Professional Documents
Culture Documents
ESMERALDA
ISLAND OF REVOLUTION AND SUPERNATURAL
THREATS
(MAZTICA)
BY NICOLÁS CARRILLO-SANTARELLI
1
ESMERALDA
ISLAND OF REVOLUTION AND SUPERNATURAL THREATS
CREDITS:
Lead Designer: Nicolás Carrillo-Santarelli
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__________________
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casting tied to backgrounds or else, as True
Table of Contents Sun Heir powers based on a Feat
(alternative to background) ...................... 68
Introduction ............................................... 6 EsmeraldIan Exorcist (Priest) .................. 69
What is in This Book? ................................ 6 Firearms ..................................................... 70
Maztica Alive!............................................ 6 Magic .......................................................... 71
Hero (Action) Points .................................. 73
Understanding Esmeralda........................ 8 Mass Combat ............................................. 73
Seven Tales of Esmeralda ............................ 8 Tropical Diseases ....................................... 73
Inspirational Media.................................... 10 True Sight and the ‘Shade’ ....................... 73
Defining Features ....................................... 11 Race and Class Notes ................................ 74
Integration with mainland Maztica .......... 18 Backgrounds and Skills............................. 75
The Hand of Destiny: adventure ........... 20 Magic items and Spells .............................. 76
An adventure Introducing Esmeralda ..... 20
Background: ............................................. 20
Stages of the adventure: ........................... 20 Sidebars
– Realmspace (2e)
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7
Understanding holy medal of Ilmater, a deity respected by
Muchica because he has been taught the doctrine
of the Triad rather than that of Ilmater as
Esmeralda companion of Helm in protecting Faerûnians.
The darkness is almost impenetrable now, and a
This section attempts to convey the feel of fierce shriek tears through the jungle. Invincible,
adventures and stories set in Esmeralda, which is not killed by magic or weapons from the east or
part of Maztica. While it is an island allegedly to from the True World, the mother of the
the West of mainland Maztica (although some mountains is told to be. Suddenly, two green
claim that it is actually located to the East, eyes can be seen, and the fate of Muchica and
between the mainland and Chult, and that Pedro is bleak.
location confusion arises from an effect of the
mystical mists surrounding Esmeralda, as
described in the History and Timeline section;
Simona leads a desperate band of freedom
fighters, trying to sabotage the New Athkatlan
moreover, the theft of Eye of Zaltec, present in
Chult as described in Tomb of Annihilation, has barracks in order to bring freedom and
independence to Heroika, the jewel of
many Zaltec priests and warlocks in a frenzy,
some of whom may venture to Chult and be Esmeralda. She has spent the last five years of
pursued by local foes), its culture definitely her life, her best, fighting for freedom from
colonial rule. Rallying natives and descendants
belongs to it and its history and facts have been
determined by interaction of its peoples (plants of Faerûnians to the cause of liberty from New
Athkatlan tyranny, she has managed to
and animals) with the mainland.
participate in operations leading to the freedom
Therefore, short stories and inspiration material of two of the free nations of Esmeralda. Yes,
will be provided here. those nations have engaged in bitter disputes,
she acknowledges. And yes, lawlessness reigns
supreme in the free lands: something that the
Seven Tales of rich and secure New Athkatlans often invoke to
Esmeralda deride her armies of rebels. But freedom is
greater than security, she thinks as she prowls on
the walled city, under the moon called Luna in
It is late in the Esmeraldian jungle. Barely a ray these lands and Selûne in the lost land of her
dares to sift through the dense canopy above the forebears. The waves crash against the walls as
two travelers. In Thorass, the prevalent Amnian she approaches the fortress. Beggars interrupt
language rather than in the common tongue for her suddenly, and her demise comes not at the
exchanges between Faerûnian nations, a man hands of a New Athkatlan soldier –something
asks his guide whether they are close to the lost she would welcome as honorable- but at the tip
city, the one where the golden monkey is said to of a dagger of a low criminal who seeks to steal
rest. Shoosh, his native counterpart says, her cloak.
continuing on a native language that is neither
Nexalan nor Payit. This language is well Tardo smiles gladly. He not only has managed
understood by Pedro, who recoils in fear at the
to defeat an important battalion of New
tales spun by Muchica. The dead bodies of
Athkatlans but has also inflicted a serious wound
Pedro’s friends were all found with grievous and
to battalions of the so-called New Marsemberla
mysterious wounds in the camp, and he and
Republic. Despising all who discriminated him
Muchica are the sole survivors. Their wounds
due to his native and half-orc heritage based on
coincide with what Muchica tells about the
social prejudice and the hateful New Athkatlan
mother of the mountains, a mysterious fey-like
caste laws, he sought a better life in the four free
or ancestral being or spirit, Pedro knows not
Republics. Granted, natives welcomed him with
what, who kills any who dares intrude in the
open arms, but he never managed to get a decent
forests of her land, Esmeralda. Pedro grasps his
8
job in the mixed blood villages or in the capitals. to Toril, was enslaved along with her brothers
Knowing of social inequality, racial and sisters by New Athkatlans due to her
discrimination and injustice, he joined the Claws physical prowess. But after crying to the Moon
of Azul, originally a band of pirates, seeking to Luna (not Selûne, as New Athkatlans call her),
give riches to impoverished natives. But the Mother of the native peoples of Esmeralda,
plundering Republican or New Athkatlan riches she was heard by a spirit of the forest. Enter into
was not enough. After a mutiny, he controlled a pact with me, it said. Indeed, next morning,
the Claws and led them in a different direction: when her master tried to cut her tongue, the
revolution. Let us seize power and topple the mystical flames that departed from her hands
Republican dictator in Marsemberla, he and burned him to his bones confirmed the
convinced them to. And so began his career. Of suspicions that the spirits had heard her. But yet,
course, many say he went astray: his troops the elder had not told her that magic was
engaged in child conscription, kidnapped and corrupted: its use was cursed, and everytime she
ransomed civilians, and did not respect the laws did so she risked invoking a being from the
of war. To the hells with imperialistic laws! He Three Realms that now inhabited Esmeralda
said. Now, looking over the conquered camp, he after the opening of the puertas, portals or gates.
strides decisively towards general Marsala’s The shaman, of course, lives among the dreaded
tent. Poor fool this Marsala, fighting for duendes: the diminutive beings called elves by
Republican laws. As he intends to kill her for the dreaded Athkatlans (whose superstitious fear
refusing his advances, little does he know that of magic was confirmed) who flay all who
his standard bearer has been bribed by a New trespass their lands hidden in the mists
Athkatlan spy and that the dagger of espíritus uninvited, or so the tales and corpses say.
(of the native souls) that rests in his left hand Fortunately, a gnomo, those mystical mediators
hidden under his cloak will be his doom tonight. who can cross to Esmeralda and the Three
Yes, he was aware of New Athkatlan Realms, accompanies her and will vouch for her:
intervention after knowledge of the illicit as those gnomos do with all natives and mystical
narcotics Tardo traffics with to pay his armies. beings, serving as advocates.
The hateful have conducted sabotage operations
against him, but little did he know that the open
and cold war between New Athkatlan tyranny or
The dispute could not be fiercer, and tempers
re-conquest efforts and the former colonized flare. Two diplomatic delegations try to prevent
Republics was also aimed against the more than open conflict and a resumption of hostilities.
five guerrillas in the lands of the Republics: the The Athkatlan delegation claims, of course, that
Shining Tezca, the Claws of Azul (of course), it has titles that grant it sovereignty over the fifth
the Eyes of Liberto and the rest. Republic and native lands in the sacred
mountain of Nieve, while the Cordelliana
delegation defends its independence. The two
Mákala Cimarrón runs for her life – and for international lawyers only agree to some
her soul. Where can she find this shaman and at extraditions and sending rebel war criminals to
the same time flee from the cannibalistic sea the War Tribunal. Their execution is expected,
halflings that pursue her. They can breathe since genocide and mass murders are invoked in
underwater, for gods’ sake! She recalls the day the indictment.
when, tired of lashes and beatings, she wept and
tried to kill herself. The captive native elder
Amaranta told her to resist, and of how the
Esmeralda is a land of coffee and peasants,
spirits of the land give natives a hand to thwart mostly. Those in the rich cities or in the crime-
the ambitions of slavers. Mákala, being a ridden slums think they are the center of the
Daughter of the Alligator, a race unknown Universe, but little are they aware of how their
before the departure of Esmeralda to the Three settlements occupy but ten per-cent of
Realms (Abeir, the Realm of the duendes/Fae, Esmeraldian lands. Underwater cities, lost sunk
and the land of night and spirits) and the return vessels and cities hidden in the mists. Temples
9
were those shamans who enter become half-bats from each other and coexist peacefully, but he
or half-jaguars, and much more is ignored by knows he will never thrive this way. He will
them. They think of them as mere myths, even be branded a traitor next year.
especially because of how mystical beings –
monsters they call them- are not publicly seen
by many (a consequence of their gift to hide
Inspirational
themselves under an exorcist, shaman or Media
someone with the True Eye seeks them). Of
course, the wonder of the flying canoes in the Below you will find some movies and books that
Realm of the duendes or Fae is limited, insofar can inspire the feel and plots of Esmeraldian
as they only appear in lands connected to the stories and adventures.
Realm of the Fae (such as the seas surrounding
Esmeralda). This led some Lantanese refugees to Narcos: 1 this Netflix series explores the sad
the invention of caravels with firearms, but they story of cruel druglord Pablo Escobar and
are few indeed and mainly used in the war of operations to catch him. Esmeralda is rife with
conquest between New Athkatla and the the activities of druglords and crimelords who
Republics and between the Republics do not hesitate to kill and hurt innocents and
themselves. But in spite of heightened means of civilians to profit. Campaigns can revolve
transportation, the jungles are still mysterious, around thwarting the plots of such criminals and
off-reaches lands. The living huge fish, who detaining them.
even oppress the Sahuagin that humanoids so
fear; the Anacondan empire; the piranha cabal; Apocalypto: 2 this movie can inspire campaigns
the underground tombs where mummified set in the Ancient Time, when the inocentes tried
bodies plot a revenge, and much more is unheard to escape from executioners devoted to Zaltec;
of. Of course, gold abounds, and Marcello was adventures when characters try to flee or save
fool enough to seek it. Only his piety saved him innocents from the agents of the Pyramid of
from the snares of the witches (hags). Bones; or games located in the Seven Islands
surrounding Esmeralda, where mighty beings
How can the heretic religion thrive? Oscar
(the crocodile man, the lord of the dead, and
others) persecute natives who find themselves
wonders. The bishop of the official New abducted and brought there as sacrifices, or
Athkatlan theocratic religion, the Merciful kidnapped and toyed with as some hunter
Guardian, sincerely believes that Ilmater animals play with their prey.
protects from suffering those who abide by law
and order and the rule of the legitimate king, The Mission (and its Soundtrack): 3 this film
lord of the Esmeraldian lands. The queen, head explores different approaches of people with a
of the Church, indeed laughs at the Republican different religion or background to the native
anarchy: crime abounds, and superstition too. ones towards natives. Some of them seek to
How can they ignore the holy protection of helm exploit them and others truly desire to help
to focus on notions of social justice, even with a them. Moreover, political and international legal
hybrid version of Tyr and Qotal supposedly intrigue regarding attempts to colonize, depicted
being the companion of Ilmater. And Ilmater! in the film, are a central problem of Esmeralda.
Perverting his tenets led to revolution,
independence and chaos. The public execution The Soundtrack of the film has some songs that
of preachers of the Merciful Justice, the portray the mood of the setting, especially
Republican third world version of faith, who
tried to convert New Athkatlans, is a holy duty.
Of course, chaplain Cortázar secretly disagrees,
and his belief in the Merciful Guardian faith 1
http://www.imdb.com/title/tt2707408/
does not lead him to hate or fear the Merciful 2
http://www.imdb.com/title/tt0472043/
Justice. He believes the two faiths can learn 3
http://www.imdb.com/title/tt0091530/
10
“Ascunsion”, “Guarani”, “Refusal” and of Libertad); or Of Love and Other Demons9 (for
“Alone”. the feel of Heroika, partly).
