beasts live in a violent and brutal
are shown on the large map world, where the strong rule the
included in this boxed set. weak, and anger is generally
expressed with a physical assault.
There is great competition among
Monstrous Population the clans of different lairs, different
There are some twenty thousand areas of the city, and different
monsters living here, in a valley that towns. The creatures steal food
once sustained upwards of a million from one another, and also objects
people. Perhaps half of these live on of value: gold, jade, turquoise, etc.
the island of Nexal itself, while the A great number of these
rest are scattered through the towns monstrous lairs contain significant
on the shoreline. stores of treasures, looted from the
About 93% of these creatures are destroyed city or gathered on the
orcs, with about 5% ogres and 2% beastarmy’s forays into the
trolls. While the individual creatures countryside.
lair with members of their own
race—generally in some large RELIGION and TABOOS: The
structure that has not been totally monsters all worship Zaltec with
destroyed by the eruption—the fanatical fervor. Humans are sought
three types mingle freely in the city. and captured, so that every night on
The monsters are all distinguished the remains of the Great Temple
by their snakes-head brand, the several can be sacrificed to the god
blood-red imprint of a hand upon of war. The leaders perform these
the chest, which is the sign of their sacrifices themselves, with great
cult and the only remnant of their howling and drooling and other
human forms. While they are for distasteful displays.
the most part typical orcs, ogres, The humans in the neighboring
and trolls, there are examples of cities service this need as a means of
each that are larger, stronger, and protecting their own lives, and for
smarter than the norm. profit. They capture humans from
In addition to these, there are other parts of the land and bring
several unique types of creatures. them here, selling them to the
These are the leaders of the beasts for gold and food.
monsters, and generally represent
the corrupted forms of the most WARFARE: The beasts of the

38
Viperhand can be organized into an Places of Interest
army at the command of Hoxitl.
Smaller formations—regiments of a NEXAL—THE RUINED CITY: The
thousand monsters—can be formed wreckage of the greatest city in the
by the command of a lesser leader. True World slowly sinks into the
Each regiment is composed muck and mire of its marsh-based
primarily of orcs organized into ten island. Some of it has been washed
companies of 95 individuals, away entirely—replaced now by
supervised by 5 or 6 ogres. The orcs open water—while other sections
include types with all armaments: have been so devastated that they
bows, spears (with and without are nothing more than sodden flats.
casters), slings, and macas. In But other parts of the city remain
addition, the regiment has attached remarkably intact, and these have
to it several companies of a dozen been seized upon by the beasts of
or so trolls each. the Viperhand. The grandest houses
have been “fixed up”—i.e.,
decorated with skulls and bones,
Human Population hung with tattered banners of war,
The humans dwelling in the valley and inhabited by bands of orcs,
are the most despicable of all those ogres, or trolls.
in the True World. They are a Many labyrinthine passages have
smattering of all races, including a been excavated from the rubble,
disproportionately large share of until whole sections of the city have
foreigners. They skulk among the more living space under the ground
ruins, forming gangs and laying than they do on the surface. The
claim to abandoned palaces or wider avenues and the plazas of the
houses. They survive by gathering city allow fairly easy walking. They
food and slaves and selling them to will be virtually abandoned during
the monsters. the day; at night, the beasts of the
None of the humans live on Nexal city emerge from their lairs,
island proper, but they have actually prowling about and snarling.
come to outnumber the monsters in The general patrolling and
the cities around the shore of the authority in the city has fallen to the
lake. All of the trading transactions jagres. These were once Jaguar
are performed on the shore—the Knights, now corrupted into ogres,
only humans taken to the island are and they are very fearsome indeed.
those condemned to die as Generally, a jagre will patrol with as
sacrifices. many as a dozen orcs in attendance.
In other respects, the social Rarely, a group of two to five jagres
structure and living conditions of will be discovered on its own.
these humans differs little from the Jagres have two distinct forms.
monsters described above. As to Their ogre bodies are huge, with all
warfare, they can be mustered into of the attributes and abilities of hill
perhaps eight to ten regiments of giants. Their feline bodies are even
1,000, similar in makeup to the worse, however, for when they shift
monstrous regiments. (There are far shapes they become displacer
more than 10,000 humans here, but beasts!
most of them will head for the hills
at the first sign of a war.)

39
The great square has also been sold as cheaply as a night’s lodging.
left relatively rubble-free, since it Drunkenness and brawling are
was not crowded with common. Some entrepreneurs have
buildings—and many of those that even opened saloons and taverns,
stood here were solidly-based while importing whiskey and rum
pyramids that did not collapse with from Ulatos. These drinks, far more
the rest of the city. The palace of potent than the native octal, have
Naltecona is partially intact, with caused numerous problems—and
many of its treasures still inside. are extremely popular.
Hoxitl has made his lair in the Humans who appear without
temple of Zaltec, atop the great weapons or alone, without strong
pyramid itself. He has heaped companions, are at great risk in
around him many of the treasures these cities. Many are the young
gathered by his minions from thugs who gather into gangs and
among the rubble—countless capture unwary travelers for sale to
objects of gold and jade, as well as the beasts of Nexal. These gangs
talismans of hishna and pluma. He tend to have large caches of
is usually attended by two to eight treasure, generally well-hidden.
jagres. Though these cities lie under the
blackened pall of the volcano, and
NPC: Hoxitl, Beastlord within the very shadow of the
monstrous army, they receive a
AC -3 certain amount of commerce from
MV 18" the outside world. Enterprising
HD 16 merchants and traders from Ulatos
hp 89 (always with many armed guards in
THAC0 5 attendance) bring loads of all sorts
NO. ATTACKS 3 of goods, come to trade for the gold
that can be found in abundance.
DAMAGE/ATTACK 1-12/1-12/2-20
SPECIAL ATTACKS: spells MOUNT ZATAL and the FIRE CAVES:
This volcano still spews lava from its
As a former patriarch of Zaltec, crest and from an aperture on its
Hoxitl still retains his full range of western face. It is a dangerous
priest spells. He has major access to environment, fit only for fire
the spheres of Hishna and Combat, lizards—and perhaps, even darker
and uses spells at the 16th level of creatures from the sinister realms
ability. of lava and hellfire.
Other cave mouths dot the surface
TEZAT and AZATL: These two of the peak, most of them invisible
coastal cities have suffered damage from ground level. Some of these
similar to that in Nexal; their third are lairs of the fire lizards that are
neighbor, Zotil, is now submerged quite common on the higher
by lava. They are inhabited by elevations of this peak; others lead
humans and humanoids, with the inward along dark and twisting
humans being far more numerous tunnels toward the unknown heart
than their monstrous cousins. of the mountain.
These are the dive-towns of The volcano and its connecting
Maztica, where lives are bought and passages lead to a vast network of

40
underearth terrain—great oceans of desert tribes.
molten rock, steam-filled caverns,
crystalline pools, even a pool of LANGUAGE: The Huacli speak their
pure, liquid gold! These passages own language. The dialect from
are almost certainly fatal to each city is distinct, but speech is
characters not protected against understandable among all members
extreme heat, but to those who use of the nation. Huacli is about 10%
pluma or other sorcery to protect understandable to someone who
them, these fire caves can lead to a speaks Nexalan (and vice versa).
whole new environment for
adventure. SOCIAL STRUCTURE: The Huacli
society is a very clan-based
structure, with the chieftainship of
Huacli: each city a matter of heredity. Men
The Distant Land are dominant over women to a
surprising extent, even for the
This nation is composed of six patriarchal societies of Maztica.
city-states, five of which are former Warriors and priests are the most
vassals of Nexal. The sixth, Otomi, highly regarded individuals.
has never been conquered. With the The Otomis, because of their
breaking of Nexalan power, all of heroic and well-earned
the Huacli cities have banded independence, have assumed
together again, under the leadership positions of leadership over the
of the Otomis, to resist any further whole nation. In addition, their
attempts at subjugation. ability to smelt copper into
While most of the land around weapons—the only practical
them is barren, the Huacli people metal-working native to
dwell in a series of fertile valleys Maztica—has given them an
along the west coast of Maztica. advantage over their own cousins as
They receive little rainfall for most well as the Nexalans who once
of the year, but enough water invaded them.
collects in the soil during the rainy
season to provide a crop for the full ECONOMY: Vigorous trade occurs
year around. between the cities of the Huacli,
The trails between the cities are though little of it extends beyond
rough and steep, but there is a great them. Obsidian, gold, and feathers
deal of trade and travel among them are collected by the inland tribes,
anyway. Though several of their and exchanged for coral, fish, shells,
cities are very near to the ocean, the and sharksteeth from those along
Huacli very rarely use their canoes the shore. The most precious
to venture onto that vast water. commodity here is the copper that
the Otomis work into weapons.
Human Population Some of these have been distributed
to the other Huacli, but most remain
The Huacli are a hardy mix of under jealous Otomi control.
Maztican stock liberally combined
with the genes of the Dog People. VALUES and TREASURES: Works of
This becomes most apparent among art fashioned in gold, coral, and jade
the northerly Otomi, who have are not uncommon among the
many trading and social ties to the

41
Huacli. The Otomis can make some Human Population
fairly effective magical weapons in
copper—effectively a +1 or +2 The Kolans meld Maztican traits
blade. Hishna and pluma have not with those of the Green Folk of the
achieved the status that they have southern jungles. Their cities—Baya,
among the Nexala and the Payit, but Guatl, Kolatl, and Cabez—are stout,
nevertheless occasional talismans in plain communities. They have wide
these forms can be seen here. plazas devoted to their gods, and
houses that extend up the slopes of
RELIGION and TABOOS: The Huacli the surrounding hillsides—indeed,
worship the full pantheon of the preferred residence is on a cliff
Maztican gods, with no preference accessible only by ladder, and is
toward one to the exclusion of the excavated into the ground itself.
others. They still practice sacrifice
to those gods who have traditionally LANGUAGE: The Kolan speak their
demanded human lives, with at own tongue. They can make
least one performed every day in themselves understood among the
each of the major cities. Green Folk, but not to the Nexala or
The monsters of Nexal have been the Huacli.
confused with the foreign invaders
in the Huacli mindset. Thus, both SOCIAL STRUCTURE: The Kolans
are considered heinous and are a proud race who have never
unnatural enemies, to be greeted fully recovered their esteem
with swift death. following their conquest by the
Nexalans. Nevertheless, with the
WARFARE: Each city can muster a disruption of that empire they have
fairly good-sized force—about taken steps to affirm their
10,000 men, half of them regular. independence. They expelled the
They are skilled with all Maztican Nexalan tribute collectors that were
arms, and will include sizeable in the country when the catastrophe
companies of Jaguar and Eagle occurred, and have begun
Knights. discussions aimed at uniting the
four cities in the face of further
aggression.
Kolan: Never a wealthy people, the
Kolans have been stripped of most
The Verdant Shore of their items of value by the
Like the Huacli, the Kolan dwell in decades of Nexalan oppression.
fertile valleys along the western They have plenty of food, but little
shore of the continent—well to the in the way of riches, art, or treasure.
south of the former, however. The Like the Huacli, the Kolans
nation is centered around four key worship the full pantheon of gods,
cities, though each of these is more and still practice human sacrifice.
independent and self-sufficient than They can muster sizeable armies
a Huacli city-state. that are well-accustomed to fighting
In many ways, Kolan has the in the rugged terrain of western
finest of the Maztican climate: Maztica.
warm breezes brush the shores all
year around, with steady and
reliable rainfall—but not too much.

42
here, and devote their time to
Tukan: constructing boats to meet the
The New City ever-increasing demand for
watercraft.
This splendid and rapidly growing The overland trade routes
community has been constructed connecting Tukan to Ulatos are
along many of the same lines as arduous and long, requiring travel
Nexal, though it occupies a across hundreds of miles of
peninsula rather than an island. trackless desert, or dangerously
Too, it is occupied by a mix of near to the monstrous realm of
people—primarily Nexala, but many Nexal. Nevertheless, such trade
from the other valley cities of Axalt, occurs—several rich veins of gold
Tezat, and buried Zotil. Also, some have been discovered near Tukan,
desert dwarves, some of the Little and these insure that those who
Folk, and even a smattering of carry items to the city are
legionnaires have settled here. well-compensated for their trouble.
As Tukan is still evolving, it cannot Several great manor houses,
be defined as tightly as the other, palatial in size and classically
longer-standing nations. It will Maztican in architecture, have been
become what the campaigners raised around the shores of the
desire it to be, to a great extent. lake. Halloran and Erixitl, two of the
It is a rich land, with fertile lake heroes of the war against the
waters surrounded by rich monsters, dwell in one of these. The
farmland. Canoes, and even a few Eagle Knight Poshtli, war leader of
larger craft, ply the waters of the the city, lives in another.
lake—several legionnaire sailors live

43
at the silver lake. At the time when
Other Points of Interest the sun’s rays hit the lake and
House of Tezca reflect back up, directly at the
This is the largest desert of seeker, the moment of revelation
Maztica—a barren reach that can come.
occupies much of the center of the The exact nature of the revelation
continent. It was formerly a total is a matter for the DM’s
wasteland, but due to the adjudication—it can suggest a
miraculous intervention of Qotal a course of action, inform a character
belt of fertility has been created, of an unknown threat, or otherwise
running north to south through the expand his knowledge.
middle of the bleak landscape. Those who study the Sunstone for
Along this stretch, shown as arable false reasons will be given false
land on the map and following a information. Also, inherent to the
wide, flat valley, food and water are liquid silver is a permanent teleport
fairly plentiful. However, within a effect; anyone touching it, or
hundred miles or more of Nexal, the touching an implement that touches
strip of land is infested with it, is teleported to a random location
patrolling monsters. 20-30 miles away in the surrounding
The only permanent inhabitants desert.
of the desert itself are the desert
dwarves. These hardy cave-dwellers Tewahca:
live in small communities The City of the Gods
throughout the House of Tezca. This sacred location was only
While reclusive and private, they rumored to exist among humans,
may help a stranded traveler if that until it was discovered during the
one is deemed no enemy of the war. It is a hallowed place, located
dwarves. in a barren and sandy valley.
Their villages tend to be located in Tewahca was built by humans at the
secluded canyons, excavated into site of a battle between Zaltec and
caves along the walls. Many of these Qotal.
are raised, accessible only by Its location on the map is
ladders, though several large caves approximate; the DM should feel
will be at ground level. free to place it some distance away
from its marked site.
Sunstone Its primary feature is the highest
This mysterious artifact occupies pyramid on all Maztica. This
the crater of an abandoned volcano. structure, the Pyramid of the Gods,
Within the crater lies a lake of liquid towers nearly four hundred feet
silver, about 200 yards across. into the air, far higher even than the
The Sunstone has the ability to great pyramids of Nexal or Tukan.
give a seeker a vision, but only if This pyramid is in immaculate
that seeker’s heart is pure, and his condition, with brightly-painted
mind is empty of selfish thoughts. sides and a huge, empty temple atop
The vision can come only at one it.
time per day: when a seeker sits Other buildings and pyramids
upon the western rim of the surround Tewahca, but these show
volcano, in the morning, and stares the neglect of centuries of