1984: 10 what happens in Hinkalliano (former
Nostromo: 4 Joseph Conrad’s masterpiece Argentum) and the Protectorate is well described
explores oppression by Latin American rulers, in this dystopian tale by George Orwell.
besides secession and rebellions that plagued the
continent in the 19th and early 20th century. Black Sails:11 for a view on piracy in the seas
Much of Esmeralda is inspired in the land of surrounding Esmeralda.
Esmeralda, described in the book.
http://www.goodreads.com/book/show/320.One_Hun
dred_Years_of_Solitude
7
9
http://www.goodreads.com/book/show/23887.The_A
utumn_of_the_Patriarch http://www.goodreads.com/book/show/23876.Of_Lo
8
ve_and_Other_Demons
10
http://www.goodreads.com/book/show/23884.The_G http://www.goodreads.com/book/show/5470.1984
11
eneral_in_His_Labyrinth http://www.imdb.com/title/tt2375692/
11
and natives, fear those beings, and their piety is called Dragon Empire, led then by King Felipe
tremendous. and his dragon advisor, Ibernu.
Let us now look at some aspects that make Waterdeep and Baldur’s Gate, tired of Amnian
Esmeralda unique: de facto monopoly on trade with Maztican goods
and of suspected sinkings of their ships by
1. Intrigue, mysteries, betrayal and dynamic Amnian Agents, 12 provided support to the
social events: in addition to criminal and rebels: first as ideological support, inspiration
supernatural mysteries, shifting alliances and formal recognition of the rebel nations as
between the Republics –between themselves or rightful States, which outraged Amn and was
in terms of truces with the Empire or decried as intervention in the affairs of the
supernatural realms, even to the detriment of Empire by foreign powers. In relation to this, the
former ‘allies’— occur dynamically in response Helm faithful of Waterdeep,13 and later Amnian
to shifting power balance and factors, often disciples of Ilmater (coming from Eshpurta,
triggered by the PCs! where his faith is popular 14 ) began to inspire
demands for freedom and, after questioning
Collective storytelling: many villages and cities stringent and discriminatory deeds of some
are young or recover from ongoing attacks and Amnian Helm followers against natives, ended
bombardment. Encourage PCs to use materials up calling for revolution. The first demand of
as Neverember’s Guide to Civilization, and independence was made in a joint proclamation
others, for them to come up with the of the Ilmater and Helm bishops of Cordelliana
reconstruction or building of new villages, (then province of New Athkatla). However, as
quarters, neighborhoods, etc. for other means of assistance, the difficulty of
using magic in Esmeralda, and the desire to use
Wondrous locations: due to planar shifting and subtle secret means so as to not openly defy
influences, there may be inhabited or abandoned Amn and enter into a conflict with it, led to their
villages once belonging to mysterious beings contributions being mainly economic. This is
from Abeir or elsewhere. Perhaps a shop or when the rebels sought help from the Sythillisian
vessel close to PC quarters has mystical Empire, led by monsters that had succeeded in
properties, as a bar in which a mermaid often seizing the Amnian city of Murann. The
sings or a ghost appears. monsters helped turn the tide with their weapons
and fell magic, but this weakened the Kukul
Wars, rebellion, loss and violence: as its protection on Esmeralda and opened up portals.
nickname clearly indicates, this is a land of After a bloody struggle, independence was won,
armed conflict, a land of revolution and war. No but soon after, the new independent nation
one is safe. An opinion given at one of the cafés separated in different Republics. Recently, with
to a friend will earn someone a death sentence if the return of the land of Maztica, Esmeralda
heard by someone who is politically opposed to included, to Toril, queen Bella has appointed
it. Paranoia is something everyone knows, since Morill, a seasoned veteran, as ‘pacifier’ of the
no one can trust anyone. The trusted admiral rebel lands, with the function of re-conquering
may be demoted by someone who bribed the them. That is why the war of re-conquest, or
general or may be killed by the drug cartel of the assertion of independence, has begun anew.
Claws of Azul.
16
Greenwood, Reynolds, Williams and Heinsoo,
15
See Douglas Niles, Gods & Battles, in Maztica Forgotten Realms Campaign Setting (3e), 2001, at
Campaign Set, 1991, at 22. 153.
15
Esmeralda, channel the joy of the divinity, and think that magic is a myth or the privilege of
can also cast magic, which can hurt the undead, only a few. The exception to this is artifice
for a curious reason. Still, not everyone has the magic, due to the developments of arcane
gift, or the talent of music to enthrall. companies in Watilla and Tecnos, and the magic
perceived by victims of Zaltec, Azul and Tezca
Maztican Pluma and Hishna magic operates sacrifice magic. Intriguingly, the Lord Protector
normally and without any limitations in the of Helm in the Protectorate is a caster of
Maztican island of Esmeralda. Artificers and sacrifice magic, taught to him in dreams by a
casters of sacrifice magic can also cast magic. skull artifact he has as a prized possession. This
The latter trigger their powers with human is how he turns political dissidents into mutant
sacrifices and honor Zaltec, Tezca and Azul. The soldiers, but no one knows about them except
former use fossils found in the land, although “scientists” and trusted advisors and officers.
extracting them weakens the land of Maztica and Others who work on his project are murdered to
slowly corrupts it, because those fossils are seals avoid risks of their disclosure of information and
that prevent mystical evil influences. whistleblowing.
This is also a land of saints: the Ilmatari tradition Dead magic in all of Esmeralda
of sainthood was well received, and a surprising and firepower (sorry Mystra!)
number of native saints exist, which has lent
support to the church of Ilmater. Qotyr, a deity While in Faerûn there are some dead magic
thought to have aspects of Qotal and Tyr, and areas where the use of magic is impossible,17 all
Ilmater have inspired natives who have led holy of Esmeralda (but not the seven surrounding
lives. Some of them are said to intercede in smaller islands) is a dead magic zone. This
favor of men and women in peril and threatened effect was created by Kukul: he foresaw the
by the inmortales. Relics of the saints and more invasion of Cordell when crafting Esmeralda,
abound in Libertad – but are despised in New and so desired to protect it especially from those
Athkatla. Also, sometimes non-priests who are invaders. Of course, he did not anticipate the use
quite devout have received miraculous holy of firepower by Lantanese refugees (who, in
protection from fearsome and invincible undead turn, foresaw the disappearance of Lantan from
or evil beings (the DMG support of unilaterally Toril by studying astronomy), which allowed
granted miracles is quite present in an Esmeralda New Athkatlan colonization by giving invaders
campaign). That is why the piety ability is so a tremendous advantage.
relevant (and almost unheard of in New
Athkatla, which excels in the social one). In spite of this, just as in Faerûn Shadow Weave
Peasants are quite devout and combine traditions users could cast magic in dead magic areas, 18
of the faith of old (that which most natives still native magic can be used with no limitations. So
practice) and of new (Merciful Justice). too can all Fae beings (gnomes and elves native
Actually, native deities are perceived as saints of to Esmeralda) handle the energy of the planes
the Merciful Justice by many peasants, keeping connected with Esmeralda to cast magic.
with the tradition of respecting and honoring
saints of the church of Ilmater. Of course, foul
beings abound, and a priest with the path of
exorcism is able to turn not only undead but also
fiend beings and those spirits of the forest which
are evil.
19
The Hand of the Fae, and that the wood timbered from its
trees has mystical properties that prevent the
small vessels their fishermen navigate in from
Destiny: igniting in mysterious fey fires (operating
outside the island, and thus outside of the ban on
adventure otherworldly magic and presences of the hand of
the saint). Finding people to give invaders these
vessels is strategically important for the imperial
An adventure troops, although their small size makes a large-
Introducing scale invasion difficult.
Esmeralda Monto, a drug trafficker who exports narcotics
cultivated in the woods of the island, known by
Background: locals as the fog of tears (when the island was in
the Feywild, it was subsumed in perpetual fog
Salá is an island belonging to the (occupied) by fey who preyed on children, and the effect
province of Talaesta. The island overlooks the persists. Drug agents take advantage of the
city of Heroika, to which it has pledged its perpetual fog and maze-like qualities to hide
alliance. It has just declared its independence there, with the woods being full of weird
from the Dragon Empire, which seeks to fireflies), met the vampire when he went to
reconquer it at all costs, sparing no civilian lives. Talaesta (in the mainland of Esmeralda), and
The commander of the imperial forces, Ajón charmed him (supernaturally or otherwise) to
Mazales, is a vampire (vampire spawn) at the find a way for the hand to be delivered to the
service of the queen, but is unable to enter the witch outside of the island of Salá, since she
island because it is under the mystical protection knows a way to neutralize it with a dark ritual.
of the hand of Azalé, a former exorcist declared In exchange for the promise of riches and a tacit
as saint by the church of the Mother, called the imperial permit for his gang to traffic without
Cathedral of the Sea (part of it overlooks the sea, retaliation, he agreed. The witch taught him the
and has a secret entrance activated by ‘breaking’ secrets of blood magic. Entering the island, he
the trident of a statue of an undead monstrous murdered a local police agent he had a grudge
mermaid thrall the evil water deity Azul, who against, ate his heart and gained the power to
was according to legends depicted in colorful cast magic (he is a wizard apprentice, who can
mosaics and stained glass windows inside the also cast message, magic missile, sleep, and has
Church, with the monster having been defeated 20 hit points).
by exorcists who imprisoned her long ago, thus
protecting the island, according to religious Stages of the
texts). The limb that once belonged to the saint
is located under the vault of the Cathedral of the
adventure:
Mother, the only church in the island, and
1. Set in motion
prevents evil supernatural beings from entering
it. Furthermore, (living) imperial troops cannot
All of the islanders are worried and concerned
sail to the island, because all vessels sink
about the apparent loss of the protection the
mysteriously.
island was under, with gossip saying that the evil
Fae or undead can now enter Salá! This is
Mazales went to the oracle of Tamá, a fey witch
because of a few corpses and murders with the
(sea hag), which in dreams found out about a
taint of magic, one having no heart (in fact, the
‘hand’ in the ‘holiest place of the accursed
murders were perpetrated by Monto, who took
island’ which is preventing the undead from
advantage of his newly acquired magic to kill
entering the island. Moreover, the vampire
drug lords who were late in the payments of
learns that the island is a ‘bridge’ to the realm of
rackets, or shopkeepers who refused to pay
20
extorsion mony, and, of course ,the police agent, may be removed or replaced with medicine
Jamai, his public enemy, who denounced checks –fail by 5 or more, and the layer will be
corruption and bribes in the agency). broken! If PCs should follow this course of
investigation, they may also see the picture of
Monto approaches the PCs, pretending to be a the criminal Monto -looking quite similar to the
mystic with visions. He uses prestidigitation to ‘mystic’, aside from some bandages he wears in
prove his point (no other spellcasters, possibly his head (Int or investigation check if there is
aside from the PCs, are known of in the island, suspicion, even passive ones, may be
and this may be the first time they see magic). appropriate). There, PCs may overhear about
how Monto decided to get the hand himself, and
Monto says his name is ‘no one’, and tells the promises of riches! If so, a race before the
PCs that in a dream he saw that the curse the criminal delivers the hand, and a chase in the
island is under is due to the fact that imperial church, may take place.
forces introduced a cursed hand of a lich
underneath the cathedral. Of course, this is a lie. 2. Retrieval of the hand
He tells PCs that if they bring the hand outside
the island, they will be heroes saving countless The hand is located in the crypt of the saint
lives of civilians, and will receive a divine (detect magic may reveal the location, since it’s
blessing in the form of a supernatural powers. the only magical item in the catacombs). The
crypt’s entrance has a trap: stepping on the
If PCs are deceived and do so, they will enter the entrance makes a cage rapidly descend upon
Cathedral. A secret door inside the bishop’s PCs, with a poisonous gas being activated
study (not his bedroom) has it behind a statue of afterwards (use a complex trap from
the saint, leading downstairs to the catacombs. Xanathar’s).
You may use the map on the Orzhov Syndicate
temple (from the Ravnica sourcebook) as Entering the crypt, PCs find out that the
inspiration. Upstairs, monks and a few guards Cathedral was built atop the ruins of a sunk
are located. PCs cannot enter the holy recints native shrine, and that the hand rests underwater.
beyond the praying area without authorization, The crypt opens onto a small room with pool
but may end up doing so (whether they use leading undersea. It is guarded by ancient,
stealth, obtain religious authorization, or combat almost decrepit wild elves (use goblin traits) that
–killing is an evil deed that may be reported, so fight against intruders as guardians or the site,
the use of non-lethal damage is expected). although they may be persuaded if PCs have
Monto warns that they should tell no one, since found out about the risk and plan to take the
there is a traitor in the church (another lie). The hand elsewhere for its protection. The hand is
DM can roleplay haughty religious authorities deep below the sea in a tunnel under the crypt. If
that may seem suspicious (but are innocent of PCs breathe long enough, reaching part of the
this). remains of the native shrine they will see a
vision in which they turn into mantarays. They
Police records on the body of Jamai reveal his thus get a cloak of the manta ray, permitting a
enmity with Monto, and PCs may find out about PC to swim far below to retrieve the hand.
his alleged whereabouts in the fog of tears,
according to police records. If they follow this Taking the hand without praying harms neutral
path, and somehow gain authorization to the or evil beings, and heals good aligned ones (cure
police barracks and to the morgue in which the wounds) the first time this takes place.
corpse is found –guarded by an officer thought
of by others as a drunkard—, PCs will find that 3. Delivery?
his face has not features at all! Many suspect this
is due to foul Fey magic –in truth, the face is PCs may end up giving the hand to the witch
covered by a thin layer used by the criminal (disguised) in the meeting place outside the
cartels in order to erase traces of crimes, which island. If so, she cackles, shows her true form
21
and decides to kill and eat ‘the foolish ones’. If the hand to Heroika or another place. A few
victorious, PCs may end up being persecuted ghouls (from the corpses of formerly evil
and sought by different (rival) factions of the creatures) are also found.
republics.
4. Aftermath
20 25
Douglas Niles, A Journey to the True World, in Ibid., at 26.
26
Maztica Campaign Set, 1991, at 11. Interestingly, this tale of the cease of a deluge with
21
Let us remember that Maztican deities have many the appearance of a rainbow is not taken from
different aspects known by multiple names. See Biblical narrations. The pre-columbian peoples of
Douglas Niles, Gods & Battles, in Maztica Campaign South America had a similar story in the narrations of
Set, 1991, at 20. Bochica. See Cecilia Guzmán-Lamprea and Cecilia
22
Something similar happened in our own Earth Lamprea-de Guzmán, Algunas Leyendas, Mitos y
regarding Bochica and Quetzalcoatl. See Crónicas Colombianos, 2015.
27
https://en.wikipedia.org/wiki/Bochica In Mainland Maztica Qotal has led peoples to
23
See footnote 3, supra. safety, such as after the night of wailing. See Douglas
24
Douglas Niles, Gods & Battles, in Maztica Niles, Gods & Battles, in Maztica Campaign Set,
Campaign Set, 1991, at 21. 1991, at 14.
24
water found everywhere and more dangers. place where Bochica vanished a beautiful
Qotal or another being is said to have erected a waterfall that plunged down appeared, with
huge Rock Wall to prevent entrance to the crystalline waters that healed all of those who
Southern lands. South of the wall, vegetation drank from it. This was called the fountain of
grew without limits. Nests of Aarakocran life or the Fuente de vida in Thorass. After the
guardians stand on the wall to perpetually guard history of warfare, humanity ceased to deserve
from Northern invasions of monsters and to reaching the place, because of a hidden power:
inform Southern settlers if the evil beings ever those who drank the water became temporarily
cross from the Northern land of fire and deadly immune to man-made weapons, and could
water where the waves are intelligent and kill on attempt to subjugate others unjustly.
sight along with weresharks.
Fuente de Vida
The natives began to go South, guided in dreams
by Bochica. However, with Esmeralda being the The fuente is lost, but could perhaps be found. It
greenest, lushest and most bio diverse Maztican is similar to the Maztican Fountain of the Gods,
land, they found frogs so poisonous that described in the Campaign set. 28 If someone
touching them killed instantly, and fruits were drinks from it, she can gain immortality, visions,
often poisonous, so many almost died of or other abilities. The three parents of Libertad
starvation. Still, they kept their faith in Qotal are rumored to have found it.
and offered him the gold they found everywhere
in this land. Pleased, one day when they were in
a dangerous jungle and threw golden carvings Threats would not end there, though: humiliated,
and offerings to the river, they saw that it fell to Azul asked Tezca to help him, and help him did
the ground as corn, and so no longer were he centuries later, when the Hinkalliano Empire
hungry. prevented his slaughter of the Esmeraldian
peoples.
The Aarakocran Civil War It is said that someone else received the essence
Endures of Sol: Kumaru, a Nexalan general and covert
priest of Tezca. When he was killed for refusing
Ever since the previous events, the Aarakocra to bow down before Amaranto, the magic he
communities in Esmeralda have been divided received was passed on to others. However, that
and combat each other: the Kukul faction, led by essence was tainted by the rays of Tezca and is
druids of Maztica the wife of their benefactor, known as the Dark Sun’s blessing. It is rumored
and the Tezca one, led by fire-using sorcerers to give magical abilities to those who inherit it,
who can cast magic because of their pact with but whether this tale is true or not remains a
Tezca. mystery.
35
See Jon Hild, Lopango – Land of the Sacred Sun,
36
pp. 13-14, available at: Regarding the end of monarchy in Amn, see:
http://www.dmsguild.com/product/174537/TWC2- Steven E. Schend, “Book two: Amn”, Lands of
Lopango--Land-of-the-Sacred-Sun Intrigue, p. 18.
28
Dragon Empire of New Athkatla, which he However, before independence was fully
regarded as being no vassal of Amn but a new achieved, and because of its weaker forces and
nation or power. armament, the rebels asked for help from
different Faerûnian powers: Waterdeep and
The Inheritors of The True Sun Baldur’s Gate gave money and some weapons,
(Magic ‘Background’) And Their but travel distances and hurdles made such help
Persecution unreliable and insufficient. Desperate, they
contacted the Sythillisian Empire, whose ogre
When the True Sun emperor and his children magi lords had managed to separate Amnian
were massacred while sleeping by Ibernu the territories and rule over them. The ogres, happy
dragon, their magical essence, not constrained to help, sent monstrous agents of their own, but
by dead magic limitations, was received in other this had a terrible effect. Kukul had placed
bodies. That is why some people secretly have barriers on the island of Esmeralda, preventing
the innate ability to cast magic without their portals from being opened. However, once the
learning how to do so or having a pact. They monsters began to massacre New Athkatlan
often hide their powers because some natives troops using magic of pacts with evil beings, the
think that by killing them they gain their powers. protection on the portals or doors were broken:
Fae and undead began to enter into Esmeralda,
Those with True Sun blood have a shimmering and planned to conquer it. But something
chest. More on this is found in section ‘Game terrible happened — the Spellplague came, and
Mechanics, Races and Classes in Esmeralda’. Esmeralda, along with all of Maztica, was
Characters who choose the True Sun Heir transported from Toril to the mysterious land of
Background (Haunted one, from Curse of Abeir, and afterwards to the parallel planes. Its
Strahd) have received the essence of Sol and the people, for some reason, saw some new
True Sun emperor. Receiving the spark makes creatures but did not realize about the travel to
them as marked by the evil beings of Esmeralda another world.
(Zaltec or other evil Maztican deities, primordial
spain as giants roaming the lands, trickster fey, Moreover, unlike in mainland Maztica, 37 the
etc.), who appeared once to them. good aligned gods did not fall silent in
Esmeralda, and sacrificial magic still operated:
the opening of many gates allowed angelical
Revolution messengers of the gods to provide priestly
magic, which is rare since only a few have
New Athkatla ruled with caste laws (see below sufficient faith. Thus, Devas and other angels
in the New Athkatla section) for decades, until permitted to channel priestly magic (on these
some religious and secular ethnic Amnian beings, see the 5th edition SRD and the 5th
leaders rejected the injustice of the system and edition Monster Manual). Additionally, Tyr was
joined forces with natives and descendants of never perceived as having died in Esmeralda,
native and Amnian marriages to eventually which is strange. So, after the Sundering, he was
found a new nation State: the Republic of not regarded as having returned but as having
Libertad, which later on fragmented into six always remained. His servants have been mighty
Republics (one of which was later reconquered exorcists, and worked quite hard while
by the New Athkatlan Empire) after a cruel and Esmeralda was in the other worlds and
senseless civil war. Zaltec was meanwhile dimensions different from Toril. Zaltec and evil
strengthened… (see point 1 of section “Seven deities also operated in Esmeralda, albeit at a
defining traits and features of Esmeralda, above) risk: their avatars were forced to roam the land,
and section “An overview of Esmeraldian lands,
plots, conspiracies, faiths and States”, below) -
needless to say, adventures set at this time may
involve participating in the fight for 37
Jon Hild, The Maztica Campaign Guide 5th
independence-. Edition, p. 14.
29
but they mainly hid and plotted, fearing dying
like some of the Faerûnian gods did in the Time
of Troubles.
30
Atlas of Qotal and an alien god, Tyr. Interestingly,
they say that Tyr was blind in the
Esmeralda barbarous Eastern lands, but that upon
seeing the horrors and injustice wrought
against the natives the god saw that justice
By Kunza of Tukan38
cannot be blind but must see injustices and
all truth and protect the oppressed. So, the
Dear Friend. Our beloved nation, devoted suffering of the natives returned his sight
to Qotal and from whom so much we, and he followed the merciful Ilmater, whom
unworthy ones, have learned, gave us so we natives respect.
much that I desired to see why an island as
rich as Esmeralda, whose peoples originally
followed our beloved Qotal (albeit with a
I: Languages and
different aspect and name, Bochica), is such
Culture of
a chaotic land plagued by war and death at
Esmeralda
the hands of fellow human beings. Perhaps And (the lack of) literacy
this was the influence of the dreaded New Nexalan and Thorass are the dominant
Athkatla, the Dragon Empire all languages in Esmeralda. Minorities speak other
languages and so do the elites (who use
Mazticans fear as much as Nexal, or common), and frequently communities do not
perhaps a curse of the heavens, I knew not. understand each other. This is a source of
intrigue indeed.
So curious, I embarked on one of the
mythical flying canoes that some of those As to the prominence of Nexalan among natives,
it is explained because of the historical
duendes have to travel to Esmeralda, and migration of Nexalans fleeing from the night of
saw many wonders. I briefly described to wailing and the later dominance of the
Hinkalliano Empire by ethnic Nexalans. They
you what I saw about the land and how I did not formally impose their tongue, but their
was almost enslaved by a New Athkatlan use emerged spontaneously due to the need for
communication. Isolated native communities
witch. By the grace of Qotal I escaped, and and tribes speak their own tongue (e.g. water
befriended curious natives who follow halflings, who still speak the language mainland
Maztican halflings use).