44
abandonment. These include aggressors; instead, they fall back
several other pyramids located across their hostile world, knowing
around the base of the great one, a that the enemy will eventually be
series of old temples, mostly forced to turn back for sustenance.
collapsed, and a wide plaza lined Rarely, a traveler may perform
with rows of pillars, each of which some act that impresses the Dog
represents a warrior. People; this individual may be
Several of the temples can be accepted into the tribe as a brother
entered, though generally not or sister. Once accepted, a character
without some significant excavation. is obligated to help the tribe any
Most of these connect to passages way he can, but conversely, the
underneath the city, and include a tribe devotes itself to his or her
labyrinthine network of caves and defense and protection to the limits
passages. These contain a variety of of its abilities.
ancient Maztican treasures, but they
are also inhabited by a variety of the
monsters that exist in Maztica (see Olbi
This is a ruin that even predates
page 48).
Tewahca. Though not so spectacular
as the latter, it has secrets and
Northern Wilds mysteries of its own. (Like Tewahca,
This expanse of desert, nearly as its location on the map is
great as the House of Tezca, is home approximate.)
to the savage Dog People. These Olbi is a series of caves, the
tribes live in small villages of mud interiors of which show evidence of
huts or caves, living a semi-nomadic keen metal tools, or even magical
existence across their domain. shaping. They are clean and smooth
These villages contain anywhere sided, with a variety of stone statues
between 50 and 500 people. Unlike carved right into the floor. These
other Maztican nations, the women represent the gods of Maztica.
play an important role as fighters, as The treasures of Olbi are not so
well as joining in every other task numerous as Tewahca’s, but there
with their men. are many significant examples of
The Dog People are considered pluma, hishna, magical devices, and
enemies by most city dwellers, the gold. These are located in concealed
primary exception being the Otomi. places within the ruins—secret
The reputation is enhanced by their passages, buried in tombs, etc.
proclivity for capturing and Typically, a treasure cannot be
torturing any traveler unfortunate discovered without an equally
enough to fall into their hands. Of significant creature or force
course, for centuries any Dog protecting it.
Person captured by a Maztican
nation was routinely sacrificed, so
the scales are probably even. Southern Wilds
The Dog People have their roots This includes the densely jungled,
set firmly in the land, and steeply mountainous regions south
understand their desert and its life of the House of Tezca. They are the
forms far better than any intruder lands of the Green Folk, and the
could. They do not unite to resist difficult nature of the terrain has

45
kept them safe from incursions by around them.
the northern peoples. Like the Dog People, the Green
The villages of the Green Folk are Folk are very suspicious of
scattered throughout these jungles. outsiders, and tend to shoot first
In many places, overgrown and ask questions later. However,
pyramids and thickly-vegetated they can be impressed—especially
ruins can be discovered here; the by apparently supernatural
Green Folk have no tribal memory phenomena—and those who
of where these came from, who impress them may be accepted or
built them, or who used to live trusted as friends.

46
Maztica and the Passage to the Sword
Coast
The Trackless Sea is no longer quite southward as far as it has been
so trackless, thanks to the recent explored—and one final note: only
voyages of exploration. The route one of the four ships that has sailed
between Helmsport and Murann far to the south has returned.
now sees several dozen voyages a To the north, the land is more
year. fertile and hospitable. Forests line
Cordell and the Golden Legion many of the shores, and there have
made this crossing in some forty been signs of human presence.
days, which is about typical for the Indeed, one legend tells of floating
Sword Coast to Maztica route. It cities in the clouds, found
takes about sixty days to sail back, somewhere along these northern
due to the easterly current. A shores, though no evidence of such
northerly route of return can save as land has been found.
fifteen days on this trip, but
requires sailing dangerously close to
the random teleporters surrounding
Evermeet; most sailors prefer to
invest the extra fifteen days to
insure a safer passage.
There is a roughly 25% chance,
per crossing, of a vessel being
molested by some denizen of the
deep—giant sea creatures, dragon
turtles, sahuagin (especially near
Maztican shores), or other threats. A
large fleet is less likely to be
bothered than an individual vessel,
or group of two or three ships.
Several expeditions have sailed
from Ulatos, exploring the coast of
Maztica and this continent to the
north and south. The general area
map in this box provides a rough
presentation of these reaches, at
least in terms of coastline, mountain
ranges, and major rivers. Inland
features have not yet been
determined.
In general, the realms to the south
of Maztica seem terribly forbidding,
with huge mountains and dense,
impenetrable jungles. No signs of
intelligent life have been reported
there. The coastline continues

47
The Afterlife
When a Maztican dies, his or her existence of these four, sometimes
tonalli, or soul, is released to begin called the Shadow Worlds.
its journey to the temenos, or sacred Scholars who believe in only nine
places. The average Maztican thinks tenemos cite Maztlan and the
of these places as filled with beings Worlds on the Faces. Those who
heroic and nightmarish, the latter believe in 13 cite Maztlan, the
known as zizimime, or the monsters Worlds on the Sides, and either the
of twilight. These beings watch over Platform Worlds or the Shadow
the souls that reside there. Worlds. Strangely, no Maztican
Mazticans picture the Outer scholars claim that there are 17
Planes as a great pyramid (see tenemos. There are, however, and
diagram). Most scholars and sages they are detailed here (the Manual
agree that the pyramid holds 13 of the Planes would be helpful for
tenemos, though others claim there reference).
are only nine. When a Maztican soul
leaves the Prime Material plane, it If a soul is directed to stay in
eventually arrives at the top of the Maztlan, the place becomes an
Great Pyramid. Here, in a large island set in the middle of a large
building, and tonalli is directed to lake. On the islands are seven caves,
go in one direction depending on from which all races of mankind
the kind of life that person led. (including demihumans) are said to
Generally speaking, west leads to have emerged. The spirit of the
goodness, north to lawfulness, goddess Maztica is said to live on the
south to chaos, and east to evil island, where life is pleasant and
(compare the lakes arranged around natural wonders abound. Maztlan is
the city of Nexal). the Maztican term for the plane of
The building, which represents Concordant Opposition.
the tenemo called Maztlan, either Itzli is the Maztican name for
takes up the whole top of the Nirvana. Plutoq is said to reside in a
pyramid, or sits in the center of a fantastic stone city on one of the
large, flat surface. great cogs that make up the place.
If the soul is to go elsewhere, it is Tlalocan, the Water Land, is the
forced to go in one of the four top layer of Arcadia. Mazticans who
directions. The first step out of the were killed by water are sent here, a
building takes the soul into another land of gentle rains and friendly
tenemo, Xilen, Itzli, Mayel, or animals. Many consider this a
Mictlan. Some souls reside in one of paradise. Legend states that Azul
these, the Platform Worlds. Others created this area to please his wife.
are directed to go down the Tlazcautli, Home of Eagles,
pyramid’s stairs to one of the other coincides with the sixth of the Seven
tenemos, which are collectively Heavens, Jovar. Qotal sometimes
named the Worlds on the Sides. resides in the unending pyramid
From those, rare souls are directed (sometimes mistakenly called a
to go to one of the four tenemos on ziggurat) on this plane. Maztican
the corners of the Great Pyramid. souls stay near the pyramid, and are
Again, scholars disagree on the often visited by archons in the form

48
49
of eagles. is a day/night cycle.
Catlampa is the Maztican name for Teotli Itic designates nine layers of
Dothion in the Twin Paradises. the Abyss. Called the “nine hells” by
Women who die in child-birth are some Mazticans, these planes have a
honored with a special place in this variety of configurations (one each
pastoral paradise. of the first nine listed in the Manual
Xilen coincides with the fourth of the Planes, pg. 101). The most
layer of Elysium, Thalasia. Watil, degenerate of Maztican souls end
goddess of plants, claims an island up here, and legend states that both
here. Fields of mayz cover most of Zaltec and Tezca spend time here.
the island, which has an abundance Zompantli, the Place of Skulls,
of plant life. Sometimes called the designates Cathrys, the second layer
Heaven of Milk Trees, is has a of Tarterus. Many souls here are
special orchard of trees that bear represented only by skulls. Zaltec
fruit filled with milk. The souls of often resides here.
those who dies in infancy reside Mictlan, or the Land of the Dead,
here. coincides with Niflheim, the second
Xitonco, the Meadow, is in Brux, layer of Hades. The Maztican section
the second layer of the Happy of the plane is especially cold and
Hunting Grounds. Maztican souls boring, and is populated by many
rest here and find abundant game owls and spiders.
whenever they hunt. Exbal Ken is Chamada, the second
Teotecan, Land of the Gods, layer of Gehenna. It is named for
designates the topmost layer of the anti-hero who introduced
Olympus. Klitzi, goddess of health, human sacrifice to Maztica.
nourishment, and love, manages a Xibalba is part of Malagard on
realm in a valley on this plain. She Maladomini, the seventh of the Nine
gets along with neighboring gods, Hells. This section of the huge
causing little friction. city/palace is filled with a constantly
Tochitl is a small realm on the changing array of typical Maztican
plane of Asgard, the topmost layer buildings. The one constant is a
of Gladsheim. The Maztican goddess great Ball Court, where the Maztican
of animals, Nula, spends some of deities come to play the Ball Game.
her time here, and her realm is Tlatocalli, House of the Warriors,
populated with beasts of all types. is one of the huge blocks on Avalas,
Mayel is the plane of Limbo, and is the top layer of Acheron. The souls
named for a human consort that of many Maztican warriors
Eha the Wind Sprite once took. She eventually arrive here, and continue
spends much of her time here, and to practice the art of war.
Maztican souls or travelers may find
refuge in the calm area around her.
Xipetlan, the Flayed Land, aptly
describes Pandesmos, the top layer
of Pandemonium. During the
daylight hours, Tezca sees to his
duties, but he spends his nights
here. Legend states that he must do
penance in the dark lands for
transgressions, which is why there

50
Mictlatepec and the Mictlaneca
Terrain: Mountainous had passed on to the next world.
Total Party Levels: 42 (average 7) Tombs were placed throughout the
Total gq: 8,000 city and in the surrounding areas as
Monster XP: 61,296 well.
Only nobility lived in the city, and
common visitors were restricted to
Set Up certain areas. Only the most
• The PCs hear legends of a important nobles could enter the
nearby “city of the dead.” Local palace complex at the north end of
villagers bury their own dead the city, for the proud and arrogant
near the city when possible, but ruler, Alban, resided there.
seldom enter the city itself, and After ruling successfully for many
never go near it at night. years, Alban decided that he wished
Legends state that there are to continue his reign even longer.
several tombs in the city, filled He instructed the royal
with riches, but they are hishnashaper to create a talisman
guarded by horrible monsters. which would allow him to do so.
• Traveling in the mountains, the The shaper did as commanded,
Pcs see a nearby mountain creating the talisman of perpetual
whose top has been leveled. A life. Alban wore the talisman for the
city, complete with temples and rest of his days, and when he died,
pyramids, graces the manmade he promptly returned to
plateau. life—almost. The talisman animated
• One or more PCs wishes to (or Alban as a “dead one” or mictlanec
has been instructed to) visit the (wight).
“city of the dead.” The journey is Alban’s new form horrified him,
intended to be a pilgrimage to but when he set upon the
pay homage to ancestors or hishnashaper to slay him, he was
nobles buried in or near the gratified to learn that his mere
city. touch could kill.
Because the daylight bothered
him, and he wished to share his
Background unlife with those nearby, he
Years ago, the City of the Dead, commanded that another talisman
Mictlatepec, was an administrative be created. The highest ranking
center for the Zateca, who shaper still in the city created the
dominated the area now inhabited knife of perpetual service. When
by the Huacli. The Zateca ruled used to slay a victim, the knife
several cities from their mountain animated the corpse as lesser
stronghold. mictlaneca: ghasts, ghouls, or
The city was used primarily for zombies, depending on former
administration, though it later social standing.
became a center for trade and During the day, the city appears
produced fine pottery. The deserted, because all the inhabitants
inhabitants buried important are resting in their lairs. At night
personages in the city, after they they venture out into the city again,

51
to act out portions of their former Wight (1): AC 5; MV 12; HD 4 + 3; hp
lives. Those unlucky enough to see 35; THAC0 15; #AT 1; Dmg 1-4; SA
the city at night witness a macabre energy drain; SD spell
sight, as the Dead Ones carry on immunities, hit only by silver or
trade, perform religious and state +1 or better weapons; ML 14; AL
activities, and play the ball game. LC; XP 975. Individuals killed by
If any living being ventures into energy graining become
the city during the nightly activity, half-strength wights under
he is first treated as a welcome Alban’s control.
visitor. Higher ranking mictlaneca Half-Strength Wight (4): AC 5; MV 12;
(ghasts and wights) recognize living HD 2 + 1; hp 17; THAC0 19; #AT 1;
beings for what they are, and order Dmg 1-4; SA energy drain; SD
others to attack and capture them spell immunities, hit only by
for sacrifice. Any living beings who silver or +1 or better weapons;
venture into restricted areas, as ML 14; AL LE; XP 420. Individuals
noted below, will also be recognized killed by energy draining become
as intruders and attacked. All half-strength wights under
mictlaneca have the ability to Alban’s control.
recognize the true social status of all Ghast (32): AC 4; MV 15; HD 4; hp 12;
visitors, even if their outward THAC0 17; #AT 3; Dmg 1-4/1-4/1-8;.
appearances differ. SA paralyzation and stench; SD
Those captures alive are slated for spell immunities; ML 13; AL CE;
sacrifice at one of the temples, the XP 650.
rite to be performed by an undead Ghoul (83): AC 6; MV 9; HD 2; hp 12;
priest using the knife of perpetual THAC0 19; #AT 3; Dmg 1-3/1-3/1-6;
service. SA paralyzation; SD spell
During the day, some mictlaneca immunities; ML 12; AL CE; XP
remain in designated tombs. Unless 175. Individuals killed by a ghoul
a specific tomb is mentioned, become a ghoul unless blessed or
undead stay in the narrow tunnels eaten.
which crisscross under the entire Zombie (96): AC 8; MV 6; HD 2; hp 8;
city. The peasant zombies lie under THAC0 19; #AT 1; Dmg 1-8; SD
the floors of their homes outside the spell immunities; ML 20; AL N; XP
city. 65.
In the following descriptions, all Chihuahua Skeleton: AC 10; MV 3;
activities and inhabitants given are HD ½; hp 2; THAC0 20; #AT 1;
for night-time unless otherwise Dmg 1; ML 4; AL N; XP 7.
noted.
The Zateca were less decorative
than other Mazticans. Murals grace The Lair
only a few walls, while most
surfaces are covered with single 1. Inner Courtyard
colors, usually red, black, or white. The ground between buildings is
The mictlaneca have six forms. All smoothed rock, kept free of plant
individuals of each type have the life. The surrounding valley cannot
same characteristics, as given be seen from here, nor can any
below. other mountains, so all city
buildings stand out against the sky.
Undead servants (zombies) travel

52
about, cleaning and repairing, while temple.
lesser nobles (ghouls) supervise. During the day, all the priests stay
Two identical groups, each in a tomb under the central
composed of six zombies and two pyramid. The tomb is accessed
ghouls, move around the courtyard. through a trapdoor behind the
Some 70 other zombies wander building on top of the tomb. It
about, gaping at nothing in contains no treasure other than
particular. normal stone knives, the knife of
perpetual service, and the gold
necklaces (each worth 10 gq) worn
2. Temple of Zaltec by the high priests.
Steps on the north side of the
temple lead up to the 30'-high main
platform. Aprons 10 feet wide Market Complex and Treasury
surround this platform at 10 and 20 At the east end of this complex is a
feet above the ground, along the 10-foot-tall platform, with stairs to
west, south, and east sides. The the ground on either side. The
pyramid near the center of the main western stairs lead to a paved
platform rises another 15 feet in courtyard enclosed by a 10-foot
five-foot segments, and a wide wall. An auction block sits in the
stairway leads to its top. In the stone center, with platforms on either
structure there, two high priests side. A ghastly noble and two
(ghasts) and three lesser priests ghoulish attendants sit on each
(ghouls) wait to kill most prisoners, platform, ready to arbitrate disputes
losers of the ball game, and other and record transactions. Four
sacrificial victims. One of the high zombie servants wait near each
priests has a knife of perpetual platform to carry messages and
service. This eight-inch long, +2 items. A zombie vendor in the
blade is carved from a human bone, northeast corner sells food:
but cannot break as normal bone animated skeletons of small dogs.
weapons do. He has 18 of the tiny creatures in
A similar, smaller pyramid sits in stock.
the southeast corner of the main Another noble ghast sits in the
platform. Four lesser priests (ghouls) stone building at the top of the
wait there. Though victims changed 20-foot pyramid at the west end of
by the knife are usually left to the complex. He is the Minister of
become part of the community, Trade, and he supervises all
those victims who were already business. Two female peasants
undead are brought here. The attend him.
priests divide the remains so that Other undead often visit this
city residents may feed, a gory event complex to negotiate or trade. At
that takes place every night most times, 1d8 additional ghouls
promptly at midnight. At that time, and 2d10 additional zombies are in
the mictlaneca (except for the the market complex.
zombies) gather from all over the When daylight comes, the market
city, and wait at the base of the huge officials retire to the tomb under
temple. the pyramid, which also serves as
No commoners (other than the city’s treasury. About 20,000
victims) are allowed inside the slimy, moldy cocoa beans are here,

53
54
stored in slowly rotting baskets. 5. Palace of the Warriors
Nearly 2500 similarly decrepit ears
of mayz are also here, along with On the east side of this palace is a
119 quills of gold dust, 120 gq worth 10-foot-tall platform with stairs
of jade, and turquoise worth 820 gq. descending to the east and west. A
step at the five-foot level outlines
the eastern side of the platform. The
4. Temple of the Dancers eastern stairs go down to the main
The “dancers” here are the victims courtyard, and western stairs lead
of torture at the hands of undead to the palace fountain. A
priests. Captives who are of royal ten-foot-wide walkway
blood are brought here and circumnavigates the fountain pool.
imprisoned, and tortured for 1d4 The central fountain pumps slimy
nights before being sacrificed. water. Anyone drinking it becomes
Stairs lead to five-foot-high violently ill, suffering from nausea,
platforms in front of the temple. An vomiting, and cramps for one day.
open doorway leads into the temple During that time victims receive no
from each platform. The northern Strength or Dexterity bonuses, and
doorway leads to the tomb which they attack under a -2 penalty.
houses the temple attendants Magical cures are effective.
during the day. Treasure consists of At the western side is a staircase
five gold quills. flanked on either side by a ramp.
The southern doorway leads to a The stairs lead to a twenty-foot-tall
prison area. There are three platform. From here, two five-foot
wooden-barred cells here, two of steps and a ten-foot-tall staircase
which contain skeletons (normal lead to the top platform. A 30’ x 50’
ones) in what used to be fine stone building sits at the top. Inside
clothing. At the DM’s option, is one large room, with a trapdoor
another living prisoner may be here leading down.
as well. The building is populated by the
The central staircase leads up to War Leader of the city, now a ghast,
the 20-foot-tall main platform. The and his 26 ghoul warriors who are
buildings are the north and south are involved in combat exercises when
used for torture, and three the party enters. During the day, the
priest-ghouls wait for victims in inhabitants rest in a large chamber
each. The central building on the beneath the building.
platform holds two ghast priests This chamber also contains
and the altar on which they treasure: about 400 moldy cocoa
perform their rituals. One has a beans, 37 quills of gold dust, and 28
knife of perpetual service. Only fire peppers. (see A Journey to the
priests and those of royal blood may True World, under the “Talismans”
set foot on this platform. entry of the “Hishna” section of the
At the south end of this building is chapter on Maztican magic.)
an enclosure which houses 17 stone
tablets, each four feet tall and three 6. Observatory
feet wide. These depict previous
“dancers,” contorted into unnatural This small, arrow-shaped structure
poses. A ghoul sculptor is working has five-foot steps on each side and
on a new tablet of a recent victim. a staircase in the back. On the
ten-foot-tall platform rests a stone

55
structure. From a marked circle on 10. Priest’s Tomb
the floor, one can sometimes see the
sun and other heavenly bodies A staircase leads up the west side of
through notches in the walls. this pyramid, to a platform twenty
Characters with the Astronomy skill feet above the ground. A small stone
recognize the building as an structure guards the secret entrance
observatory. The building is empty. to the tomb in the pyramid. If PCs
successfully search for secret doors,
they may find a trap door under a
7. Temple of Azul small altar. A ladder leads down
Stairs and ramps on the south side from there to a large chamber. A
of this structure lead to a platform richly garbed skeletal figure sits on
20 feet tall. Here, priests of Azul an ornately carved stone throne.
hold ceremonies throughout the The chamber is dark, unless PCs
night. Each of the three ghast high carry in a light source, in which
priests has three ghoul assistants. case the skeleton’s eyes glow eerily.
The ghasts here do not carry the The skeletal figure is truly dead, and
odor normal to such creatures. the light reflects from emeralds set
They have no treasure. within the eye sockets.
The chamber holds several pieces
of worked gold, worth a total of
8. Temple of Tezca 2,000 gq, and the two emeralds
A staircase on each side, east and worth 20 gq each.
west, leads to a 20-foot platform. Any outsiders who set foot on this
Two open stone buildings face to pyramid are attacked by any
the east. They once had thatch mictlaneca who sees them.
roofs, but those have rotted away. A
stone structure sits in the middle. It 11. Palace of the Merchants
also opens to the east, and a
wooden ladder inside leads up ten This entire structure sits on an
feet to the building’s roof. extension of the paved central
Four very depressed former courtyard. A staircase on the west
priests of Tezca wait on the top side leads to a 20-foot platform
platform for a sunrise they will which supports a stone building. A
never see. One ghoul sits in each central courtyard, 10 feet on a side,
smaller structure, while two ghasts is open to the sky. The female
wait in the large central building. ghouls of the city gather here each
One of the latter may be on the roof night. One room holds eight female
at any time. ghouls involved in weaving, another
holds six who sit and talk, and a
third contains four who play a
9. Temple of Qotal game.
Two five-foot steps and a long Two other rooms each hold a
staircase flanked by ramps lead up female ghast and five ghouls. The
to this ten-foot high, empty ghasts supervise the ghouls as they
platform. make pottery. Clay is taken from a
large pool of water. Each morning,
the newly made vessels are
returned to the pool to decompose
over the course of the day.

56
A final room holds a ghast and are filled with mictlaneca
merchant and his four ghoul during the day.
guards. The richly dressed ghast
constantly counts the treasure in
the room, which includes 2,000
15. Ball Court
rotting cocoa beans, 320 coral buds, Three staircases on the west side of
jade and turquoise worth 690 gq, this structure lead up to a 20-foot
and 42 quills of gold dust. If PCs platform. From the platform, two
attack or try to take anything, the ramps lead down 20 feet to the city’s
ghast calls for help, and everyone in ball court.
the palace arrives within 2d6 Just after sundown each evening,
rounds. the city’s residents gather to watch
the ball game. A team of three
regulars (ghouls) plays against a
12. Servants’ Quarters team chosen from the peasants
This building sits on a ten foot (three zombies). The ghouls
platform with a stairway on the naturally win, and the zombies are
west side. It is empty except during taken to the temple of Zaltec for the
the day, when the five ghoul potters midnight sacrifice. The winners
from building 11 rest under large practice for the rest of the night.
stone plates in the floor. If they wish, the PCs may play
against the ghouls, who are quite
good. Whatever the outcome, the
13. Merchant’s Tomb spectators attempt to kill the PCs
after the game, either for food or so
A staircase flanked by ramps leads they can play again (after becoming
up the west side of this pyramid. An undead, of course).
open stone building sits on top.
Inside is a large stone block which
covers the entrance to the tomb 16. Courtyard of Royal Complex
within the pyramid. No bodies, No commoners are allowed in the
living or dead, rest in this place. It royal complex. This courtyard is ten
contains 564 pieces of pottery, some feet above the main courtyard level.
fine and some broken. All treasure Staircases, ramps, and 10-foot steps
has been looted. lead up to a surrounding platform.
In the middle sits a 10-foot-tall
pyramid, which Alban climbs
14. Warrior’s Tomb nightly to worship Zaltec.
A staircase flanked by ramps leads
up to a 20-foot-tall platform which
holds a round stone building. The
17. Platform of the Royal
inside walls are decorated with Complex
carvings of a warrior in battle. A This 20-foot-tall platform surrounds
trap door in the center of the floor the courtyard of the royal complex.
leads down to an empty tomb. On The south side of the platform has
the west wall of the tomb is a door several stone supports which once
which leads to the narrow tunnels held a thatched roof, long since
underneath the city. The tunnels are rotted away. Stairs lead from this
just wide enough to crawl through, area down to the city’s central

57
courtyard. A wall 20 feet tall
extends from the platform’s
southwest corner. Five ghoul guards
armed with slings stand watch
there, alert for hostile intruders.

18. Royal Palace


Two sets of stairs flanked by ramps
lead to the palace, on a platform 60
feet above the ground. An entryway
extends eastward from the main
palace building. Nine elite guards
(ghasts) watch for intruders here.
Alban (the wight) spends most of
this nights in the open courtyard in
the center of the main palace. He
wears his amulet of perpetual life, a
small item made from jaguar claws
and human teeth. Anyone wearing
it when slain will be animated as a
wight.
Alban is attended by six ghouls
(servants), three ghasts (priests), and
four half-strength wights (advisors).
Holy water and pluma-enchanted
weapons will damage the wights.
Bright light will drive the wights
back, but will not harm them.
Underneath the palace is the
treasury, with four more ghastly
guards. The treasure consists of
10,000 rotting cocoa beans, 211
quills of gold dust, 20 coral buds,
jade worth 1060 gq, turquoise worth
432 gq, and gold ornaments worth
2,370 gq. At the DM’s option, a
hishna talisman may also be
present, but it will be used by the
guards if possible.

58
Chac MAZ

CLIMATE/TERRAIN: Mountain caves


FREQUENCY: Very rare
ORGANIZATION: Clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Very high (11-14)
TREASURE: Special
ALIGNMENT: Lawful neutral
NO. APPEARING: 1-4

ARMOR CLASS: 4
MOVEMENT: 12, Fl 12
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/1-3
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 30%
SIZE: M (5’-7’ tall)
MORALE: Steady
XP VALUE:

Chacs look much like slender jaguars. They generally trav-


el on all fours, but they may assume a bipedal stance as
well where upon they look much like werejaguars.
These spirits help control the rains in Maztica. From
their cave lairs high in the mountains, they send rain out to
the countryside. Those rare people who see a chac will ob- gaseous form. The birth of a baby chac takes place a year
serve tears trickling incessantly down its cheeks. This is later, and is often celebrated by all nearby chacs, who gath-
not from any kind of sadness, but rather a sign of the crea- er and produce a tremendous rainstorm.
ture’s aquatic affinities. Chacs tend to live long lives, some reaching ages of 100
Chacs are associated with a certain color, depending on years or more. A young chac stays with its parents until it
where they live. Those in northern Maztica are associated reaches maturity (about five years). The death of a chac is
with blue, those in the east with black, those in the south generally followed by a drought of 1-4 weeks in length
with red, and those in the west with yellow. Chacs in cen- while nearby chacs are mourning, though some droughts
tral Maztica are associated with green. A chac’s eyes are of last longer or are influenced by tlalocoatls.
the appropriate color, and when one assumes gaseous Chacs are very shy and reclusive, and almost always
form the mist is tinted with that same color. Thus, a chac in avoid direct contact with intelligent humanoid life. Too
southern Maztica has red eyes, and its mist is reddish. many of their legends tell of chacs being captured by hu-
mans and harmed if they refused to produce rain in ac-
COMBAT: Chacs always seek to avoid combat, fighting only cordance with the whims of their captors. If a chac is
if they are threatened and no escape is possible. They pos- captured, and other chacs find the identities of the offend-
sess magical abilities which they will use to protect them- ers, they bring their combined powers to bear on the per-
selves if need be. A chac can cast spells as if it were a 5th petrators, causing flooding or drought until the offenders
level priest of Azul, but can cast only water-related spells release the prisoner and atone for their actions.
from the elemental sphere. In addition, they can cast
weather summoning once per seek, and assume gaseous ECOLOGY: Chacs eat a combination of things, including
form (as per the potion) four times per day. meat and cocoa beans, but water is their main source of
nourishment.
HABITAT/SOCIETY: These creatures are nonviolent by na- Chacs always have a hoard of 100-1000 cocoa beans in
ture, preferring to use their magical powers to govern the their lair, and they use the beans to produce a chocolate
weather near their lairs. Though they use spells as if they drink of which they are very fond. Chacs also collect art
were priests of Azul, only half are actually servants of the objects, especially carved jade and turquoise, but rarely of
Giver of Rain and Taker of Breath. Those that serve Azul gold or other metal. A typical chac lair contains art pieces
directly have evil tendencies, and some of these share lairs worth 200-800 gq.
with rain dragons, or tlalocoatl. Most chacs may be ap- Chacs have no natural enemies, and they get along with
peased by local natives through gifts of food, while evil most denizens of their areas. However, a rain dragon will
members of their race, especially those living with tlalo- sometimes attack a chac to gain the moisture in its body.
coatls, often demand a sacrifice of some sort. The rare humans who find chacs will sometimes seek to
If more than one chac is encountered, it will usually be a capture it, thinking to thus gain control over the rains.
family group; with one male, one female, and one or two Chac skin may be used as a material component for po-
offspring (equal chance of either sex). Chacs have an elabo- tions of gaseous form or sweetwater, while their claws are
rate mating ritual, involving merging essences while in useful for some forms of hishna magic.
Jagre MAZ