Ilmater and ‘Qotyr’, a combination of
Ethnic Faerûnians, peasants and nobles alike (or
the rich and military elites in the Republics,
where both nobility and slavery been abolished),
speak Thorass, while the ruling bodies in New
38
On Tukan, see Jon Hild, The Maztica Campaign Athkatla use the Faerûnian common to stand
Guide 5th Edition, at 24 (available at: apart, but can speak Thorass perfectly. New
http://www.dmsguild.com/product/171534/TWC1Ma Athkatlan nobles speak in a fancy, affected and
ztica-Campaign-Guide
31
posh way to distinguish themselves from all masters they use slangs comprehensible only to
others and Republican ‘scum’. Some cultivated them to avoid discovery of their plans to escape
people in the Republics also speak common. Not from enslavement or be recaptures by bounty
everyone is literate, though. This is a pernicious hunters, concealing the location of their villages,
heritage of some of the caste laws, which especially in the Savannah. This ‘language’ is
restricted access to education. This is slowly called ‘Slaves’ Cant’. Alligator children who
beginning to change in the Republics. Hence, reveal those terms are thus expelled from their
not everyone reads and/or writes. The use of communities or worst, and regarded as putting
Thorass is due to the fact that it is a language them all at risk.
with a prevalent use in Amn, 39 something that
made it the de facto language in the True World
by colonists. Paradoxically, everyone else
II: The States of
regards the New Athkatlan accent as harsh and Esmeralda: official
their speakers as rude who swear all the time. It
is true: others speak more melodically. Yet, New
and unofficial
Athkatlans are a happy and sensual lot: they domains
often sing impromptu and have raucous parties,
but are proud of their achievements and belittle
Dear Poshtlina, the inhabitants of the land
the “anarchic” rebel provinces they refuse to call
Republics. Curiously, the economic and political are mostly neither native nor Faerûnian,
elites of the Republics sometimes emulate the
but a mixed breed. They thus resist the
New Athkatlan accent to distinguish themselves
from the ‘ordinary populace.’ A few New barbarous illnesses much better and have
Athkatlans remained in the free Republics after
more joy than the Eastern ones. The best of
their independence, with some of them working
as private tutors or teachers, some even as both worlds rests in them, but also the
professors in the University of Cordelliana.
worst of them. Not all of the island has
Some of them are despised and sometimes
lynched, with others having befriended the been claimed by the different States, and
Republicans and being respected. Hinkalliano
they want to colonize ‘unsettled’ lands,
fire squads kill these ‘foreigners’ on sight, but
they are almost always welcome in Cordelliana. which we know belong to the gods and to
39
See Steven E. Schend, “Book two: Amn”, Lands of
Intrigue, p. 4.
40
Douglas Niles, A Journey to the True World, in
Maztica Campaign Set, 1991, at 14.
32
New Athkatla The former third Viceroy, called the Viceroy of
‘Glory’, was assassinated by a jaguar knight 41
‘The Dragon Empire’ (Realm) from mainland Maztica called Colmillo.
Colmillo was recruited by Muchi, a former rebel
Political Lore general who had defeated the New Athkatlan
armies in a decisive battle that prevented re-
Ruled by queen Bella, New Athkatla occupies colonization of the Republic of Watilla, mostly
all of the Northeastern peninsula of Esmeralda, led by natives, who are the majority there, and
which is a very large island. Below the queen devoted to the goddess Watil42.
are the Three Viceroys, two of whom administer
North and South Athkatla, respectively, with the Unbeknownst to the rebel armies, Colmillo
third one (the Viceroy ‘of glory’) being in belonged to the Hishnaliad, a secret faction of
charge of ‘reconquering’ the lands. assassins that was born in Esmeralda the
moment the Faerûnians invaded it.
Unlike other Esmeraldian lands and political
bodies, New Athkatla is secure and stable. The former Viceroy managed to capture Muchi
Crime does not have a foothold there and money and enslave him. Then, as revenge he mutilated
flows. New Athkatlans deride the ‘Republics’ and blinded Muchi. As you know, the original
for their problems, internal conflicts and inhabitants of Maztica can train parrots and
anarchy, and many even from those Republics macaws, 43 which abound in Esmeralda. Muchi
long for the lost safety. New Athkatlan talked to a macaw and sent him Eastward. That
authorities rule with an iron fist, though, but parrot eventually reached the homeland and told
they refer to it as the golden gauntlet of a regimen of jaguar knights what had befallen its
prosperity. master. Enraged, Colmillo killed the former
Viceroy of Glory.
New Athkatlan cities are beautiful to behold: full
of art and commerce, with innovation and
impressive architecture, as with Pintura, its
capital and seat of the throne of emeralds. In the
countryside, New Athkatla is dotted with castles
and fortresses of Faerûnian style, which are used
for military purposes.
Curiously, this made things worse for natives Talaesta was the first province to secede from
and ethnic Faerûnians living in independent New Athkatla and the first one to be
Republics, because the new Viceroy is a ruthless reconquered. It will be seen if others have its
man. Morill is known as the ‘pacifier’ of what same fate in the future.
New Athkatla sees not as independent States but
Talaesta is built on a plateau that oversees the
as rebel provinces.
bay of Heroika, a free city under siege. It is from
Morill (male human fighter 18) has fought in Talaesta that Morill forces conduct the attack.
different battles against the Republics, and
Talaesta is a land rich in coffee, and birds
executes all rebel leaders because he has been
abound there: macaws and parrots. However, the
appointed as judge prosecutor of the state of
emergency. He can decree and decide on issues faith of Qotal has been forbidden by the Martial
Law enacted by Morill, who considers it as a
concerning the wars of independence, and
seed of rebellion. Anyone practicing the faith is
recently recaptured Talaesta. Morill seeks to
accused of treason and executed by the Faceless
reconquer the other rebel ‘provinces’, and is
besieging the city of Heroika, starving its Tribunal.
population.
Talaesta has a special place in the hearts and
minds of New Athkatlan and its monarchs. It
Currently, New Athkatla and Morill himself
have no intentions of reconquering Watilla: was the first land under their rule in Esmeralda,
and joined freely with the conquerors. Its natives
economic dependence is enough for them and
resented some injustices of the Hinkalliano
suffices since they get what they want without
Empire, which hated them for being the last
military expenditure. It is the only Republic they
Nexalan tribe they dominated. Its natives were
recognize as “sovereign” and independent, in the
afforded greater rights than others by the
bilateral treaty of Pacem (New Athkatla would
conquerors (although they were not treated as
have no compunction breaching it should selfish
national interests dictate so for the realist equals) and their leader, a female chieftain,
named Talaesta, helped them translate
Empire).
(remember, translation magic did not work
The Fall of Tranaltar: one month after the without the weave) and conquer the inhabitants
campaign begins, the men led by Morill will of the island at a time the Faerûnians were not
making any progress and were suffering heavy
34
losses. She was concubine of the first Kind of them ruthless beings who would show no mercy
New Athkatla. Therefore, New Athkatlans have towards the rebel provinces in Esmeralda.
regarded them as ungrateful and betrayers since
their independence and resistance to reconquest, A (very) few Changelings have defected and
and have been especially harsh with them. Firing joined the Republican forces. They are treated as
squads killing at night at alleged freedom elite agents in the current wars.
fighters remind the citizens so.
Information on the Changeling race for
The Faceless Tribunal (organization) and Dungeons and Dragons 5th edition can be found
Changelings (race) in the Eberron Unearthed Arcana document
found here: http://media.wizards.com/2015/
The Faceless Tribunal has ‘jurisdiction’ to downloads/dnd/UA_Eberron_v1.pdf
operate everywhere in Esmeralda. The
Republics, of course, argue that its activities The Caste Laws for the Preservation of
outside New Athkatla violate international law Purity, the Mad Nobility, and the Origin of
because of its being an abusive overreach in Dissent
independent lands.
New Athkatla was founded by people who
The Tribunal is composed of the so-called personally despised Cordell but agreed with the
inquisitors, who have authority given by the brutal treatment against the natives.
monarch to prosecute and implement the law
directly and without the need of Trial. It suffices At first, the government of the conquered
that they consider an accusation proven by any Esmeraldian lands was similar to the one
means. This is why they often abuse and extract prevalent in Payit, with landlords who had
‘confessions’ by torture. Its members have an “mastership” over natives”.44 However, as years
interesting ability: they are Changelings. These passed, they saw that the Payit land experienced
are beings with the ability to change their intermingling of natives and Amnians and that
features, facial ones included. “purity” was lost. Indeed, New Amn ceased to
have a distinct Amnian ethnicity but rather
With this ability, the Faceless Tribunal members mixed blood abounded.45
often disguise themselves to mislead and
convince others to join the rebellion. Then, when Afraid that something similar may befall in New
others acquiesce, they condemn them and kill Athkatla, especially because of the lust of the
them at once. colonists and the beauty of the natives, harsh
caste laws were introduced by King Moncho;
But what is the origin of these beings, whose only “pure” Faerûnians could be nobles, join the
official attire is a black cloak and a silver mask priesthood, or own lands
(Venetian style) that covers even the eyes? The
wars of independence. Many daughters and sons of nobles resented this
and began to harbor resentment and a desire of
When New Athkatla saw that it was losing the justice. They thought that support of the natives
war (after the Couatl Simonus, a Republican was crucial to gain independence, and so leaflets
general, seriously wounded Ibernu the dragon), on freedom began to circulate.
it asked Amn for help. Knowing that this war
was being lost because of its being guerrilla
warfare, the Council of Six in Amn ordered
experimentation with mating doppelgangers and
human prisoners. Thus were Changelings born, 44
and they were raised in the jails where their Douglas Niles, Maztica Alive, in Maztica
Campaign Set, 1991, at 30.
human parents were imprisoned so as to make 45
Jon Hild, The Maztica Campaign Guide 5th
Edition, at 18, 21.
35
The pure blood laws had many pernicious –or perhaps some polymorphed or concealed are
effects, including madness. Since so few “pure already in the island.
blooded” families existed, eventually people
began to marry close relatives and siblings. Ibernu managed to ensure New Athkatlan
Every so often, the offspring of those marriages supremacy, that is, until Simonus came: this
had the tail of a pig, another bizarre feature or, happened when Esmeralda was in Abeir. One
worse, madness. night, a woman wept for the death of his son,
Narin, who was killed by the Faceless Tribunal
Some of the cruelest rulers and nobles of New merely for publishing a book on fundamental
Athkatla suffer from this, which leads them to rights of women and men and calling for
savagery and being bloodthirsty or having democracy in New Athkatla. The heavens heard
deformities. The current queen, Bella, is called him, and Qotal, not present in Esmeralda since it
in whispers the ‘insane queen’, and rightly so: was in Abeir, sent Simonus the Couatl to right
she drinks from the blood of rebels (native and wrongs. Simonus the Couatl began to inspire
Faerûnian or mixed blood alike) every night and freedom by sending messages with his Dream
bathes in it. She collects the heads of rebel spell and shapechanging ability. He taught them
leaders, and she has sex with elite members of that the heavens would protect them (and indeed
the Faceless Tribunal to breed ‘royal’ they would! Ilmater and Qotal had made a pact
Changelings who serve as her bodyguards. This against further oppression by New Athkatla!).
is called the Bastard Guard (composed of ten
level 8 changelings), and is the most efficient Soon, the ‘silent army’ marched at night against
military body. Some whisper that late king the palace in the capital of New Athkatla, and
Marcellus was killed by the queen upon her captured queen Berna. The dragon Ibernu
discovering that he had a native mistress. Crown attempted to kill and swallow the fighters but
prince Jotarión, her son, is a pure blooded was seriously wounded by Simonus. At the
Amnian though. brink of death, Ibernu fled to recover but first
managed to kill the Couatl, and has fully
Ibernu the Dragon, ‘Serpent of Death’ and recovered a month ago, which pleases Morill.
Simonus the Couatl, ‘Father of Freedom’, Simonus made a sacrifice, because he knew that
‘Serpent of Liberty’ he would fall to the might of Ibernu.
While he has delusions of grandeur, queen Bella Spies Abroad and Fall of the Empire from
treats him as a mere weapon. Ibernu hails from Within
Faerûn, and came to Esmeralda with promises of
riches only found in Esmeralda to help with With its sights on the rebel Republics (except
conquest. His ruthless killing of natives and Watilla), the Empire of New Athkatla prepares
killing of Hinku lord Tupi led to the surrender of to fight foreign troops. However, the greatest
the Hinkalliano Empire as a whole overnight. risk comes from hidden cells within: the
For years, resentment of the Caste laws and the Anarchist alliance. A group of Anarchists seeks
enactment of laws allowing slavery led to to overthrow the queen and abolish monarchy.
nowhere because of fear of the dragon, ‘the
serpent of Death’, who stifled all dissent with its While the Empire of New Athkatla hires and
fangs and poison. Ibernu is an Ancient Green sends saboteurs and spies to further its interests
Dragon, who often hid below the Esmeraldian and weaken its enemies abroad, those cells,
seas and rivers and exhaled poison on tribes hidden underground, are an unknown threat.
while they slept, or poisoned rivers next to rebel
encampments –it may be that other dragons, On the other hand, the highly centralized New
apart from the few present Maztican rain Athkatla may have sown the seeds of its demise
dragons, will be attracted to the riches of or secession of territories. In order to fight the
Esmeralda to increase their hoards in the future rebels and try to reconquer territories, a royal
decree authorized some noble families to hire
36
armies on the condition that they are not New Athkatlan people are unaware of why
mercenaries (mercenaries are directly hired by people disappear or sometimes die of
the crown to fight abroad, and include traitors unexplained causes: Fae and undead lords and
from the Republics lured by gold, wealth or their minions explain this. They are especially
other promises). attracted to this Empire’s lands for some
unknown.