CLIMATE/TERRAIN: Any land


FREQUENCY: Very rare
ORGANIZATION: Tribe
ACTIVITY CYCLE: Any
DIET: Carnivorous
INTELLIGENCE: Low-very (5-12)
TREASURE: D
ALIGNMENT: Any evil
NO. APPEARING: 1-4

ARMOR CLASS: 5
MOVEMENT: 12
HIT DICE: 12
THAC0: 9
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 + 7 or by weapon (2-12 + 7)
or 2-6/2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: H (16’ tall)
MORALE: Fanatic (17-18)
XP VALUE: 4000

These monstrosities were spawned by Zaltec on the Night


of Wailing, though they did not make their appearance un-
til later. While normal warriors became orcs, and jaguar
knights were transformed into ogres, certain high level
jaguar knights became especially large ogres, which were ogres as offspring. When one of these offspring reaches
later changed into jagres. maturity, or when an ogre is invited into the ranks of the
A jagre is a huge, brutish humanoid with cruel features. jagre, that individual must obtain the skin of a displacer
All jagres bear the mark of the Viperhand, a red brand in beast. In a special ceremony, the ogre and the skins are
the center of their chests. They wear armor made from then imbued with the power of hishna, creating a jagre. If
displacer beasts, which allows them to transform them- the jagre loses its armor, it is stripped of the power to
selves into displacer beasts. The latter form has the tenta- change forms, though it retains all other jagre abilities.
cles and six legs common to displacer beasts, but its coat is Some jagres take things a step further, going through a
usually a reddish brown with dark spots, like a jaguar's. special unholy ceremony which bonds the armor to their
skin so that it can not be removed. Maztican displacer
COMBAT: A jagre is as likely to enter combat unarmed as beasts often have colorations different from their eastern
with a weapon. Those that prefer weapons usually (75%) cousins, and jagres often choose a pelt of a color that ap-
carry huge macas, while others wield clubs. A jagre may peals to them.
transform itself into displacer beast form at will, gaining Jagres are recognized as authorities by all inhabitants of
its attacks and special abilities. In its cat-like shape, a jagre the Valley of Nexal. They answer only to Hoxitl and his per-
attacks with two tentacles, inflicting 2d4 points of damage sonal servants, the Beast Leaders.
on its victims. If pressed, it may attack with two claws and Jagres often lead companies of other Viperhand beasts.
a bite for damage of 1-3/1-3/1-8, but is more likely to at- Some 50% will be accompanied by 10 ogres, while 25%
tempt to escape or switch back to humanoid form. lead 20 orcs, 15% lead a mixed group of orcs and ogres, 5%
In beast form, a jagre has the same armor class, hit dice, lead 2-5 trolls, and 5% lead a company of ogres, orcs, and
hit points, and saving throws as its humanoid form. It trolls. Jagres are sometimes encountered when they are
gains the beast’s displacement ability, however, making it off duty, and will not be accompanied by anyother Vi-
appear to be three feet from its actual location. Anyone at- perhand beasts.
tacking the jagre’s beast form receives a -2 on his attack
roll. In addition, the creature makes saving throws at +2 ECOLOGY: Jagres are some of the most powerful creatures
while in this form. in Maztica, and they have no natural enemies. Because
they are relatively new to the world, their impact on the
HABITAT/SOCIETY: Jagres are leaders of the beasts of the local ecology has not yet been fully determined. It is
Viperhand which now inhabit the Valley of Nexal. They are known that they eat any form of meat, though they seem
huge variations of Viperhand ogres, having been reward- to prefer that of humans, demihumans, and humanoids.
ed with special powers for their service to Zaltec. The spe- Jagre lairs often hold treasure recovered from the ruins
cial displacer beasts armor they wear, imbued with hishna of Nexal. When determining treasure for a jagre, substitute
magic, allows them to change shape. Maztican valuables for coinage. Magical items will also be
At present, there are only male jagres. To increase their Maztican, with most being talismans of hishna.
numbers, they sometimes invite especially strong and The displacer beast armor, if taken from a jagre, will not
smart ogres to join their ranks. They also mate with some allow other creatures to make the transformation.
of the few female ogres in the Valley of Nexal, producing
Kamatlan MAZ

Kamatlan Kamadan
CLIMATE/TERRAIN: Any tropical Tropical jungle
or forest
FREQUENCY: Very rare Rare
ORGANIZATION: Solitary Solitary
ACTIVITY CYCLE: Any Any
DIET: Carnivorous Carnivorous
INTELLIGENCE: Semi- (2-4) Low (5-7)
TREASURE: Nil C
ALIGNMENT: Chaotic evil Neutral
NO. APPEARING: 1 1

ARMOR CLASS: 4 4
MOVEMENT: 15 15
HIT DICE: 5+2 4+2
THAC0: 15 17
NO. OF ATTACKS: 7 9
DAMAGE/ATTACK: 1-3/1-3/1-8/ 1-3/1-3/1-6/
1-4 (x4) 1-4 (x6)
SPECIAL ATTACKS: Poison Breath weapon
SPECIAL DEFENSES: Nil Nil
MAGIC RESISTANCE: Nil Nil
SIZE: L (6'-7' long) L 5’-6’ long)
MORALE: Steady (11-12) Average (8-10)
XP VALUE: 975 975

Kamatlan resemble large jaguars with two snakes growing


from each shoulder. They are very likely related to displac-
er beasts. tors, except for those much larger like dragons and giants.
A kamatlan’s coat is generally medium yellow in hue, Being a mixture of snake and jaguar, however, they pro-
and is covered with dark spots. The snakes extend about vide excellent materials for hishna magic, and almost any
three feet from its shoulders, and are sandy colored with a part of a kamatlan’s body can be put to use by a hishnasha-
diamond pattern. A rattle, much like that of a rattlesnake, per. Men, therefore, hunt them whenever they are discov-
tips the kamatlan’s tail, and rattles when the beast is fright- ered.
ened or otherwise agitated.
Kamadan: A relative of the kamatlan, the kamadan lives in
COMBAT: A kamatlan stalks its prey cautiously before at- parts of Toril other than Maztica. A kamadan resembles a
tacking, though its rattle sometimes betrays its presence. large leopard, with a long body, a tawny coat, and rosette-
The kamatlan is a fearsome opponent, hissing, growling, shaped spots. Three green snakes, about three feet long
and rattling during battle. When it attacks, it uses its front each, sprout from each shoulder. A kamadan’s tail is like
claws and its bite, as well as the bites of the snakes. Victims that of any large cat.
bitten by a snake must make saving throws against poison The kamadan attacks much like its Maztican cousin,
at +3 or contract an incapacitating illness which has an on- with claws, a bite, and its snake heads. The bites of a kama-
set time of 1-4 turns and lasts for 2-8 days. dan’s snakes are not poisonous, but the creature does have
a formidable breath weapon. Three times per day, a kama-
HABITAT/SOCIETY: Kamatlan are relatively new additions dan can breathe a cloud of sleep gas 20’ long and 10' wide.
to Maztica, having appeared in various places during the The effects of the cloud are much like those of a wizard's
Night of Wailing. Presumably, they were spawned in some sleep spell; creatures with 4+3 or more Hit Dice are unaf-
manner by Zaltec. fected, and the cloud puts creatures totaling 2d4 Hit Dice
Kamatlan prowl the uncivilized parts of Maztica, and to sleep. No saving throw is allowed against this effect,
may be found in jungle, desert, or mountains. They climb though it only affects those within the area of the gas
and swim superbly, and spend a great deal of time in tree cloud.
tops when in a forested area. They often stalk their prey Kamadans hunt and reproduce much like kamatlans,
for hours before pouncing. with similar mating times and gestation periods. They sel-
Kamatlan are solitary and territorial, and they come to- dom dig holes for their eggs, preferring to hide them un-
gether only rarely and briefly to mate. Mating may take der foliage.
place at any time of year. Two months after mating, the fe- These beasts are seldom prey, but have more enemies
male lays 1-4 large, leathery eggs, which she buries in a than their Maztican relatives. Their tongues make useful
shallow hole. The eggs hatch two months later, producing components for sleep potions.
half-sized young with only 2+2 Hit Dice but all the attack
abilities of an adult. The young mature in about six
months.

ECOLOGY: Kamatlan have little to fear from other preda-


Plumazotl MAZ

Lesser Greater
CLIMATE/TERRAIN: Any Any
FREQUENCY: Very rare Very rare
ORGANIZATION: Solitary Solitary
ACTIVITY CYCLE: Any Any
DIET: Special Special
INTELLIGENCE: Very (11-12) High (13-14)
TREASURE: Special Special
ALIGNMENT: Any good Any good
NO. APPEARING: 1 1 (1-2)

ARMOR CLASS: 3 3
MOVEMENT: 3, Fl 12 9, Fl 48
HIT DICE: 1 to 5 6 to 10
THAC0: 1 to 2 HD: 19 6 HD: 15
3 to 4 HD: 17 7 to 8 HD: 13
5HD: 15 9 to 10 HD: 11
NO. OF ATTACKS: 3 3
DAMAGE/ATTACK: 1-4/1-4/1-4 1-6/1-6/1-6
SPECIAL ATTACKS: Spell use Spell use
SPECIAL DEFENSES: Hit only by magi- Hit only by magi-
cal weapons cal weapons
MAGIC RESISTANCE: 5% per Hit Die 5% per Hit Die
SIZE: T (3”) to S (4') M (5’) to L (10’)
MORALE: Elite (13) Champion (16)
XP VALUE: 1 HD: 270 6 HD: 3000
2 ND: 420 7 HD: 4000
3 HD: 650 8 HD: 5000 their spellcasting abilities to create wonders in their
4 HD: 975 9 HD: 6000 homes, which eventually become safe, peaceful places
5 HD: 2000 10 HD: 7000 filled with color and music. Though they prefer to live
alone, they are unafraid of humans, and sometimes ap-
Payit legends tell of a time long ago when a powerful plu- preach them to gain news of what is happening in the out-
maweaver, Itzamna Manik, set out to create life with his side world. They offer tidbits of information in exchange
magic. After many years of labor, using spells that have for a brief conversation, but if given a bit of pluma magic,
long been forgotten, he created a plumazotl, a living crea- they become quite friendly and relate any desired infor-
ture of pluma. The gods destroyed Itzamna Manik for his mation to the best of their ability. These visits are rare and
audacity, but some of his creations managed to escape and brief, because it takes only a short time to satisfy a pluma-
reproduce. Their descendants still inhabit lonely spots in zotl’s curiosity about the outside.
Maztica. These rare creatures are composed completely of Though generally solitary, a pair of greater plumazotl
brightly colored feathers. They commonly take the forms sometimes comes together to mate. In a dazzling ritual, they
of birds, although some have a humanoid shape. Their pluck feathers from one another’s bodies, form them into
sizes range from that of a hummingbird to that of a giant small images of birds or humans, then infuse them with a bit
eagle. Plumazotl have very musical voices, and generally of their magic. These small creatures are lesser plumazotl
speak an ancient form of Payit as well as the language of with 1 Hit Die. A pair of greater plumazotl produces one or
intelligent species that dwell near them. two offspring in this way before parting ways.
Most plumazotl grow very slowly, finding bright feathers
COMBAT: Plumazotl are peaceful creatures, and they gen- to add to their own bodies. If one finds or is given a pluma
erally avoid combat if possible. If forced into combat, an talisman, however, it may incorporate the magic of the
individual defends itself with bites and clawing attacks. A item, growing by one or more Hit Dice, depending on the
plumazotl may use pluma magic. Lesser plumazotl cast power of the talisman.
spells as if they were plumaweavers of levels equivalent to When lesser plumazotl reach the height of their growth,
their Hit Dice. Greater plumazotl have better spellcasting they begin searching for more and more material to incor-
powers; those with 6 HD cast as 7th level plumaweavers, 7 porate into their forms. After they acquire, or one pluma
HD as 8th level, 8 HD as 10th level, 9 HD as 12th level, and talisman, they metamorphose into greater plumazotl.
those with 10 HD cast as 14th level plumaweavers.
Plumazotl are especially vulnerable to fire and take dou- ECOLOGY: Plumazotl feed on feathers and pluma magic,
ble damage from all fire-based attacks. adding items directly into their bodies. Talismans are bro-
ken into their component parts before being absorbed.
HABITAT/SOCIETY: The first of these creatures were Plumazotl have no natural enemies, though sometimes
given life hundreds of years ago. Granted intelligence and men hunt them for their inherent magic. If killed, a pluma-
a will to survive, they became a true race and learned to zotl produces a quantity of feathers suitable for feather-
feed and reproduce. weaving and pluma magic. A greater plumazotl may yield
Plumazotl tend to live far from any civilization. They use enough feathers for a blanket of featherweaving.
Guardians: Monsters of Maztica
The following types of monsters are Jackal (coyote) MC1
known to exist in at least one part of Jackalwere (as coyote) MC1
Maztica. Generally, monsters are Kelpie MC2
extremely rare and will not be Lycanthrope (werejaguar) MC1
encountered near any human (as weretiger)
habitation. However, exceptions Merman MC2
suited to an individual campaign are Mud-man MC1
not only possible, but likely. Nixie MC1
After each creature, an Oozes, slimes and jellies MC1
abbreviation notes whether its Plant, Carnivorous MC2
description is found in 2nd Edition Rhaumbusun MC3
Monstrous Compendium One, Two, Sahuagin MC2
or Three. Sea Horse, giant MC2
This is not an exclusive list; there Sea Lion MC2
can be other types of monsters in Selkie MC1
Maztica. The purpose of this list is to Slug, giant MC2
get the DM started on his Treants MC1
encounters, when the guardian of a Triton MC2
treasure or a dangerous wilderness Urchins MC2
encounter is needed. Vurgens MC3
Wyverns MC1
Aarakocra MC2 Yeti MC1
Ankheg MC2
Ascallion MC3
Baboon MC2
Bear MC1
Behir MC1
Beholder MC1
Bichor MC3
Bunyip MC3
Carrion Crawler MC1
Doppleganger MC2
Dragonne (called Hakuna) MC2
Dragons (DM's option) MC1
Dragon Turtle MC1
Elementals MC1
Golems (except iron) MC1
Giants (fire and hill) MC1
Snakes, spiders, scorpions, bats,
centipedes, lizards, rays, birds, eels,
fish, insects, toads, crocodiles,
crustaceans, lampreys, leeches,
frogs, porcupines, weasels, whales,
fungus, dolphins—all normal and
giant versions MC1, MC2
Harpies MC1

63
Index
Ball game . . . . . . . . . . . . . . . . . . . . 10 Hoxitl . . . . . . . . . . . . . . . . . . . 3 8 , 4 0
Rules . . . . . . . . . . . . . . . . . . . . . . 10 Poshtli . . . . . . . . . . . . . . . . . . . . . 4 4
Bay of Shoals . . . . . . . . . . . . . . . . . 3 3 Tokol . . . . . . . . . . . . . . . . . . . . . . . 3 6
Cities Places of interest
Azatl . . . . . . . . . . . . . . . . . . . . . . . 40 House of Tezca . . . . . . . . . . . . . . 4 4
Helmsport . . . . . . . . . . . . . . . . . . 3 2 Northern Wilds . . . . . . . . . . . . . . 4 5
Kultaka City . . . . . . . . . . . . . . . . . 3 7 Olbi . . . . . . . . . . . . . . . . . . . . . . . . 45
Maxal . . . . . . . . . . . . . . . . . . . . . . 2 7 Pyramid of the Gods . . . . . . . . . 4 4
Nexal . . . . . . . . . . . . . . . . . . . . . . 4 0 Southern Wilds . . . . . . . . . . . . . . 4 5
Otomi . . . . . . . . . . . . . . . . . . . . . . 4 1 Sunstone . . . . . . . . . . . . . . . . . . . 4 4
Pezelac . . . . . . . . . . . . . . . . . . . . . 3 3 Pluma . . . . . . . . . . . 1 5 , 1 7 , 2 3 , 3 7 , 4 1
Tewahca . . . . . . . . . . . . . . . . . . . . 4 4 Plumaweavers . . . . . . . . . . . . . . . . 2 3
Tezat . . . . . . . . . . . . . . . . . . . . . . . 40 Rainy season . . . . . . . . . . . . . . . . . . 8
Tukan . . . . . . . . . . . . . . . . . . . . . . 43 Regions
Tulom-Itzi . . . . . . . . . . . . . . . . . . 1 7 Far Payit . . . . . . . . . . . . . . . . . . . 1 3
Ulatos . . . . . . . . . . . . . . . . . . . . . . 2 9 Caves. . . . . . . . . . . . . . . . . . . . . 2 6
Zotil . . . . . . . . . . . . . . . . . . . . . . . 4 1 Fountain of the Gods . . . . . . . 2 6
Copper . . . . . . . . . . . . . . . . . . . . . . 4 2 Huacli . . . . . . . . . . . . . . . . . . . . . . 4 1
Dry season . . . . . . . . . . . . . . . . . . . . 8 Kolan . . . . . . . . . . . . . . . . . . . . . . 4 2
Evermeet . . . . . . . . . . . . . . . . . . . . 4 7 Kultaka . . . . . . . . . . . . . . . . . . . . 3 5
Gods Payit . . . . . . . . . . . . . . . . . . . . . . . 2 9
Qotal . . . . . . . . . . . . . . . . . . . . . . . 3 2 Pezelac . . . . . . . . . . . . . . . . . . . . . 33
Zaltec . . . . . . . . . . . . . . . . . . . . . . 31 Valley of Nexal . . . . . . . . . . . . . . 3 7
Golden Legion . . . . . . . . . . . . . . . . 4 7 Steel . . . . . . . . . . . . . . . . . . . . . . . . . 3 1
Halflings . . . . . . . . . . . . . . . . . . . . . 16 Terrain
Hishna . . . . . . . . . . . . . . 1 5 , 1 7 , 3 7 , 4 1 Arable land . . . . . . . . . . . . . . . . . . 4
Hishnashaper . . . . . . . . . . . . . . . . . 3 7 Brush/savannah . . . . . . . . . . . . . . 5
Hoxitl . . . . . . . . . . . . . . . . . . . . . . . . 4 0 Great Salt Marsh . . . . . . . . . . . . . 2 8
Jagres . . . . . . . . . . . . . . . . . . . . . . . 40 Level desert . . . . . . . . . . . . . . . . . . 6
Kurari . . . . . . . . . . . . . . . . . . . . . . . 1 6 Level jungle . . . . . . . . . . . . . . . . . . 5
Mangaroo . . . . . . . . . . . . . . . . . . . . 3 3 Marsh . . . . . . . . . . . . . . . . . . . . . . . 4
Merchant Princes of Amn . . . . . . 3 0 Mountain . . . . . . . . . . . . . . . . . . . . 3
Movement Rates Crests . . . . . . . . . . . . . . . . . . . . . 7
in mountain terrain . . . . . . . . . . . 3 Summits . . . . . . . . . . . . . . . . . . . 7
Night of Wailing . . . . . . . . . . . . . . . 3 4 Mountainous desert . . . . . . . . . . . 7
Octal . . . . . . . . . . . . . . . . . . . . . . . . 4 0 Mountainous jungle . . . . . . . . . . . 5
O g r e s . . . . . . . . . . . . . . . . . . . . . . . . 38 Salt marsh . . . . . . . . . . . . . . . . . . 3 8
Orcs . . . . . . . . . . . . . . . . . . . . . . . . . 38 Thousandmen . . . . . . . . . . . . . . . . 3 7
Peoples Trolls . . . . . . . . . . . . . . . . . . . . . . . . 3 9
Dog People . . . . . . . . . . . . . . . . . 4 6 Twin Visages . . . . . . . . . . . . . . . . . . 3 3
Green Folk. . . . . . . . . . . . . . . . . . 4 3 Underwater terrain . . . . . . . . . . . . . 7
Itzas . . . . . . . . . . . . . . . . . . . . . . . 1 4 Coastal shallows . . . . . . . . . . . . . . 8
Persons of note Ocean deep . . . . . . . . . . . . . . . . . . 8
Cordell . . . . . . . . . . . . . . . 3 0 , 3 6 , 4 7 Shoal waters . . . . . . . . . . . . . . . . . 8
Erixitl . . . . . . . . . . . . . . . . . . . . . . 4 4 Viperhand . . . . . . . . . . . . . . . . 3 7 , 3 9
Gultec . . . . . . . . . . . . . . . . . . . . . . 2 2 Zatal . . . . . . . . . . . . . . . . . . . . . 3 7 , 4 0
Halloran . . . . . . . . . . . . . . . . . . . . 4 4

64
Maztica
Campaign Set
Gods & Battles
by Douglas Niles
Table of Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
BATTLESYSTEM™ Rules for Maztica . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Typical Maztican Troop Rosters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Scenario 1: The Early Days of Empire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Scenario 2: The Golden Legion at Ulatos; First Triumph . . . . . . . . . . . . . . . . . . . . . . 10
Scenario 3: Humans United at Tukan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4
Powers of Maztica . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Kukul: Ancient Father of the Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 2
Maztica: Mother of Life, the World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 3
Qotal: The Feathered Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 4
Zaltec: Bringer of War and Eater of Hearts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 5
Azul: Giver of Rain and Taker of Breath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 6
Plutoq: Master of Earth and Stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 7
Tezca: Ruler of Sun and Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 8
Kiltzi: Giver of Health, Growth, Nourishment, and Love . . . . . . . . . . . . . . . . . . . . 2 9
Eha: Wind Sprite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 0
Watil: Guardian of Plants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 1
Nula: Guardian of Animals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2

Credits:

Design: Douglas Niles Cartography: David Sutherland III


Editing: Karen S. Boomgarden Typesetting: Tracey Zamagne
Cover Art: Fred Fields and Gaye O’Keefe
Interior Art: Valerie Valusek Production: Paul Hanchette
and Laurie Yockey
This material is protected under the copyright law of the United States of America. Any unauthorized use of the material or artwork contained herein is expressly
prohibited without the written consent of TSR, Inc. Copyright ©1991 TSR, Inc. All Rights Reserved. Printed in U.S.A.

Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade
by regional distributors. Distributed in the United Kingdom by Random Century Group and TSR Ltd.

ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc. BATTLESYSTEM and the TSR logo are
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1066XXX1503
INTRODUCTION
The information in the player’s armies, as well as several specific
book— A Journey to the True scenarios.
World —is enough to get a PC started The Maztica BATTLESYSTEM
on a Maztican campaign. However, rules, incidentally, can be used by
several types of play will require players who have armies of Aztec
more information, specifically for figures, or other pre-Columbian
characters who are priests or armies of Mexico, in creating
warriors. historical scenarios.
This book, on Gods and Battles of The section on Maztican gods
Maztica, is intended to expand the explains some of the general
playing opportunities for both types religious practices of the land. The
of characters. In addition, it section goes on to list the major
provides the DM (and any deities of the True World, together
BATTLESYSTEM™ miniatures rules with information on alignment,
player) with the information needed general descriptions, and what
to create large battles. Included are spheres of influence their clerics
some special rules for Maztican can master.

2
BATTLESYSTEM™ Rules for Maztica
The general provisions of the Unit Type Min. Recommended
BATTLESYSTEM™ Miniatures Rules
(2nd Edition) apply to mass combat Irregular, melee
in Maztica. However, several weapons 10 24-48
modifications can be made which Irregular, missile
reflect the tactics, qualities, and weapons 8 20-40
equipment of the armies of Maztica. Regular, melee
These are organized along the same weapons 6 24-36
outline as the BATTLESYSTEM rules Regular, missile
themselves. weapons 6 16-32
Jaguar or Eagle
Knights 2* 4-12
Basic Troop Information *Unless only one is present.

Maztican armies are organized and Another difference to consider is


converted from AD&D® game that Maztican warriors do not fight
characteristics just like any other in quite so tightly packed
fantasy army. A few specific formations as do some other forces.
provisions apply, however. Consequently, the ideal base size for
All native Maztican formations are a Maztican warrior is a full 25 mm
infantry, obviously due to the lack (1") square per figure. If smaller
of rideable creatures. This can be bases are already in use, those
subject to modification depending figures must be designated as
upon the time frame of the regular troops.
campaign, and the degree of
commerce between Maztica and the Morale
Sword Coast.
Even among the infantry, Several unique provisions apply to
however, there is a great variety of morale checks for Maztican units in
weaponry and levels of training. battle.
Typical Maztican troop types
include both regular (veteran) and Cumulative Penalties. The normal
irregular (levee) formations armed rule requiring a unit to make no
with the following weaponry: more than 1 Morale Check per step
Macas, clubs, spears (with and
applies. However, when a check is
without casters), bows, and slings. made for one reason, every
Jaguar and Eagle formations are additional reason that would cause
also present in many armies. an additional Morale Check inflicts a
-1 penalty to the unit’s morale. All
Unit And Base Sizes modifiers that apply, because of any
of the morale triggers or for any
Maztican units tend to be larger other reason, are applied
than those employed by armies of cumulatively. (This, as an optional
other cultures. The following are rule, can be employed for all
guidelines: BATTLESYSTEM games.)
For example, a unit suffers the

3
first casualties of a turn, losing five will cause Awe (range 12"), as soon
figures to a non-Maztican wizards as the effects of the spell are visible
cone of cold attack. This provides or otherwise felt.
three reasons to check morale (first GUNPOWDER weapons force a
casualty; more than 4 hits in a single morale check by any unit they are
step; figures eliminated by magic). fired against, with no regard for hits
Only one check is made, but a -2 or misses. Each hit inflicted is a -1
modifier (for the two extra morale modifier to the unit’s morale rating,
triggers) to the unit’s morale applies for that check only. A unit must
(in addition to all other modifiers check each time it is fired upon,
that already apply). until it passes a check. It need not
check thereafter.
Special Morale Check Modifiers.
Maztican formations apply special
modifiers, for several Movement
circumstances. These reflect the
fact that, while the infantry is not so Normal movement rules for
willing to grapple for long periods infantry apply to Maztican units.
with opposing infantry, neither does They can assume column
it willingly flee the battlefield while formation, and regular units can
a fight still rages. assume regular or irregular
DURING MELEE, when a Maztican formation.
unit is in base-to-base contact with Irregular units, however, can only
an enemy unit (not merely a hero), a assume irregular formation
-1 modifier applies to the Morale of (whether in column or not). They
the Maztican formation. cannot perform a march to the rear.
DURING MOVEMENT, when a
Maztican unit is attempting to rally
from Shaken to Good formation, a
Combat
+1 modifier applies to the unit’s
morale. If a unit is attempting to Normal BATTLESYSTEM rules apply.
rally from Routed to Shaken Some specific changes have been
formation, a +2 modifier applies. noted on individual unit rosters.

First Shock of Foreign Tactics. This Skirmishers: Any Maztican regular


is designed as a scenario rule, or a formation can enter skirmish
procedure to be adjudicated by a formation. Elite formations (Jaguar
DM during a campaign. It reflects and Eagle Knights) can enter
the effects on Maztican warriors of skirmish formation, and in addition
first appearances of certain tactics, they enjoy some exceptions to
formations, and equipment that are normal skimisher rules. They can
very terrifying when they first move freely into contact with
appear. enemy formations, even their
CAVALRY causes Awe fronts, and they can initiate charges.
(BATTLESYSTEM™ Rules, page 88)
when it is first encountered by Special Formations: Maztican
Maztican warriors. formations cannot employ the
WIZARDS and CLERICS who Shield Wall or Pike Block
employ a spell of Level 3 or higher formations. They can employ the
Mixed Line formation.