Some of those nobles have been granted titles
and the nation may perhaps undergo a However, the Empire is ill suited to face those
transformation into a Feudal system or a semi- supernatural threats: it persecutes other faiths
Feudal one. Many nobles resent the decree of and the exorcists of Deo, Ilmater, Tyr or Qotal,
emergency, under which the queen centralizes It regards every faith different from the Golden
legislative, executive and judicial powers, which Fist as superstitious, fanatic, barbarous and
she delegates to some “enforcers”, as faceless uncivilized or corrupted; and its religion is much
judges, some of whom are changelings. more secular, by attaching more importance to
the temporary aspects that make New Athkatla
The nobles intrigue, especially Allean great: its riches (Waukeen), might (Helm and his
irten’Hamark. She descends from a noble protection) and beauty and pleasure (Sune).
Tethyrian lineage who was almost wiped out by Priests of those faiths must hide or are executed
protesters after the Ten Black Days of Eleint46 as treasonous and instigators or revolt (it does
and whose survivors found refuge in wealthy not help that many priests inspired the
Amn. She seeks greater freedom and more independence wars). Some families hide those
powers when ruling the lands under her priests in priest holes in their homes, at risk of
command, desiring a return to the original feudal being branded as traitors as well.
system that Cordell long ago implanted in
Maztica (Payit lands).47 A civil war may or may The Free Republics
nor be brewing.
And the Lands under Siege: The
Another schemer is lord Halthomn, who rules Land Of Libertad
from his fortress of Lockurah, bordering rebel
lands. Most of his sons, fierce warriors, were “Free from the imperialistic and racist yoke at
killed by rebels and his fortress was put in last, free at last my brothers and sisters! No
flames. Some whisper that the corpses of his longer oppressed by tyranny and discrimination.
sons walk at night, perhaps animated by a mad Our lives are ours to shape, with no sword
scientist he hires; that he flayes natives and
pointing at our throats. Liberty at last!”
foreigners captured by bounty hunters he sends
Chant on the eve of the Final Battle of
to the Republics, and that he delights in their
suffering. Independence, at Dragon Turtle Bridge
46
Steven E. Schend, “Book one: Tethyr”, Lands of
Intrigue.
47
Douglas Niles, A Journey to the True World, in 48
Douglas Niles, A Journey to the True World, in
Maztica Campaign Set, 1991, at 69. Maztica Campaign Set, 1991, at 65.
37
everyone in the village because of rebellion, support and intelligence for the Republics to
treason and endangering security. check and combat insurgency within, and this
loss will empower the rebels in Argentum, thus
Tired of oppression and injustice, and stirred by enabling them to seize power and found
the death of Narin, three New Athkatlan Hinkalliano.
international lawyers and barristers (the ‘parents
of Liberty’) considered that the situation was Curiously, all of the places described below
unjust and unbearable. They resigned in protest began as or self-describe as Republics.
and traveled to the wilderness to learn from Obviously, some of them are not technically
native wisdom. Then, abandoning the faith of Republics: the “Protectorate”, for instance, is a
Helm and protection of the Realm they so dictatorship; and Cordelliana struggles between
despised, they embraced the faith of Ilmater in Republicanism and Monarchy. Once the junta
solidarity with suffering natives and mixed overthrows the government of Argentum, the
bloods. It is rumored that their piety and justice dictatorship of Hinkalliano will be a totalitarian,
made them worthy of finding the Fuente de vida dystopian State.
(see sidebar, supra). They found great wisdom
and, with Ibernu gone for now, organized the Watilla, Cordelliana, Argentum (before it
rebellion. becomes Hinkalliano), and Felicità have
Parliaments; and the city of Heroika is ruled by
Not History, Game Plots! the Lady Protector, Santzi (a Couatl of Qotal
disguised as a human female), and her advisors.
With New Athkatla recovering and trying to
reconquer lands it lost, similar events and crimes Horses and Llamas in Maztica…
take place frequently. Players can try to thwart and Centaurs?
and prevent them.
While in mainland Maztica horses died because
of a virus,49 such virus never reached Esmeralda,
They gained freedom for the new State of separated by the seas. This explains why in the
Libertad and, except for Sanz, the only woman wars of independence and the civil war of
among the ‘parents of freedom’, died soon after. Libertad horses were employed in combat.
Libertad fragmented soon after, and after a bitter
Moreover, native Esmeraldians are quite skilled
civil war seven Republics were initially formed in horsemanship, but not as much as New
–with shifting alliances, through treaties or Athkatlans. The New Athkatlan cavalry is
custom, and shifting enmities and rivalries—. deadly and feared, and their warriors excel in
Talaesta was reconquered months ago, and so horseback combat. The section on rules,
six Republics remain (described below).
backgrounds and skills explains how this is
translated into game mechanics.
Moreover, Tranaltar, the most important
Republic, will be destroyed one month after the
campaign begins. This is a tragedy that will
shock and make the people of the Republics
despair: Tranaltar was the strongest Republic,
which had defeated many New Athkatlan
armies. Shortly before the beginning of the
campaign, Tranaltar convened a summit to
gather all the independent Republics in a
federation. Delegates were convened two
months after the beginning of the campaign, and
were willing to accept. However, using a secret
weapon stolen from Renacida, Tranaltar will be 49
utterly obliterated. Tranaltar had also provided Jon Hild, The Maztica Campaign Guide 5th
Edition, at 22.
38
As for Centaurs, this is due to Fae influence. mystical relics and to have had a great
During conflicts, horse rider heroes of battles grandfather who was a distant cousin to a so-
were described by singers and in anthems, called Volo…
narrations as hymns as being one with their
horses in both Royalist and Rebel bands. Their Watilla
prowess and ability to turn the tides of battles
when infantry was failing were praised. Well, in Republic with minerals needed
one particular battle of independence of Libertad for artifice magic; with
(Liberty) Republic, the best elite horse rider corporate complicity with
soldiers of both the Republican and Royalist paramilitaries; and racial
sides clashed fiercely. Coincidentally, this tensions
happened in a moment and in a place where a
portal to the Realm of the duendes (Fae) opened Political Lore
up. Instantly, all of them turned into centaurs
(native and non-native, female and male alike). Watilla, named after Watil, goddess of plants,
They could breed among themselves. because of its verdant lands, is inhabited mostly
by natives. Originally, though, ethnic Amnians
That being said, Llamas are present throughout ruled because it was considered that they were
Esmeralda, and are very skilled at climbing. For the most literate. However, the desire of riches
this reason, many natives, especially rebel ones, led to permitting New Athkatlan corporations
ride them when escalating the many high peaks operating there to extract riches. These
of the mountain ranges that crisscross corporations began to convince the ruler to
Esmeralda, reaching their enclaves and outposts expropriate native lands to permit extraction of
where those of Faerûnian descent cannot easily rich minerals and fossils needed for artifice
find them. magic (see Seven Defining Traits of Esmeralda,
above) Watilla is the richest land in those goods.
The architecture, music and food of the ‘free
lands’ is hybrid, which makes it quite innovative With native opposition, the ruler only renewed
and pleasant. Native, Faerûnian and demihuman licenses to operate to two rival companies,
flavors and styles combine to form a unique hoping that they countered each other. However,
they funded paramilitary groups to kill natives
result which, for critic tastes, is better than the
one experienced without such contacts. opposed to their operations.
All the flags and banners of the Republic include Recently, Yusu, a native whose parents hail
the image of the Couatl Simonus, called the from Payit,50 has risen in the plains of Watilla.
father of freedom or the Serpent of Liberty. He Natives are beginning to call him a Revered
is also mentioned in all anthems of the Counselor. He is organizing a march to the
Republics. Children are scared when told stories capital to be appointed as ruler and topple
of the evil Ibernu, an evil spirit that many current Governor General Ineptus.
wrongly believe dead, something that allows
Corporations and Paramilitaries: The two
New Athkatla to have a surprise factor.
rival corporations still operating in Watilla are
Gallosa (NPC): or, rather, Maestro Gallosa. the West Esmeraldian Company and Prosperity,
This picturesque individual, hailing from Inc. They hire saboteurs and fund paramilitary
Cordelliana, is a hopeless romantic whose groups, whom they pay very well, to sabotage
amorous or adventurous boasts have led him to operations of the rival company and to attack
trouble. Still, he is the most famous
cartographer, historian and even tourist guide of
the island, although not necessarily the most
50
reliable one. He claims to know about hidden See Jon Hild, The Maztica Campaign Guide 5th
Edition, pp. 18, 21-22.
39
natives who oppose their operations, which the “invaders” to leave. Those who drink from
natives consider desecrate their lands. Players rivers sometimes die from poison.
can pretend to work for them to thwart their
plots. Both companies have many more On the other hand, the land is being destroyed
resources than Watilla, and the Republic is by the extraction of fossils, and remains of long
seriously indebted to them, which gives them ago dead animals appear and rampage,
great leverage and influence on the laws that destroying everything on sight before being
Parliament enacts. stopped, if stopped.
50
Native Realms and
‘Free’ Lands
The Waters of Esmeralda, And
‘Unsettled’ Lands
51
children of the Alligator lived: this lush land marque, authorizing privateers to attack
with swamps, crocodiles, jungles, jaguars and “Republican” vessels and take their riches,
wildlife was dominated by tribes whose paying a percentage to the crown. The
chieftains waged war against each other for Republican forces did the same, and some of the
territorial domination of crops and for crews decided that it was better to keep all of the
(perverted) “glory”. Chunka was the most plunder and profits. Many pirate groups exist,
powerful of those warlords, a strategic and some of which have allied in a tenuous
military genius. organization called the Sails of Azul, whose
supreme Captain is frequently replaced by a
When the New Athkatlans found about their challenger who beats (and kills) him in a duel.
physical prowess, they exploited the rivalry Privateering is still (secretly) sponsored by
between Children of the Alligator tribes, different factions, especially hiring slaves and
supporting their clashes to weaken their tribes. citizens (or subjects) of enemy nations.
Once so weakened, they engaged in an invasion
of the Savannah to enslave them. Victory was Pirates in Esmeralda are cruel and desperate
almost impossible and only possible due to the since they know they will be executed if
intervention of Ibernu the dragon, since the captured. The international laws of Maztica,
Savannah was dominated by mighty and terrific developed in Esmeralda, regard pirates as hostis
beings regarded as demigods, who slumbered humani generis, 53 or enemies of mankind, and
and were wakened by the invasion. Once any State that captures them is entitled to
victorious, the New Athkatlans enslaved the prosecute and sanction them: they can even be
Children of the Alligator, razing and torching tried in absentia, and actions against them are
their villages. regarded as falling under universal jurisdiction.
Those who have gained freedom have returned It is worth mentioning that the Republics suffer
there and tried to carve up a unified nation of the most from piracy: when they belonged to the
mutual defense, but ancient rivalries still boil Empire, its fleet protected the land from pirates
and are relevant, at least subconsciously. Such who tried to plunder the island from mainland
‘nation’ (still nascent) is called Rebeldía, and is Maztica. Actually, the Empire warned that the
led by a couple. The spouses belong each to a Republics, young and untrained as they would
tribe that hated the other, and are called Natsuri be, would be quite vulnerable to pirates without
and Hellenka (dragonborns, F7). They are its protection. This proved to be true, and the
conducting rituals to try to awaken the defeated Republics are struggling to create and train
protectors of the land who were defeated by strong fleets of their own.