4
Eagle and Jaguar Knights: 12 Hut
Formations of Knights can function 22 Adobe House
in regular, irregular, or skirmish 30 Small Temple Building
formation, or they can be employed
as Heroes (within the restrictions on
Number of Heroes per Battle, Magic
BATTLESYSTEM™ Rules page 57-58),
Knights with four or more Hits The pluma and hishna magic of
can use either their human or their Maztica is not so dominating on the
animal forms (Jaguar or Eagle) on battlefield as are the sorceries
the field. Two separate roster typical of a powerful wizard.
notations should be made for these Nonetheless, the following spells
units, one for each form. The can have notable effects:
number of Hits, of course, remains
constant. Pluma: The missileflight spells
See Maztican Troop Rosters, page (arrowflight, spearflight, and
7, for full details of these troops. stoneflight) can benefit troops on a
battlefield. It doubles the range of
Heroes: Maztican heroes function the missile fire, and allows a figure
normally, and typically include the to get an AD of 8 instead of 6.
most powerful members of the A plumaweaver can cast the spell
Knightly orders, as well as high-level on one figure for each hit of the
warriors, and the occasional cleric, spellcaster.
Plumaweaver, or Hishnashaper.
The water summoning spell can
Flying Creatures: Eagle Knights, in turn a section of dry land into
avian form, are the only commonly marsh or swamp, with its
encountered flying formation in the corresponding effects upon
True World. The normal flying rules movement and combat. The
apply, except that they suffer no spellcaster must remain immobile
morale penalty when in flight. for a full turn; on the following turn
the spell takes effect during the
Undead Units: Undead are Magic Step, if the caster still has not
extremely rare in Maztica, and an moved.
army-sized group of them would The center of the area of the
have to be introduced by some effect must be within 6” of the
enterprising cleric from the more caster. An area of 4” radius from
“civilized” parts of the realm. that spot is immediately turned to
swamp. The area expands by 1"
Buildings: Units in and around (added to radius) per turn after this,
buildings follow the normal rules. to a total number of turns equal to
Buildings of stone or adobe cannot the Spellcaster’s hits. For example, a
be burned. Unique Maztican caster with 4 hits would cause the
building features have the following swamp to expand for 3 additional
hits: turns after it first appeared.

1 House door Hishna: The ambush spell can allow


5 Thatch Wall as many figures as the hishnashaper
10 Adobe Wall has hits (one per hit) to conceal
themselves on the battlefield. They

5
are placed off to the side, and their They need not flee the area, unless
location carefully noted. They may they recieve a rout result.
appear whenever, and with Troops must make a Morale check
whatever facing, the casting player before they will enter an area of
decides. pestilence; the check is made during
movement, immediately before the
The pestilence spell can create an unit would enter the affected area.
obstacle on a battlefield, covering a Any troops that spend any portion
5” square for each hit of the caster. of a turn within an area affected by
It will last for the duration of the pestilence suffer 1 hit per five
battle, and requires no delay to cast. figures in the area. The hit(s) is
Troops within an area of suffered immediately, but those
pestilence must make an immediate same figures cannot again be hit by
Morale Check, as if caused by the pestilence until the following
Horror with a -1 penalty to morale. turn.

Typical Maztican Troop Rosters


Name/Group AD AR Hits ML MV

Irregular Levees
Clubwielders 6 (4 vs. large foes) 9 1 8 12"
Spearmen 6 9 1 9 12"
Range 1”/2”/3”
Levees cannot use spearcasters
Archers 6* 4 10 1 9 12"
Range 5”/10“/15
Slingers 4 10 1 8 12"
Range 4"/8"/16"

Regular Warriors
Macas 8* 7 1 11 10"
Spearmen (with casters) 6 8 1 11 12"
Range 2**"/4*"/8"
Archers 6* 4 9 1 11 12”
Range 5"/10"/18"
Slingers 4 9 1 11 12"
Eagle Knights (Elders) 10 4 5 15 12"
Can use bow and arrow, AD 6, Range 5"/10”/18”
Eagle form: 12 5 5 15 6"/36" (MC
B)
Eagle Knights (Apprentice) 8 4 3 13 12"
Can use bow and arrow, AD 6, Range 5"/10"/18"
Jaguar Knights (Elders) 10 3*** 5 15 12”
Jaguar Form: 12+8 4 5 15 15"
Can charge at 30” movement rate
*(6 after 3 rounds of melee attacks, due to weapon deterioration)
* *When cast at these ranges, spears get AD of 2d6 for each figure.
* * *AR 5 when attacked with metal weapons

6
Scenario 1: The Early Days of Empire
During the reign of Ipana III, Fourth leadership of one city, and one
Revered Counselor of Nexal Revered Counselor.
Ipana III began his campaign
When the forces of Nexal gained ambitiously, with plans for the
control of the valley floor, they had quick subjugation of Cordotl, Palul,
to look no farther than the slopes and eventually Kultaka beyond.
above their lakes to find the first While he busily recruited warriors
victim of expansion. They found a in the valley, he sent a small army of
place rich in treasure and his most loyal veterans against
population, and barely a day’s Cordotl, reasoning that the small
march for the army beyond the city would put up little resistance.
boundaries of Nexal itself. The counsellor planned for his
The small city-state of Cordotl force to take Cordotl and gain
occupied a key pass, between the mastery of the pass in time for the
great summits of Popol and Zatal. It rest of the army to march up for the
was a busy trading town, where grand campaign into the valleys
foodstuffs from the valley were beyond.
hauled and bartered for goods from Cordotl, surprisingly, mustered a
the coast and from the Payit and large force of warriors from the city
Pezel countries. and the surrounding lands. Though
Always before it had been ignored many of these were levees of
by the powers in the valley, for they untrained farmers, they were
had had their own neighbors to united in their determination to see
worry about. Now, for the first time, Cordotl remain free of Nexalan
these squabbling precincts were all control. Failing in that, the warriors
united—albeit forcibly—under the knew that if they gave a good

7
account of themselves, their city
might hope for more favorable Victory
terms in the negotiations that would
follow that battle as certainly as If the forces of Maztica can gain the
night follows day. summit of the hill by the tenth turn
The small, powerful Nexalan of the scenario, the effect will be so
legion marched up the valley. Scouts devastating upon Cordotl’s morale
reported many men of Cordotl that the city will immediately accept
massing above them. Finally, the the mastery of the Nexala. This is
defenders began to advance, when the ultimate victory.
the force of Nexal had committed If, after ten turns, no Maztican
itself to a straight approach on the (unrouted) forces occupy ground to
city. The two armies converged in the east of all the ditches, the
the mayzfields west of the city. Cordotls have won a minor victory.
Drainage ditches and irrigation They will still be overwhelmed by
ponds crisscrossed the land. the Nexalan reinforcements, but
The men of Cordotl rushed their courage has won them
forward to try and gain position at concessions in tribute that will have
those ditches, while the Maztican to be paid.
warriors tried to cross wherever If the Cordotls achieve the minor
they could. The two forces met in victory condition, and at least half
savage battle, and many things of the Maztican forces have been
beyond the immediate future of killed, captured, or routed from the
Cordotl lay in the balance. field, the Cordotls win a
tremendous victory. Fresh recruits
Setup stream in from hills, and nearby
settlements, and Nexalan expansion
is dealt a sharp rebuff. It will be
The setup areas marked on the map decades before that powerful city
are 1' deep and 20” or 30” wide even thinks about sending an army
(Cordotl and Maztica, respectively). beyond the valley.
The forces of Maztica are set up The historical result is somewhere
first, followed by the forces of in between a Cordotl minor victory
Cordotl. Facing is left up to the and a Maztican triumph; it is a
players. Maztican minor victory that results
in the absorption of Cordotl.
Terrain
Maztican Rosters
Each ditch is a typical ditch as
described in the BATTLESYSTEM™ Abbreviations:
rules. The pond is impassable to all AD: Attack Dice
units (except flying eagles). The
AR: Attack Rating
buildings are all adobe-walled Hits: Hit point equivalent
structures with windows in each ML/CD: Morale or Command
wall and doors where illustrated on Diameter
the map. Each has 10 hp. The hill is MV: Movement Rate
two elevations high.

8
Name/Group AD AR Hits ML/CD MV
Individuals:
Talok * * 12 4 8 18" 12"
Eagle Knight, Army Commander and Hero
Eagle Form 12 5 5 6"/36"
(MCB)
2 Jaguar Knight Heroes 12 3 5 13" 12"
Jaguar Form 12+8 4 5 15"
Can charge at 30” movement rate
4 Warriors 10 5 5 12" 12"
Unit Commanders

Units:
5 Eagle Knights* * 8 4 3 13 12"
Need no commander
4 Jaguar Knights 10 3 3 12 12"
20 Spearmen (Regular) 6 6 1 11 12"
with casters; range 2/4/8; double AD at short and med. range
24 Macas (Regular) 8 7 1 11 10"
AD drops to 6 on fourth turn of melee attacks
24 Archers * * (Regular) 6* 4 9 1 10 12"
* *can use bows; range 5"/10"/18"; AD 6

Cordotl Rosters
lndividual
Karmac 12 3 8 18" 12"
Jaguar Knight, Army Commander and Hero
Jaguar Form 12+8 4 5 15"
Can charge at 30” movement rate
2 Warrior Heroes 12 5 5 12" 12"
Armed with Heartseeker spears; on AD roll of 10 or better, automatically
eliminates opponent in melee combat
6 Warriors 10 5 4 12" 12"
Unit Commanders

Units:
24 Macas (Regular) 8 7 1 11 10"
AD drops to 6 on fourth turn of melee attacks
36 Clubwielders (Irreg.) 6 9 1 8 12"
24 Spearmen (Irregular) 6 9 1 9 12"
Range: 1"/2"/3"
20 Slingers (Irregular) 4 10 1 8 12"
Range: 4"/8"/16"
24 Archers (Irregular) 6*4 10 1 9 12"
Range: 5”/10"/15"

9
Scenario 2: The Golden Legion at
Ulatos; First Triumph
During the reign of Naltecona, A twilight or night attack by the
Fifteenth and Last Revered Payits might have destroyed the
Counselor of Nexal legion then and there, but nighttime
warfare is not the way of the True
Captain-general Cordell landed his World. In proper civilized fashion,
force on the shore at Ulatos the army of the Payit waited until
knowing there would be war. His the following morning to begin its
legionnaires had already skirmished attack.
with Payit warriors, at the nearby In the meantime, Cordell’s men
promontory of Twin Visages. Now erected a lookout tower for the
he sailed up to the largest city in the commander, and he set about
Payit lands and dropped anchor. preparing for the morrow’s battle.
In a daring debarkation, he His horsemen were few, but he
brought his men ashore late in the took the risk of dividing them into
day, in the full view of the Payit even smaller wings. These he
army massing on the plain before its concealed in ravines near the field,
city. The pyramids, palaces, and out of view of the Mazticans. Too, he
rooftop gardens of Ulatos were had delayed the debarking of the
clearly visible from the ships, and horses until after dark, hoping that
the shore—only a few miles of the cavalry would provide a
relatively open, brushy savannah shocking attack against the
and mayzfields separated them. footbound Payit.

10
The Payits mustered a huge force, the table edge, just out of play (and
including the veteran guards and out of sight). They can be brought
Knights from the city itself, and a onto the table during any Legion
great many irregular regiments of Movement Step. They can initiate
spearmen from the surrounding charges from their off-table
villages. These had hastened to positions.
answer the call to war, knowing
only that some unspeakably strange
force had landed on the shores of Terrain
the True World, bent on domination
and destruction. The trees shown on the map are
The Payits waited for full daylight, light forest.
but not a moment longer. With the The buildings on the Payit side are
rising of the sun, the savannah adobe. The small ones are houses
quaked to a cacophony of whistles, and can take 10 hits. The large one
shouts, conch-shell horns, and has a portion of roof that is two
stamping, pounding feet. The men levels high, and it can take 40 Hits
of the Legion stood ready, and the before it is destroyed.
Battle of Ulatos began. The tower is two elevation levels
high. It can take 20 Hits, but is
Special Scenario Note: To reflect subject to burning. When the
the dramatic disparity in Cordell figure occupies the tower,
effectiveness of the two armies, the his Charisma Bonus can be used to
Golden Legion is represented at an rally any figures within 48” of the
inflated scale. Each figure tower.
represents a mere 5 men, not the
standard 10. This has no effect upon
play, but further illustrates just how
Victory
outnumbered Cordell and his men
were. This is a decisive battle in the
history of the True World. The
Setup Payits, with a victory that eliminates
or routs all of the Legion from the
field, will change the course of
The Payits set up first. At least Maztica’s future. The Legion,
four units must be placed with their shattered, will flee back to the
rear rank adjacent to the south edge Sword Coast. The nations of Maztica
of the table. These forces cannot will prepare confidently for the next
move until after at least one melee coming of these once-whipped
combat has occurred between foreigners. A prolonged and bloody
Mazticans and Legionnaires. (This is war becomes inevitable.
to reflect the crowded conditions as A legion victory requires
many huge Payit regiments tried to Legionnaire figures to occupy or
attack the compact companies of destroy all of the buildings, and
the invaders.) eliminate at least four of the Payit
The Golden Legion is set up next. Heroes. If this occurs, the Payits fall
The cavalry units are not placed on to the invaders and the Legion
the table. Instead, their location is embarks upon its march to destiny.
noted—they are assumed to be at

11
Payit Army Rosters
Name/Group AD AR Hits ML/CD MV
Individuals:
Lok** 12 4 8 18" 12"
Eagle Knight, Army Commander and Hero
Eagle Form 12 5 5 6"/36"
(MCB)
Gultec 12+8 3(5) 9 16" 12"
Jaguar Form 12+8 4 9 15"
Can charge at 30” movement rate
3 Jaguar Knight Heroes 10 3(5) 5 10" 15"
Jaguar Form: 12+8 4 5 15"
Can charge at 30’ movement rate
Xaktl 6 8 4 18"
Plumaweaver and Hero, select 6 spells from pluma and priest spell lists
Kikil 10 4 4 12"
Hishnashaper and Hero, select 6 spells from hishna and priest spell lists
7 Warriors 10 6 5 10" 12"
Unit Commanders

Units:
12 Eagle Knights* * 8 4 5 14 12"
Need no commander
Eagle Form 12 5 5 6"/36"
(MCB)
12 Jaguar Knights 10 3 3 13 12"
Need no commander
20 Spearmen (Regular) 6 8 1 11 12"
with casters; range 2/4/8; double AD at short and med. range
24 Macas (Regular) 8 7 1 11 10"
AD drops to 6 on fourth turn of melee attacks
24 Archers * * (Regular) 6*4 9 1 10 12"
24 Clubwielders (Irreg.) 6 9 1 8 12"
24 Spearmen (Irregular) 6 9 1 9 12"
Range: 1"/12"/13"
20 Slingers (Irregular) 4 10 1 8 12"
Range: 4"/8"/16"
24 Archers (Irregular) 6*4 10 1 9 12"
Range: 5"/10"/15"
* * can use bows, AD 6; Range 5"/10"/18"

12
Golden Legion Rosters
Name/Group AD AR Hits ML/CD MV
Individuals:
Captain-General Cordell 10 2 11 18" 24"
Hero and Army Commander, mounted
Daggrande 12 2 9 14" 9"
Hero and Crossbow Unit Commander, Dwarf
Garrant 12 3 8 14" 9" or 24"
Hero and Swordsmen Unit Commander, mounted (optionally)
Bishou Domincus 10 3 8 12"
Priest
Darien 6 4 9 24"
Wizard, has spells
5 Captains 8 5 5 10" 12"
Other unit Commanders

Units:
12 Crossbowmen 8 5 3 13 9"
Range 8"/16"/24", Rate
16 Archers 6 6 2 12 12"
Range 7"/14"/21", Rate
12 Swordsmen 8 6 2 12 9"
8 Swordsmen 10 4 3 14 6"
18 Pikemen 6 2 12 12"
2 Cavalry (12+8) 10 6 6 15 18"
(There are four units of cavalry, all with these attributes)

13
Scenario 3: Humans United at Tukan
In the fourth month after the Night of Wailing, perverted by the
Night of Wailing power of Zaltec into growling
monsters: orcs and ogres.
After the calamities of the Night of These beasts pressed after the
Wailing, a mass of refugees fled humans, nearing the huge column
southward from the valley of Nexal. just as they refugees entered a wide,
While predominantly residents of very fertile valley. Here they decided
Nexal itself, some of these were the to stay, and here they would have to
remnants of the Kultakan forces stand against the Beasts of the
brought to the city by Cordell, and Viperhand.
even some hundred and fifty of his
original five hundred legionnaires.
The humans fled along a series of Setup
formerly desert valleys that, through
the miraculous intervention of Qotal, The forces of the Beastarmy are
now flourished with water and set up first. Next, the human army is
grain—enough to sustain the humans set up. The forces of Kultaka and
on their long, perilous flight. Nexal must be separated as shown
But behind them came the pressing on the setup diagram. The few
horde of the Viperhand—the Legionnaire forces can be placed
creatures that had been born of the anywhere among the humans.

14
If the humans win, they preserve
Terrain their valley of Tukan, and go on to
build the city there that will soon
The battlefield slopes upward to rival Nexal in its splendor and glory.
two crests, one of elevation three It becomes the new heart of the
and the other of elevation four. True World, balancing the foreign
Several patches of rough influence that soon changes Ulatos
ground—boulder fields, in this and the Payit lands beyond all
case—obstruct portions of the expectations.
battlefield. If the monstrous forces win, the
refugees scatter southward, where
Victory many perish of starvation and
others fall victim to the Green Folk
in the dank southern jungles. The
This is a fight for nothing less than victorious Beasts of the Viperhand
the future of humankind in Maztica, roam across the continent,
and as such will be fought to the destroying city after city of
finish. The last player with humankind, until all of Maztica has
unrouted troops on the board is the been driven back to primitive
winner. savagery.

15
Human Rosters
Name/Group AD AR Hits ML/CD MV
Individuals:
Captain-General Cordell 12 2 11 18" 24"
Hero and Army Commander, mounted
Garrant 12 3 8 14" 9” or 24"
Hero and Swordsmen Unit Commander, mounted (optionally)
2 Captains 8 5 5 10” 12"
Other legion unit Commanders
Chical* * 12 4 8 18" 12"
Eagle Knight, Army Commander and Hero
Eagle Form 12 5 5 6"/36"
(MCB)
Tokol 12 5 8 15" 12"
Kultakan Army Commander and Hero
2 Jaguar Knight Heroes 12 3 5 13" 12"
Jaguar Form 12+8 4 5 15"
Can charge at 30” movement rate
8 Warriors 10 5 5 12" 12"
Maztican Unit Commanders must be designated Kultakan (Kult.) or Nexalan
(Nex.).

Units:
NEXALAN FORCES:
5 Eagle Knights* * 8 4 3 13 12"
Need no commander
24 Macas (Regular) 8 7 1 11 10"
AD drops to 6 on fourth turn of melee attacks
24 Archers * * (Regular) 6*4 9 1 10 12"
36 Clubwielders (Irreg.) 6 9 1 8 12"
24 Spearmen (Irregular) 6 9 1 9 12"
Range: 1”/2”/3”
20 Slingers (Irregular) 4 10 1 8 12"
Range: 4"/8"/16"

KULTAKAN FORCES:
4 Jaguar Knights 10 3 3 12 12"
Need no commander
20 Spearmen (Regular) 6 8 1 11 12"
with casters; range 2/4/8; double AD at short and med. range
16 Macas (Regular) 8 7 1 11 10"
AD drops to 6 on fourth turn of melee attacks
24 Archers (Irregular) 6*4 10 1 9 12"
Range: 5”/10"/15"
* * can use bows; range 5”/10”/18"; AD 6

16
Golden Legion Roster:
Name/Group AD AR Hits ML/CD MV
8 Crossbowmen 8 5 3 13 9”
Range 8”/16"/24"
12 Swordsmen 8 6 2 12 9”
3 Cavalry (12+8) 10 6 6 15 18"
Need no commander

Beasts of the Viperhand Rosters


Individuals:
Hoxitl, Beastlord 2d12 4 12 18" 12"
Army commander
Hamhock, Ogre Brute 12 6 8 10" 12"
Blackfist 12 5 9 11" 12"
Ogre Champion and Hero
9 Ogres 10 7 4 9" 9"
Unit Commanders

Units (All are Irregular):


24 Orcs with sword 8 1 11 9"
(There are three units like this)
16 Orcs with bows 1 11 9"
(Two units of these; Range 5”/10”/15"
24 orcs with spears 6 1 12 9"
(Two of these units; Range 1"/2"/3"
8 ogres 10 7 2 13 9"
(Two of these units)

17
Powers of Maztica
Gods play an important role in the climbing each of its four sides,
lives of Mazticans—indeed, they are though some have steps on only two
a matter of life and death to many, if opposite sides.
not most, of the peoples of the True These stairs are always steep, in
World. Not only is this reflected in many cases climbing at an angle in
the sacrifices so commonly excess of forty-five degrees. Some of
expected by some of these powers, the steepest use one foot risers for
but also in the way that they affect six-inch-wide steps (one foot of rise
the climate, food supply, and per six inches of run, in other
environment of the entire terms).
continent—at least, as viewed and Maztican pyramids are sometimes
explained by their followers. solid, but many of them are
Much of the mythology penetrated by secret passages,
surrounding these beings is burial chambers, treasure troves, or
contained in the “History of hidden meeting places. The
Maztica” section, in the Journey to entrances to these places are
the True World book. There well-concealed, and may be located
are related the tales of their lives, anywhere, including on top of the
and the most profound events they pyramid, around its base, partway
were involved in as they related to up one side, or—rarely—in some
the history of the people. place removed from the pyramid,
This section identifies the major and connected to it by an
powers in terms of their areas of underground passageway.
influence, and the types of The temple building is erected on
followers they are most likely to top of the pyramid, and can be
attract. Also included here is made of wood, stone, or plastered
pertinent information about the adobe. The temple itself will
priests of each being, as it differs generally contain a painted tiled, or
from typical clerical abilities. carved image of the god
worshipped there, and perhaps an
Pyramids and Temples altar or brazier such as might be
required for the rites performed
there.
The most typical platform A pyramid that is being utilized
supporting a temple to any of the will always be kept scrupulously
Maztican powersis the pyramid. The clean, except for signs of its rituals
pyramid is not the temple itself, that are assumed to be desireable to
however—it is the structure below the being in question. But the steps
the temple. will be swept of dust, and dirt will
The pyramids follow a stepped not be allowed to darken the sides.
design of many layers. Indeed, Any stone that crumbles will be
many of the pyramids have been mortared, or replaced if it is too far
erected atop earlier, smaller gone.
pyramids, in as many as five or six Mosaics and murals, usually in
layers, or "shells." Typically, a bright colors, often encircle the
pyramid will have a stairway layers of a pyramid. These will often

19
depict the specific symbols of the categories is ruled by a different
powers (see the later pages of this aspect of Tezca, and each aspect is
section) although they may be more praised individually. For our
general in nature. Indeed, some purposes, however, they can all be
pyramids are devoted to several considered as different views of the
powers—the Great Pyramid in same power—Tezca.
Nexal, for example, supported Thus, the distinctions blur, and
temples devoted to both Zaltec and the level of detail becomes intricate.
Tezca. As with its cleanliness, the Another minor god, an aspect of
brightness and completeness of this Zaltec called Micat, represents
artwork depends upon constant snake venom—but only the
upkeep—pyramids that are located paralytic venom of certain desert
far from settlements, or that have vipers!
been abandoned by their followers, The safest bet is to consider the
quickly lose their detail. Mosaic art, major powers as the blanket rulers
naturally, still lasts somewhat longer over their categories. Additional
than paint. detail can be added in areas of
Generally there is a significant specialty as players and the DM
odor associated with the pyramids desire.
in use for the darker rituals. The
pyramids devoted to non-sacrificial
beings are cleaner, for purification A Note About Alignment
is considered a beneficent trait to
these powersas a group. Often, The gods of Maztica fall under the
fresh blossoms will be used as same constraints and definitions of
fragrance around these alignment as do the powers
monuments. throughout the realms. However,
once again distinctions blur. Many
Aspects and Minor Powers beings are viewed by their
worshippers as serving vital and
beneficial functions—Azul, who
Maztica is host to the worship of a brings rain, for example; and Tezca,
dazzling number of deities. The who gives warmth and light. Yet, in
major ones, of which there are the minds of those worshippers,
eleven, are detailed in this section. these beings require some of the
Each of these has several aspects, all most ghastly rites imagineable in
of which are worshipped as order to insure their continued
individual, albeit less powerful, blessings.
gods. For simplicity and brevity’s It is the opinion of this chronicler
sake, no attempt is made to detail that the offering of human life, or
these—the rituals and rites tend to the mutilation or harming of a
mirror those of the major deities, person in order to solicit the
and even in the minds of Mazticans blessings of a power, represents a
the distinctions between them often fundamentally evil outlook on the
seem to disappear. part of that deity.
Tezca, god of Sun and Fire—for The question of human sacrifice is
instance—also embraces the a constant one when viewing the
categories of smoke, lava, fireflies, religions of Maztica. Again, though
and lamplight. Each of these the end result may be of goodness

20
to man, the powers that require inherently evil tenets. However,
such rites are assumed, by unlike the restrictions on the
definition, to be evil. priestly followers of gods, the use of
This creates an interesting and one or the other type of magic does
uncomfortable paradox when not brand one as good or evil.
examining the society itself—for, However, each power grows from
again in the opinion of the the beigns on either side of the
chronicler—the society is not an evil spectrum. Qotal is the source of
one. Many of the darker aspects of pluma, and Zaltec of hishna. The
life in the other parts of the more devout a follower is of one of
Realms—torture, for example; or these beings, the more likely he will
genocide; or any form of be to possess the alignment of the
necromancy—were not known in appropriate type.
Maztica before the coming of By the time one masters the
Cordell. Others, of course—such as magic, he must be devoted the
warfare, conquest and correct god—thus, one who is a
slavery—were practiced here as well skilled featherworker will be of
as elsewhere. Nevertheless, the good alignment; one who truly
culture and society of Maztica is not knows the ways of the magics of
one of pervasive, deep-seated evil. talon and fang and venom will just
In respects to the offering up of its as certainly be a person of
lives, of course, it may be fundamental evil.
considered somewhat gullible to the
persuasions of its clerics. And those
clerics—are they evil? If a fellow Spheres of Influence
actually thinks the sun won’t come
up in the morning if he doesn’t feed Necromantic and Summoning spells
it a heart tonight, does that make are not available to priests who
place him on the dark side of good worship Maztican powers.
on the alignment chart?
Yes. Though the priests
performing the sacrifices may not
know any better, they have sworn
their service to a fundamentally evil
cause. Thus, a priest in Maztica who
serves an evil god will be a priest of
evil alignment. These priests cannot
perform spells of healing, nor can
they master the arts of pluma.

Pluma, Hishna, and the


Powers
The spells of feathermagic and
talonmagic both represent different
aspects of alignment. Pluma,
naturally, tends toward the good,
while hishna finds its roots in

21
KUKUL: Ancient Father of the Gods

SYMBOLS: Stars, meteors, gold death, of grief and shame, is


considered highly honorable by
ALIGNMENT: Neutral Mazticans, and so he is given
favored status as a “remembered”
PHYSICAL APPEARANCE: Kukul is god.
not well-described in the annals of
Maztican religion, though it is TENETS and PRIESTLY PRACTICES:
assumed that he had a vaguely There are no priests of Kukul, per
manlike shape. He is also assumed se—since the god is dead, he cannot
to be huge—mountainously so, since bestow any powers. However, he is
he was the first of the gods, and the a favorite of sages and chroniclers,
maker of all the rest. There is since they do not employ magic, but
speculation that he was a being of knowledge, in the pursuit of their
pure gold—and indeed, one of the activities. Kukul is also remembered
myths about gold holds that the fondly by the clerics of the younger
precious metal is the remains of gods, who always blame someone
Kukul’s body, found in the earth for else’s deity for the god’s untimely
use by his creation: man. demise. (Priests of Qotal blame
Kukul is an ancient god, believed Zaltec, while priests of Zaltec blame
to be dead by the humans of Qotal, for starting the war that led
Maztica—slain by the knowledge of to Kukul’s death.)
strife between his sons. His memory
is seen in the night sky. In particular,
the stars that rotate through their
fixed and predictable locations, and
the shooting stars that blaze quickly
and then disappear.

ROLE: Kukul was the mate of


Maztica the earth, and the father of
all the other gods. Also, he was the
creator of man. He was perceived as
a kindly, somewhat bewildered
father to his chaotic offspring. His
22
MAZTICA: Mother of Life, The World

SYMBOLS: Mountains, Soil, Silver such, Maztica is still worshipped


through them.
ALIGNMENT: Neutral
TENETS and PRIESTLY PRACTICES:
PHYSICAL APPEARANCE: The body The priests of Maztica are very
of Maztica was once the epitome of similar to druids—indeed, the
fertile womanhood, lush and fundamental beliefs and practices
rounded. Following her death at the are the same, and priests of Maztica
hands of her son Zaltec, she has have access to the same spheres and
become the world surrounding the spells as do druids. Her worshippers
humans of Maztica—the landscape are found most commonly among
itself. the shamans of small tribes dwelling
Obviously her size was in the wilderness—she is generally
huge—perhaps even exceeding that ignored by the more civilized (that
of her husband Kukul. When she is is to say, city-dwelling) peoples.
pictured as living, she has a human However, the tribes where she is
form, rather heavyset, and a full, held in high regard are located
round face. She is always smiling. across the length and breadth of the
In the modern era she is True World. They can be found
perceived in such things as broad among the Dog People of the
vistas. Mirages of landforms are northern deserts, and the small
considered to be a great sign of villages deep in the jungles of Far
blessing from her, and earthquakes Payit.
and landslides are examples of her
displeasure.