Ibernu some time ago, and who was seriously
wounded by Simonus the Couatl. The Seas of Esmeralda beyond 12 nautical miles
from the coast of the Realms are regarded as
The Seas of Esmeralda, Halfling enclaves, international waters, and so not as part of the
Piracy and Privateering: The pristine, territory of any of them. They are regulated by
unspoiled and beautiful beyond description the customary law of the sea.
waters surrounding Esmeralda are treacherous
and dangerous. Not only because of its many Pirates tend to hide in rocks and very small
sharks, Sahuagin and other beings, which makes islands (not the so-called Seven Mystical –
travel to the island difficult (but not impossible larger— islands) full of palm trees and caves
for strong crews and clever sailors) except when and their hideouts.
using the flying canoes, but also, because of
piracy. The many riches and emeralds of the
island attract pirates like a magnet. Curiously,
piracy was spawned by New Athkatla. This was
because when the rebellion and wars of 53
54
Tim Beach, Gold & Glory, 1992, p. 10.
53
As we know, the plane barriers were broken Fae are frightened of piety, for a reason: true
down when the agents of the Sythillisian faith can banish or wound them just as undead.
Empire’s monstrous agents came to support the They are also vulnerable to ‘true joy’, happiness
rebel Republicans. Now, zones linked to those with is not abusive. Some bards channel this
two planes, called bridges, exist in some parts of energy and frustrate Fae, but not many do.
Esmeralda: its coasts are connected with
Glorana’s realm, the Realm of the Fae, It is said that some honorable Fae exist, having
empowering flying canoes. The depths of forests repented and renounced to their fell magic.
and jungles often are connected with Nocturno’s Maybe this is a lie to deceive the unwary into
Land of Eternal night, making terrible undead trusting them before betraying them, maybe not.
creatures pray upon the living. Coincidentally,
those jungles harbor the richest ruins and Finally, the souls of the living are said to
treasures in the island. sometimes travel to this land of the Feywild
when they dream, either to receive prophecies or
Both the Realm of the Fae and the land of when a Fae manages to toy with their souls. If
Eternal Night are planes parallel to Esmeralda: they suffer in that land, their mortal bodies may
they are identical to it, but are spiritual lands remain inert in the material plane! Exorcists can
twisted and different from Esmeralda in curious attempt to bring the soul back. In the Feywild or
and often frightful ways. Some consider that the Realm of the Fae, the only abilities that can
Realm of the Fae is located within the Feywild, prevail are intelligence and piety, but to use the
and that the land of Eternal Night is within the former characters must realize that imagination
Shadowfell. is a great weapon of theirs and they must
challenge the intelligence of beings who are
Realm of the Fae: this is a land of stories and almost embodied dreams and sentient landscapes
legends. Fae lords rule over the land under lady and rivers, etc.
Glorana’s laws of fun, which permit torturing
and abusing mortals. Glorana is a twisted being The Land of Eternal Night or Land of the
with a perverted sense of pleasure, and her Dead: this is a land of the restless spirits who do
harem is full of mad beings who have lust their not rest in peace. Originally, no one lived in this
minds. Some of the Fae kidnap the living to land but Nocturno, its lord. However, he hated
have them as servants. The Realm of the Fae is a the living, and when wars began to occur many
land where legends come true: every tale ever evil souls were his to claim. He brought them
told by an elder to grandchildren is born in this into this land, turning them into horrible
land, albeit sometimes in a perverted way. When creatures that haunt the living. No one has gone
and where the land is connected with Esmeralda, to this land and come back. There may be a way
wondrous things that are only imagined may to go there or be captured into this land while
come true. still being alive, but no one knows how. Some
shamans rumor or gloat that Nocturno has struck
Many of the Fae sometimes decide not to kidnap an alliance with the deity Supai from Lopango
mortals but to torment them: they often pellet and will slay all hated “pale invaders” who
roofs of houses to scare children and make them desecrate the land.
think undead are attacking. They fire bushes,
wail or make sounds to stop the hearts of The Pyramid of Bones: unlike mainland
passersby, or disguise as monstrosities. Yet, it is Maztica, Esmeralda does not boast pyramids,
Fae who do all of that, for their amusement: they which were not built even after Nexalan
especially enjoy when someone dies of a heart migrations. There is one exception, though, and
attack due to their scares. They change their is not in plain sight or known about at large: the
appearance with but a thought, and love to Pyramid of Bones.
appear in scary and horrible ways.
54
This structure is entirely built of corpses of those seas. Thus, they put their magical dust on some
deceased in the many wars, and atop it rests an native canoes, empowering them to float in full
altar to Zaltec, called the laughter of Zaltec. moon nights and only in places connected to the
plane of the Fae. Often, those who arrived were
The name is appropriate: in spite of how much kidnapped by the Fae at once. Some of them
Amnians despised the deity, their actions, wars escaped from the Realm of the Fae and warned
and the bloody struggles in Esmeralda have the living. The Escapees brought dust with them,
greatly empowered Zaltec. People may not empowering other canoes and preventing their
invoke him expressly, but every act of violence capture by Fae canoes. The escapees also taught
and cruelty in any of the many wars and armed about songs and rhymes that the capricious Fae
struggles in Esmeralda fuels his energy. cannot tolerate and which banish them. This
Currently only an alliance between Ilmater and explains why bards (juglares) are often at charge
Qotal or the will of Deo (for monotheists) of guiding the canoes, since their song keeps the
checks his strength, which grows daily. Fae at bay. Those songs only operate in lands
connected to the portals to the Realm of the Fae
The pyramid of Zaltec is the name not only of (plane), since it temporarily shuts them. Singing
the structure, but also of the surrounding area: them is risky though: without that connection,
located deep in a jungle and well hidden, the the canoes cannot float and stop floating.
surrounding animals and vegetation are foul:
twisted, poisonous, corrupted. The land is The Palaces of Stone (Underground Indian
covered with a fetid smell and a hazy fog. It is Tombs): in some places in Esmeralda, huge
impenetrable due to a wall of thorns covering all statues of natives with fangs, wings or other
of it, but there is one way to access it: animal features can be found. Sometimes,
underground tunnels occupied by perverse beneath those places lie tombs or underground
beings and monsters. The pyramid is ruled by a estates of the natives of this land. They are
mysterious being who may well be an avatar of rumored to hide riches but also vengeful spirits
Zaltec or a powerful priest of his. He is served and guardian golems.
by the lords of Ashes, a group of undead priests
whose only remains are skeletal. f. The Land of Anguish or the Fiery North
and the Infinite Rock Wall: The lands north of
Dragon Turtle Bay: this is perhaps the only the huge Rock Wall guarded by Tabaxi who live
known (as of yet) place in Toril where dragon in empty Aarakocran nests left by an Aarakocran
turtles mate, and is located in a bay inaccessible tribe wiped out long ago is a dangerous land.
by land due to thick poisonous vegetation and Full of volcanoes, lava and mutated beings, not
animals and the lack of food in the adjacent even the Fae dare go there. It is rumored that a
jungle. By sea, boats are usually destroyed by bitter Azul avatar was imprisoned here by Qotal
dragon turtles who feel that their offspring is at under a volcano, punishing the lord of water
peril. with a fire prison; while an avatar of Tezca’s is
imprisoned under a frozen lake. Still, this land
Dragon turtles swim around Esmeralda and the may hold secrets, and if ever the avatars manage
nearby islands with certain frequency. This to break their shackles they may wake the
explains why it is so difficult to reach it without mysterious beings and spirits who sleep here to
flying canoes. When the Nexalan migration of conduct a campaign of destruction which may be
refugees came to the island after the Night of unstoppable, flooding all of Esmeralda and
Wailing, it is whispered that Qotal sent the perhaps mainland Maztica as Azul originally
dragon turtles into a deep slumber for them to intended. The essences of Sol and Luna, the
reach the island in their ordinary canoes. progenitors of the inocente natives, however, is
rumored to be able to counter this evil influence,
The Flying Canoes: the Fae, desiring to capture but who knows. The Tabaxi tribe originally hail
bodies and souls of the living, allowed many to from mainland Maztica, and were called upon
travel to Esmeralda in spite of the perils of its by the Aarakocran sentinels and guards to help
55
them to spot any intrusion south of the Wall by Elven enclaves: Deep in some jungles live
the evil spirits who roam the Fiery North. A strange beings: wild elves. Unlike those found in
Tabaxi tribe accepted and reached the land only mainland Maztica, 55 some of the wild elves of
to see all of the Aarakocran who requested their Esmeralda are diminutive: half the size of a
help dead –needless to say, some Tabaxi moved Halfling –the others are as tall as mainland wild
elsewhere within Esmeralda, and among them elves. Yet, they walk in an incredibly fast way,
lives a prominent one, a famous retired bard as fast as medium size creatures. They were
called Zuami de Payit, originally from mainland once full Fae, but Maztica decided that they
Maztica and once kidnapped by drow in the should not pervert the land of her husband. She
underground tunnels connecting it to Faerûn. made them lose their nature of dreams and tales
and make them one with the Earth, and so they
The Tabaxi undertook an oath to the Cat deity embody the Earth: their skin looks like sand, dirt
they revere to keep guarding the land, as or leaves, and their hair like grass. They do have
prophecies foretold that if the Wall is breached pointed ears and an impetuous character: they
eventually all of Maztica would enter a period of represent the wildness of nature, and so act like
mourning and loss. When Esmeralda touched the thunder, the strong river or a typhoon. They
Abeir, the Wall was weakened and has begun to hate humans and kill on sight those who find
crack. Mysterious things are seen as of late in their villages, which are blended with the nature.
the Wall, and some tabaxi have suffered serious Why they do so is a mystery, but some say that
curses or else. This explains why some have these villages hold a key to harnessing nature’s
been going to Faerûn, fleeing from what they destructive powers. They never attack and even
call the doom of Maztica. This may explain why fear Aarakocra, strangely. Perhaps because of a
some tabaxi, originally from Maztica, have been Kukul decree of old.
fleeing to Faerûn, yet they “say little of why that
has changed, though rumors persist of strange No one knows this, not even in faraway
happenings in” Maztica (Volo’s Guide to Candlekeep, but Esmeraldian wild elves are the
Monsters, at 115). ancestors of mainland Maztica’s wild elves,
similar to Faerûnian ones but having a distinct
Hidden Treasures: This is a land of riches, culture and language.56 Like mainland Maztican
beyond the fortunes amassed by Ibernu the ones, Esmeraldian wild savage elves are fierce
dragon or the Nameless in Cordelliana. First, the and attack humans.57
jungles hide lost temples that are nigh invisible
with overgrown vines and vegetation, guarded Gorgana and the other Seven Mystical
by devices and traps. Those temples may have Islands: aside from smaller islands and rocks,
priceless gilded relics. The lakes guard the gold surrounding Esmeralda are seven mysterious
thrown by natives to honor Qotal; and spirits of large islands that were once part of Abeir, the
the deceased who hid treasures underground lest Realm of the Fae and the land of Eternal Night
they are taken by guerrillas or cartels appear and came back to Toril along with Esmeralda
next to clues about the whereabouts of those once the Spellplague effects were exhausted or
treasures. The supernatural and the political are reverted. They are covered in mists and
linked. completely unseen, except one: Gorgana.
58
Douglas Niles, A Journey to the True World, in
Maztica Campaign Set, 1991, pp. 72-73.