ROLE: Though Maztica, the second


of the elder gods, is also treated as
dead by the majority of Maztican
priesthood, she lives on in ways that
her husband cannot. Though plants
and lakes and streams, for example,
are all the territory of different
gods, they are earth-based, and as
23
QOTAL: The Feathered Dragon

SYMBOLS: Feathers, Butterflies, Night of Wailing many Mazticans


Mayz, Wind and Air, turned back to his worship.
Clouds, Couatl, Macaw, Now he has returned to the True
Eagle World, and is worshipped widely
again. Although his original intent
ALIGNMENT: Lawful Good to drive Zaltec away was thwarted,
he now exists in equilibrium with
PHYSICAL APPEARANCE: The his brother.
Feathered Dragon, also called the
Plumed One, is the most beautiful TENETS and PRIESTLY PRACTICES:
and colorful of Maztican gods. He is Lives, even of small animals, are
generally portrayed as a huge never offered to Qotal. Instead, his
golden dragon, although instead of rituals often include the freeing of
scales he is covered with bright, caged creatures—butterflies and
downy plumage. These feathers are birds, in particular.
gold, except around his neck. Here Priests of Qotal have major access
Qotal has a mane, as lush and thick to the spheres of influence of
as any lion’s, but it is a mane of pluma, and of Healing, Creation and
feathers in all colors. Protection spells. They have minor
access to the spheres of Animal,
ROLE: Qotal is generally regarded as Astral, Divination, and Plant spells.
a source of goodness and health, in
many different aspects. He is a god
known to abhor sacrifice. Centuries
ago, he left Maztica because of this
abhorrence, and for long years he
languished in the minds of the
people as a relatively forgotten,
powerless god.
However, his memory lived on in a
devout cadre of priests, and as the
excesses of the priest of Zaltec and
others increased, Qotal was
increasingly missed. Following the
24
ZALTEC: Bringer of War and
Eater of Hearts

SYMBOLS: Hearts, Skulls, Macas, carrying the cult of sacrifice to


Knives, Bloody Hand, appallingly excessive levels. The
Talons, Fangs, Jaguars, Feathered Wars, ironically named
Rattlesnakes after a symbol of Zaltec’s chief rival,
were waged in Zaltec’s name, in an
ALIGNMENT: Chaotic Evil effort to procure sufficient
sacrifices during times of peace.
PHYSICAL APPEARANCE: Zaltec’s
appearance is much more TENETS and PRIESTLY PRACTICES:
human-like than Qotal’s, in that it is Zaltec demands blood and hearts,
a torso walking upright, with two and his priests struggle to keep up
legs, two arms, and a face. That with his essentially insatiable
face, however, is beastlike and hunger. Hearts offered on the altar
savage—with widespread jaws are deemed the most satisfying,
revealing a mouth filled with curved though slaying on the field of battle
teeth like a jaguar’s, sometimes with is also gratifying to him. He is
two very long, sharp fangs like thought to favor the fortunes of
those of a rattlesnake. those who wage war in his name.
Zaltec is almost always visualized Zaltec’s priests fast constantly, and
as a hungry, angry god. His face is often mark themselves with ritual
perpetually scowling or snarling, wounds. Their characteristic garb is
and his hands are ready to clasp a black, soiled robe. They cake their
around any weapon, to drive home hair with the blood of their victims,
any blade. and twirl it into sharp points jutting
out in all directions from the head.
ROLE: Zaltec is the god of war, and Priests of Zaltec gain minor access
as such most violence is worked in to the following Spheres: hishna,
his name. He is known to all the Sun, Combat, and Charm, and major
peoples of Maztica, though none access to spheres of influence.
have raised him to such as height as When a priest reaches the 9th level
did the Nexala. They attributed the of experience, he can gain major
patronage of Zaltec as directly access to two of the four
responsible for their success at war, spheres—his choice.
and they tried to reward him by
25
AZUL: Giver of Rain and
Taker of Breath

(Also called Calor, particularly TENETS and PRIESTLY PRACTICES:


among the Nexalans) The priests of Azul keep themselves
scrupulously clean in deference to
SYMBOLS: Rain, Ice, Octal, Fish, their deity’s nature. Indeed, a priest
Frog wears as badges of honor the
abrasions in his skin caused by the
ALIGNMENT: Lawful Evil rough pumice soap that is the ritual
ingredient in their baths.
PHYSICAL APPEARANCE: Azul is The primary sacrifice demanded
often portrayed as a smiling by Azul, in order to insure a good
cherub—a somewhat ghastly growing season of rainfall, is the life
reminder of his favorite sacrifice. of a young child, most often the
His skin is meticulously clean, and child of a slave or
he leans toward plumpness. He prisoner— drowned in a ritual pool.
always wears a gown of the Most communities of any size have
cleanest, softest cotton. a priest perform this ritual each
spring, though it is a senseless and
ROLE: As god of rain, and all forms horrifying claiming of a young life.
of moisture, Azul is a tremendously Priests of Azul can have major
important god to the people of access to spells of the Elemental and
Maztica. In that inherently dry Weather spheres; they can have
continent, those places favored by minor access to the spheres of
Azul are the lands that are worth pluma, hishna, Protection, Creation,
living in, so one of the first things and Charm spells.
people did when they populated a
new valley was to build a new
temple and consecrate it to Azul.
He, and his many aspects,
represent lakes, oceans, streams,
snow, and virtually every other
aspect of water’s nature. Also, Azul
is the god of octal, and
consequently, drunkeness.

26
PLUTOQ: Master of Earth and Stone

SYMBOLS: Mountain peaks, his displeasure, and are usually said


Obsidian, Copper, Adobe, to be the result of insolence toward
Dust, Jade, Turquoise, Plutoz on the part of some hapless
Clay and Pottery soul who has already suffered from
the disaster.
ALIGNMENT: Lawful Neutral
TENETS and PRIESTLY PRACTICES:
PHYSICAL APPEARANCE: Plutoq is The few priests of Plutoq dedicate
pictured as a sort of giant earth themselves to the use of stone,
elemental, a towering pillar of dirt gems, and/or clay, practicing as
and rock. His eyes are green jade, artisans as well as priests. The most
and his teeth are long spikes of meaningful sacrifice to Plutoq is the
obsidian. He towers forty or fifty shattering of a vessel of pottery, or
feet high, and his body has great even jewelry, upon the ground
girth, as well. where the god's benevolence is
sought.
ROLE: Plutoq is a powerful god, but Clerics of Plutoq can gain major
he lacks the numerous followers of access to the Elemental sphere; they
Tezca or Azul. He is mainly prayed can gain minor access to the
to when formerly fertile fields have spheres of pluma, hishna, Guardian,
gone barren, and prayers to Watil Creation, and Protection.
have not been successful. Plutoq is
also regarded as the undisputed
master of those heights above the
treeline, where few—if
any—Mazticans live. Such heights
are rumored to be strange places,
inhabited by bizarre and dangerous
creatures. Those who must traverse
a high range will often beseech
Plutoq for safe passage.
Plutoq receives the blame for
earthquakes and avalanches. These
are generally viewed as evidence of
27
TEZCA: Ruler of Sun and Fire

SYMBOLS: Flame, the Sun, Fireflies, light in the night, and also the one
Snakeskin, Lava, Smoke, who makes it possible to cook food.
Fire, Lizards
TENETS and PRIESTLY PRACTICES:
ALIGNMENT: Chaotic Evil The priests of Tezca are committed
to performing a sacrifice each
PHYSICAL APPEARANCE: Tezca is sunset, in order to insure that that
pictured as a fire-faced giant. His sun-god returns to the world on the
body is humanoid in shape, and the following day. These rites are
center of his face is very natural similar to Zaltec’s—the heart of the
looking. However, fringing this unfortunate victim is torn out and
visage is a mane of crackling offered to a stone image of the god.
flame—similar to the stylized image Priests of Tezca can gain major
of the sun, with a face painted in access to the Elemental, Sun, and
the middle of it. Combat spheres of influence. They
His skin is orange, and anything can also employ major access to the
that it touches, reputedly, instantly Weather Sphere, but only under the
bursts into flame. His hair is like a light of the sun. His priests can gain
thick column of smoke floating minor access to the spheres of
upward, solid and opaque, and hishna, Animals, Divination, and
trailing after him as he moves. Guardian spells.

ROLES: Tezca is the lifegiving force


of heat and sunlight, and the
hungriest of all the gods except for
Zaltec. Tezca is particularly
well-worshipped among the
Kultakans, raised to even higher
status than Zaltec there, though all
Mazticans acknowledge his
importance and his might. He is
hailed as the one who brings life to
the world, and in more minor
aspects, the provider of warmth and
28
KILTZI: Giver of Health, Growth,
Nourishment, and Love

SYMBOLS: flower buds, pregnant women.


women, babies,
rainbows, the moon TENETS and PRIESTLY PRACTICES:
Kiltzi’s priests are the most effective
ALIGNMENT: Chaotic Good healers among the peoples native to
Maztica. They are consulted by
PHYSICAL APPEARANCE: Kiltzi is those who are in physical or
generally pictured as a vibrantly emotional distress, and often can
beautiful woman, with clear, offer spells to aid their unhappy
smooth skin and hair that would flock.
trail behind her on the ground if it No sacrifice is ever offered in
fell freely. That hair is used to clothe Kiltzi’s name, though sometimes a
her full, feminine body—a body that shock of mayz or bag of seeds is
is often, but not always, portrayed burned at her altar. The more
as very pregnant. Her eyes are like common form of devotion to Kiltzi
deep, placid pools, and it is rumored is performed privately between a
that one can lose his mind by man and a woman.
staring into them even for a Priests of Kiltzi gain major access
second—so beautiful are they! to the spheres of Charm, Creation,
Guardian, Healing, and Protection.
ROLES: Kiltzi is a benign goddess They can utilize minor access to the
who offers only happiness, health, spheres of pluma, Plant, Animal,
and contentment when she is and Weather.
properly worshipped. Her name is
most commonly invoked at
weddings, during pregnancies, and
after childbirth. However, she is
reputedly fond, occasionally, of the
more wilder forms of human
affection, and it is not unusual for
her presence to be noted, and
appreciated, following a long night
of octal -drinking, dancing, and
singing among warriors and their
29
EHA: Wind Sprite

SYMBOLS: Clouds, smoke, steam, breath.


wind, flutes and horns Priests of Eha can gain major
access to the Elemental and pluma
ALIGNMENT: Chaotic Neutral spheres; they can gain minor access
to the spheres of Healing,
PHYSICAL APPEARANCE: Eha is a Divination, Charm, Summoning,
shifting form of white smoke. She and Weather.
has a long plume of hair that trails
around her, and at times she
coalesces to the point where she
appears solid. But generally there is
an insubtantial quality to her—light
can pass through her form, and she
has a tendency to vary her shape
quickly, flowing into a long, slender
caricature of a woman, and then
curling herself into a pudgy ball.

ROLES: Eha is hailed as the giver of


breath to newborn babies, and as a
freshening indicator of spring, and
warmth. Even when angry her
displeasure—powerful winds—is not
so deadly as Tezca’s or Azul’s or
even Plutoq’s. Thus, she is regarded
as a primarily beneficial sprite. She
is not greatly feared.

TENETS and PRIESTLY PRACTICES:


The father of a newborn baby will
usually place a small offering of
food—ground mayz, or
cocoa—outside on a windy night, in
thanks to Eha for granting the baby
30
WATIL: Guardian of Plants

SYMBOLS: Lily Mayz, Cactus, Leaf, TENETS and PRIESTLY PRACTICES:


Blossom In common with the other
goddesses, Watil demands no
ALIGNMENT: Neutral Good sacrifices. Her priests perform
blessings upon crops when they are
PHYSICAL APPEARANCE: Watil, like planted and harvested, and a
her sister Kiltzi, is portrayed as a favorite ritual is the gathering of a
human female of lush sensuality thousand worms, which are then
and ample womanhood. Her hair released into a field before it is
frames her face in white petals, like seeded.
a lily's. Her clothes are rich, green Many priests of Watil prefer to
foliage, accented by belts and dwell in forests and swamplands,
sandals and cloaks of bright away from humans. They study and
flowers. care for many exotic plants—usually
Watil can assume the form of any in great secrecy—and some of them
plant she desires, in any size—as have developed very unusual
long as it has earth in which to take strains, with bizarre powers.
root. She maintains the abilities to Priests of Watil can gain major
communicate, and to use all of her access to the Spheres of Plants,
senses, in whatever form she takes. Healing, and Creation. Minor access
is allowed to the pluma, Animal,
ROLES: Watil is a benign power, of Divination and Guardian spheres.
obvious benefit to all Maztica. Too
often she is viewed as the weak
pawn of Azul, however—for such is
the thrall in which rain holds all
plant life. Her aspects include deities
that overlook mayz, flowers,
mushrooms, seaweed, cactus, and
cocoa. Fruit is considered to be her
greatest blessing, and her name is
often praised when citrus or mango
is harvested.
31
NULA: Guardian of Animals

SYMBOLS: Jaguar, Hummingbird, Nula has aspects devoted to most


Snake, Buzzard, Monkey categories of animals
(carrion-eaters, cats, fish, birds,
ALIGNMENT: Chaotic Neutral monsters), and several specific
types, including hummingbirds,
PHYSICAL APPEARANCE: Unlike the vultures, parrots and eagles, as well
other goddesses, Nula appears as snakes, dolphins, and fire lizards.
generally in the guise of a wise,
long-limbed monkey. She has a long, TENETS and PRIESTLY PRACTICES:
sinuous tail that she employs as a Nula is most often invoked by a
hand, using it to lift and manipulate fisherman or hunter before he sets
objects. She can, however, assume out after his quarry. A small offering
the guise of any of her creatures, of seed, or bone, is placed on the
when she desires to. ground or in the water. With the
She is given to loud and exuberant coming of the foreigners, however,
displays of happiness, whether that Nula’s stature has grown, as now,
be joy or hilarity. When she is for the first time, Mazticans
angered, she shrieks and spits and encounter horses, and cattle, and
pummels with incredible force. Her swine.
emotions can swing from one Priests of Nula can gain major
extreme to the other with surprising access to the spheres of Animals,
suddeness. Combat, Guardian, and Protection
spells. Minor access is allowed for
ROLES: Nula does not have the hishna, pluma, Plants, Sun, and
stature in Maztican culture that Weather spheres.
Watil does, primarily because
human survival centers around
plants to a far greater extent than it
does animals. Mazticans keep no
livestock, save a few types of fowl
and some small dogs. They have no
beasts of burden, and wild game is
generally an embellishment to, not a
staple of, a family’s diet.
32

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