57
barely for them to travel there. Since the two
surrounding planes (land of Eternal Night and
Realm of the duendes) were parallel to the land,
in the sense that they are twisted versions of it
from where all of Esmeralda can be seen, the
shamans accepted to allow their bodies to be
transformed so that they could circumvent the
seals and travel to the lands, where they could
see what happens in Esmeralda and travel to it in
dreams or at night. The condition was that they
serve as agents of the extraplanar beings when
so requested. To be able to do this, the shamans
(warlocks) erected purposefully built temples
that could channel energies. Then, they hid them
in mists with a spell provided by the
Supernatural Lords. This way, enemies could
Lost Temples hold the key to travel to other lands or to
not find them. A few shamans erected temples to channel mysterious powers
console the spirit of the dead and convey
messages between living and dead. The temples The Lost Pyramid and Llanto: the Land of
still exist, albeit frequently hidden. A True Sight Tears and Revenge (domain of dread): The
check or dispel magic must be used to find them. current pyramid of bones is the second to exist
in Esmeralda. Years ago, a disgruntled shaman
Shamans (warlocks) who are located in such called Serpentus, whose entire tribe was killed
temples can enter the parallel planes, by New Athkatlans, began to stalk, kidnap and
automatically being shapechanged into either kill New Athkatlan civilians one by one. Since
half-bats (connection with land of Eternal Night) this took place in the crossroads of nations, in a
or half-jaguars (if the temple is connected with place used as a battlefield where many civilians
the Realm of the Fae or duendes). This happens had been attacked (which prompted the Tribunal
because the spirit of the Bat or Jaguar archetype, to prosecute some), no one suspected about
present in the land of Eternal Night or the Realm Serpentus and his hatred of all ‘white folk’.
of the Fae, respectively, merges with part of
their souls. Every warlock (shaman, see Rules Over the years, after eating their flesh, he
below) who opens such portal with a ritual is erected a small pyramid with their bones.
transformed, cannot physically or magically Enslaving some New Athkatlans, he tortured
attack while in the other world(s) but can see them, but the pyramid has vanished ever since.
weird messages and what happens in Esmeralda Some suspect things, but legends fail to tell the
in a blurred way. truth. The shaman, captives and the land where
the pyramid was located were all sent to
Moreover, anyone who falls asleep in the Ravenloft. If someone commits a serious evil
vicinity of the temples or a shaman or warlock deed in the proximity of the place where the
with a pact or tie to one of the supernatural original pyramid of bones was located, or on the
beings of the planes may be contacted by one of contrary banishes a supernatural being with
those beings, as happens to the north of great piety, there is a chance that they may be
mainland Maztica (John Nephew and Jonathan transported to the pocket domain in Ravenloft.
Tweet, City of Gold, 1992, at 24). The more serious the evil act is or the greater the
pious feat, the greater the risk. The DM should
roll a percentile dice, beginning at 10 percent
and increasing the likelihood of transport the
more serious or wondrous the behavior. The
only way in which escape from that pocket is
58
possible is either by permanently defeating its pyramid of bones, which ever grows and has
dark lord or by preventing the possibility of inner hallways and tunnels. He broods and wails
using sacrificial magic there for a full week with in rage and despair, unable to join his brethren in
a great exorcism and preventing any sacrifice by the afterlife and knowing that he is the last scion
Serpentus or his undead or werebeast minions. and survivor of a lineage that traces back to
Nexal and managed to fight New Athkatla for
The mists surrounding the pocket are decades, before being wiped out by its forces
impenetrable, even for Vistani, and those who and a Viceroy.
venture forth lose their hearts: literally, dying
instantly and empowering Serpentus’s sacrificial Natives of “weaker” tribes are spared or used as
magic and enlarging his pyramid of bones (PCs his “priests” by Serpentus: he deems himself
always see someone trying to escape and suffer (wrongly) a demigod, but those who make pacts
this fate, and as they approach they feel as if with him gain warlock powers.
their hearts were trying to leave their bodies,
fainting before dying. Only in cases of repeated The presence of the pyramid is a secret,
attempts should a Constitution saving throw be unknown by the civilians and all living
rolled, with death on a failure and prolonged inhabitants of the land, soldiers of the different
catatonic state on a success). factions fighting in the land -save for the
captives to be executed.
The sacrifices Serpentus conducts are horrific
and people die of fear before his knifes strike the The forests of the land are full of were-jaguars
victims. The rituals he conducts in pure rage and and werebats, and disappearances continue to
revenge against the innocent are too gruesome, occur. People live in fear and the night is full of
even for Zaltec standards. Being persecuted by horrors.
him after witnessing what this undead creature
of pure hatred has done to others is utterly Planar Traps and Gates: in places where wars
horrific. have been cruel and atrocities committed, the
seals between planes have been especially
Llanto: the Land of Tears and Revenge: broken. If someone enters into those lands, they
Located in the domains of dread, this is a largely will begin to perceive alterations: either dead
rural and mountainous area where people have trees and animals or fantastical things,
lost hope. No native bards of joy can be found depending on whether there is a connection to
here. the land of Eternal Night or the Realm of the
Fae. Venturing closer will trap the unwary
Since the land was once connected to the Realm traveler, who will be sucked into the parallel
of the Fae, people have an unusually high dimensions.
fertility. Thus, Serpentus the undead dark lord
has fresh victims. People live in fear, hiding in The Ruins of Tranaltar: once utterly
their thatched houses and fearing the sounds, destroyed, no one will dare go to the ruins of
shrills and cries at night. People seek to placate Tranaltar, for all who do will be mutated or die
the Fae, when actually Serpentus kidnaps from some noxious gases and energies. A
innocents to sacrifice them in his hidden shaman will find some herbs which, if chewed,
pyramid. Their souls become ghosts and stalk may give a chance of withstanding the sources
the living. People usually do not actually see of illness.
anything amiss, but they do feel something odd.
Mutilated corpses appear every now and then,
but people think this is because of the wars of
independence and reconquest – which exist in
Toril, not here. Serpentus is insane and immortal
in his undead state, which is a curse for him
being the last of his tribe. He lives atop his
59
III: The Hishnaliad companies operating therein. Surprising
everyone, some native chieftains have come
and other Factions, forth before the Tribunal, arguing that the
nations have usurped their original lands (the
Groups, and inocentes think that some of their tribes were
Conspiracies once invaders too) and breached treaties with
their tribes –the nations regard those instruments
The Shields of Freedom (multi-faith and as non-legal agreements-.
multi-ethnic paladin order devoted to
ensuring the independence of the Republics): The Brotherhood of Intiri: some among the
When Simonus was still alive, he gathered a native chieftains that have petitioned before the
group of the noblest souls who wanted to make Tribunal (see the previous paragraph) have
Narin’s dream of liberty and equality come true. secretly established an alliance with the plans of
He trained them as the ‘Shields of Freedom’, a forming a confederation of native tribes. The
brotherhood of errant paladins tasked with group is composed exclusively of chieftains with
protecting the innocent from slavery or attempts the True Sun powers, who regard themselves as
of colonization, and to ensure the freedom of the blessed by Intiri, a Sun deity from Lopango
nascent State of Libertad. After the dissolution who, in their opinion, has protected the land
of Libertad into the Six (now Five, given the from Tezca, who they regard as the False Sun.
reconquest of Talaesta) Republics, the They are secretly petitioning Huamanpallpa, the
brotherhood’s members were abject, since their greatest sun-priest in Lopango,59 to consider the
nations now sent them to spy on and sabotage nation they eventually form as a vassal Natican
each other. They renounced to national alliances land in exchange for help in overthrowing the
and still dream of a unified Libertad. They have ‘white’ and ‘mixed blood’ invaders and
become more secretive, however, heeding ‘defilers’ of the island of Esmeralda. The sun-
Simonus teaching of being holy but shrewd and priests are seriously considering this, since the
sly. New members are invited by a dying brother Esmeraldians know how to deal with
or sister, and carry out secret operations aimed supernatural entities, which have been
to ensure the remaining freedom and eventual increasingly plaguing Lopango. Furthermore,
union of the Republics from Imperial threats. some speculate that King Je’ra’krik 60 was
They receive supernatural abilities upon animated after his death by an Esmeraldian
becoming members. supernatural being to prey on Naticans, whose
deities barred Tezca and other evil northern
The Holy Order of Exorcists: Given the Maztican deities from operating there.
extraplanar and evil haunts and attacks against Additionally, some Naticans fear an eventual
the mortals, the Just Flame, the Brotherhood of invasion by New Athkatla, and see advantage in
Mercy and the servants of Qotal appointed helping Esmeraldian natives weakening this
exorcists, as described below in the section on Empire from the inside.
religion.
The Cleansing Claws: These druids, devoted to
The International and War Arbitral Tezca, consider that the law must be purified
Tribunal: (war criminals, border disputes, etc.): from non-Aarakocrans, as Kukul supposedly
This Tribunal (see the subsection on Gorgana, originally wanted. They poison waters, kill
above) settles territorial and inter-State disputes, humans and carry out evil deeds in order to
and tries those accused of war crimes. “purge” nature and the land.
Additionally, an amendment to the Treaty that
constituted the Tribunal, entered into by Watilla
and New Athkatla, grant competence and
59
jurisdiction for the tribunal to settle investment See Jon Hild, Lopango – Land of the Sacred Sun,
disputes between Watilla and the foreign p. 20.
60
Ibid.
60
The Hishnaliad: the Hishnaliad is a secretive Without being aware of this, the Hishnaliad is
group and a total mystery. It was founded by opposed by those who follow the faith of the
some natives who had a vision when the Serene face of Kiltzi, whose goddess opposes
Faerûnians sailed to Esmeralda. Guided by a the cult of assassins and taught the same magical
mysterious Condor, they went to the highest tradition handled by the Hishnaliad to her
places in Esmeralda, where they waited. Furious followrs: she does this because Hishnaliad
at the conquest of their land, they delved in actions secretly empower Zaltec.
rituals with narcotics and opioids and eventually
developed a form of magic that combines With the outbreak of the wars of independence,
Hishna and Pluma: the Hishnaliad. Armed with the Hishnaliad leaders argued about training
this knowledge, and combining the deadly and non-pure-natives or not, and a split took place.
subtle magics, they trained some assassins.
Many deaths of Faerûnians, thought to be the The offshoot of the Hishnaliad that decided to
product of diseases, was actually attributable to train half-blood and ethnic Faerûnian rebels to
them. Mysterious curses suffered by the support independence did this to weaken what
foreigners were created by them. they saw as the greatest evil: New Athkatla.
They thus formed the Hishnadrinn, a group that
Before the Spellplague, the Hishnaliad sent depends on some Hishnaliad elders. The
agents to mainland Maztica and Faerûn, where Hishnadrinn was a secret group whose agents
they trained other Mazticans and gave became known as the sicarius, who conducted
“presents” to Faerûnian rulers and museums: political assassinations of traitors and New
actually cursed relics. Many deaths and suffering Athkatlans. After some successes in securing a
in Faerûn lies at the hands of these vengeful tenuous independence, some Hishnadrinn
beings. Some of these agents still live in Faerûn, members used their talents to help criminal and
and some of their greatest revenges have been drug cartels, developing the bombs that ravage
the assassination of members of the Council of Cordelliana and killing people for money. They
Six and plagues in Amn. The leaders of Amn are disavowed by the official Hishnadrinn,
cover their faces, so people are not supposed to which perceives them as petty criminals. To
know about their identity. 61 The Hishnaliad survive persecution, they formed gangs, which
spells allowed them to develop a technique to are a plague in some of the Republics.
find out that identity, and they have effectively
assassinated many of them over time. The fact The upper echelon of the Hishnaliad, both
that their faces is not known prevents most members that live in mainland Maztica and
Amnians from knowing about this, but the Esmeralda and in Faerûn, is aware that Maztica
leaders of Amn have always feared suffering the and Faerûn are once again in the same place:
same fate of many of their peers: these attacks Toril.
persist, and the Hishnaliad, whom Amnians and
the Council know nothing about, are secretly to The Hishnaliad have provided support to
blame. Mazticans who have inflicted attacks on Amn in
the past. For instance, they provided magical and
On the other hand, during the Sundering a material assistance to the stingers who attacked
plague of locusts ravaged Amn. 62 The to demand repayment of the riches plundered
Hishnaliad invoked it, and managed to bring an from Maztica and the Tlincalli who opened a
aspect of Zaltec into Faerûn for revenge gate and sent their agents to the underdark below
purposes.
61
Steven E. Schend, “Book two: Amn”, Lands of
Intrigue, p. 7.
62
Sword Coast Adventurer’s Guide, 2015
61
Amn to attack that realm. 63 The Hishnaliad Esmeraldian version has a different focus: a
actually provided inspiration of those operations. single Church that includes the orders of the Just
Flame and the Brotherhood of Mercy, with
Spies, mercenaries and saboteurs: Every Mercy and Justice being regarded as two sides
nation, without exception, has secret agents of the same divine being (the faces being called
abroad. They also, apart from their own official Tyr and Ilmater). Sometimes, Qotal is regarded
armies, sometimes hire mercenaries or non-state as an interpretation of Ilmater by the natives;
groups or agents and send them to carry out while others consider that Qotal is either a third
black operations secretly or openly, depending face or a saint servant of the divine being, which
on whether they want to intimidate or desire to is called Deo.
avoid the conduct being traced back to them.
Still, in these cases the International Arbitral For many (not all) natives, Qotal reigns
Tribunal has condemned those operations as supreme. While the original human settlers
wrongful acts of the respective State. referred to him as Bochica, and the name is still
used by the innocents (located mostly in
IV: Religion and Cordelliana, which was autonomous and not
under subjection to the Hinkalliano Empire),
Faiths most natives nowadays refer to him as Qotal.
Exorcists belong to a special order in one of the The non-Athkatlan and non-native faiths are
four main non-evil faiths and religious orders in often monotheistic, and regard traditional gods
Esmeralda: the Brotherhood of Mercy (which as either angels or demons (depending on
regards deities as aspects of a superior god, with alignment), as myths or representations/
Ilmater being his prevalent dimension) and the allegories of certain realities, or as lesser beings.
Just Flame (like the previous one, but focusing Others retain a polytheistic viewpoint, including
on Justice). They both belong to the same those who revere Faerûnian or native deities.
Church: the Merciful Justice. Another faith is Zaltec is always regarded by those good aligned
that of the Guardian (with regard Helm’s (or neutral) faiths as a devil lord.
mission of protecting and guardianship as
supreme), which in turn has two variations: the Concerning those with polytheist beliefs, some
Golden Fist (official faith in New Athkatla) and natives and maroons consider that Zaltec is the
the Protector. Another faith is the Peaceful Wind rightful divine lord: his decreed wars long ago
(native faith, focusing on Qotal). The Merciful were mere necessary sacrifices and preparations
Justice resembles the mainland Maztican Cult of in order to prepare and train Mazticans to
Hunab-Kuum 64 in the sense that many of its overthrow the white invaders that would come
followers believe in a single divine being with and did come from the East. Interestingly, some
the faces of Tyr and Ilmater, although some still are devoted to an aspect of Zaltec 65 without
cling to the idea that they are allied divine knowing who they are really adoring. They call
beings, now in alliance with Qotal. A certain him Revolución, who avenges and rights wrongs
tension exists between these differing views on against slaves and natives through violent means
faith. that are “deserved”. They think that Justice as
understood by the Merciful Justice is a weak
However, just as the aforementioned Cult perversion that favors and suits non-native elites
evolved due to unique mainland events, the and prevents true social justice from being
achieved. They call themselves the servants of
63
Brian R. James and Ed Greenwood, The Grand
65
History of the Realms, 2007, pp. 147, 156. On aspects of Maztican deities, see Douglas Niles,
64
See Jon Hild, The Maztica Campaign Guide 5th Gods & Battles, in Maztica Campaign Set, 1991, at
Edition, at 37. 20.
62
faith of an impersonal energy that empowers The church of Ilmater, in turn, founded an
Revolución and all his faithful (in name or deed organization, the Red Hands, as a neutral (in
even without formally paying him homage). His conflict) entity to provide humanitarian
faithful believe that Revolución is the offspring assistance and verify and persuade that
of Zaltec and Kiltzi, Maztican goddess of love. international law is respected. Players can
They depict him as a handsome womanizer who belong to it and risk their lives to help others in
rights wrongs and defends the oppressed while operations during wars.
legitimately killing non-ethnic Mazticans.
Some Aarakocran druidic factions, called the
The Golden Fist is the official religion of New Cleansing Claws, decide to remove all humanity
Athkatla. It is based on the supremacy of Helm from the island, at whatever cost: poisoning
as guardian of the nation with more typical rivers and food or directly killing people. They
Amnian deities, namely Sune and Waukeen, as see them as a stain in the land and corrupting
consorts. The sustenance and help of those it…
deities, in their opinion, explains prosperity,
security and beauty of life in New Athkatla It is also worth noting that a recent cult has been
amidst such a savage and chaotic world as born: the Church of the Mother, also known as
Maztica. This combination of deities is logical: the Serene face of Kiltzi. This is a peaceful and
after all, militaristic and lawful oriented faiths in very interesting faith that preaches that injustice
Amn were traditionally limited to the city of of the Empire must be fought but with non-
Eshpurta, 66 whereas Waukeen and Sune were violence. It is very popular among the Inocente
highly praised elsewhere in that Faerûnian natives given their peaceful habits and traditions
nation. and the suffering they see war causes. It is
currently led by a woman named Karamcha, a
The Servant of the Guardian, the official (and chosen, whose death has been decreed or asked
mandatory) faith in the Protectorate is a in exchange for rewards by many groups and
perversion of that New Athkatlan church, and is States. What is not known about this belief is its
regarded as a heresy by it. The faith of the origin: grieving for the many wars and cruelty in
Servant regards the Lord Protector as the Esmeralda, a foreign goddess, Eldath, desired to
messenger of the Golden Fist deities. The come and teach its population on gentler ways.
martial and resistance traditions of Marsemberla, Eldath went to Esmeralda, but learning about
in turn, make its inhabitants regard the New this the Maztican goddess Kiltzi decided to take
Athkatlan official church and the monarch, its up the peace portfolio and prevent another
‘head’ (title at which they laugh) as an invasion as that of Helm, being wary. To avoid
anachronistic and imperialistic cult, especially the conflict to determine who would be goddess
because it was historically proven that such of peace in the land, 67 and consistent with her
church once denied that natives (except outlook, Eldath gave up. Upon the return of
Talaestans) had souls, thus justifying one Esmeralda and all of Maztica to Toril with the
genocide with the dragon at a point New Sundering, Kiltzi found out about how a Chosen
Athkatlans were about to be expelled from the of Ilmater rose against genasi and genie lords
island. An Ilmatari monk and scholar, Casas, who oppressed people in Calimshan in a
challenged that doctrine and convinced the nonviolent way68; and she decided to empower a
emperor to stop the genocide (which helps Maztican woman, Karamcha, to do something
explain, among other reasons such as their similar and convince people to oppose injustice
charitable acts, the popularity of Ilmater among but peacefully and demanding respect for the
natives).
67
See Julia Martin and Eric L. Boyd, Faiths and
66
Steven E. Schend, “Book two: Amn”, Lands of Avatars, 1996, p. 4.
68
Intrigue, p. 5. See Sword Coast Adventurer’s Guide, 2015.
63
natives who are so often despised even in the Factions, Schisms and Religious Clashes
Republics. Yet, aware of the might of
bloodthirsty deities as Zaltec, Kiltzi asked In Esmeralda, schisms, inter-religious and intra-
Eldath for help, now convinced of her benign faith conflicts abound. The faithful of the
attitudes. Allied, they manifested to some Merciful Justice hotly brand other fellow faithful
natives in the avatar form of beautiful kind twin heretics if they think that Ilmater and Tyr (and
women, Serene Eldath and Kiltzi, who claim to Qotal) are deities or merely faces or saints of
be the benign adoptive mothers of the people of Deo. Those who favor Helm attack other faiths,
the land, and have protected many of them from especially those who have a different view of
attacks and the onslaught of some primordial Helm (e.g. non-Golden Fist followers). The
spawn and sent dreams to Ilmater exorcists to Inquisition views native deities as demons (to
aid the people. The cult has been fiercely the dismay of Lady Protector Santzi in Heroika).
attacked due to Zaltec’s corruption of hearts and And natives view those who follow Eastern gods
sould when instilling envy and hatred, since he as Pagan invaders who defile not only the land
has undergone a decrease in power with the but also its spiritual realm. Religious
growth of a movement of peace and nonviolence persecution, intolerance and clashes often
which still does not renounce to demanding underlie some armed conflicts.
justice. The Serene face of Kiltzi has an
interesting twist: they developed the notion of The church of the Golden Fist despises native
self-defence and just war, considered sometimes faiths, and created tales as that according to
by the Tribunal when prosecuting those who which when Kiltzi saw Sune’s beauty, she died
instigate armed conflicts. The Serene Face of jealousy.
members say that sometimes peace is disrupted
by others and it is then necessary to protect the Hidden shrines of Zaltec, Azul and Tezca can be
victims; but also say that just peace demands found throughout the land, and they attract
more than just abstaining from violence. When supernatural beings and fiends, among other
proportionate and indispensable, then acts risks. Furthermore, some of the primordial
against aggressors are seen as morally spawn are walking embodiments of nightmares
permissible and required for those in charge of resembling those deities, and some have even
the protection of the innocent. This explains, to mentioned that they are their agents (whether
some, why some followers of the Serene Face this is true or not remains to be seen). The
practice the Hishnaliad Arcane Tradition, which Kukillu, whose main headquarters are found in
includes lethal or offensive abilities related to an impenetrable island next to Esmeralda, is a
Hishna and not only have Pluma spells. The fish-like being that from time to time captures
Serene face cult is growing and being humanoids in his giant fishing net to later
passionately adopted by the so-called children, devour them, and those who worship him have
those who embrace it. Shrines are flourishing, magical nets to capture victims and sacrifice
and apart from an overwhelming number of them later by drowning them and prevent so the
native converts, some ethnic Faerûnians are wrath or being attacked by Kukillu. They are led
embracing the faith of the mothers as well. by warlocks.
66
Esmeraldian Sanity Ability
Game Supernatural evil lords and the
fate of souls of those who commit
Mechanics evil deeds
67
EXORCISM (SPIRITUAL damage of either nonmagical or magical attacks,
and can only be ‘dispelled’ or rebuked –sent to
ATTACKS & HIT their home plane, or even ‘destroyed’ in order to
be tormented in the afterlife— by means of
POINTS), Honor overcoming this immunity, called ‘spiritual
SCORE; and VARIANT immunity’. Creatures with it can only be hurt
either if their spiritual hit points reach zero, or if
piety ability Score; the immunity is lifted. To do so, you may award
and magic casting something akin to inspiration, called spiritual
inspiration. It is very rare, and DMs should only
tied to backgrounds award it for extremely selfless or good deeds.
Only good aligned PCs or NPCs behaving good
or else, as True Sun and not evil or neutral may have it. Spending
Heir powers based such a point eliminates the spiritual immunity of
monsters for an encounter. Clerics and paladins
on a Feat with the ‘acolyte’ background can choose to
(alternative to have been trained as exorcists, swapping or
exchanging their background feature for the
background) capacity to inflict damage and automatically
overcome spiritual immunity whenever they
When a character is created, regardless of level attack through magical or nonmagical means, or
(even at level 1), players must choose one out of when allies they cast supportive magic on attack
three abilities a character will have: the Piety the respective monster, e.g. those benefiting
Score, the Honor Score (described in pages 264- from a bless spell cast on them by the respective
265 of the 5th edition Dungeon Master’s Guide) cleric or paladin.
or the True Sun Heir (see the ‘The inheritors of
the True Sun (background) and their Alternatively, in relation to spiritual hit points,
persecution’ sidebar). you may use a ‘Piety’ score. Characters with the
Piety score have an ability that is relevant when
Given the ban on magic cast by mortals dealing with evil supernatural lords. This ability
allegedly decreed by Ao (which may, or not, be allows players to do one of two things: they have
the actual explanation), those individuals with advantage when rolling Sanity or Horror Checks
access to magic can cast it due to having (5th edition Dungeon Master’s Guide, pages 264-
received sparks from the True Sun or having 265) if they succeed a Piety ability check; and
been once kidnapped or touched by Fey or other they can inflict spiritual damage to those
supernatural beings. You may use, for instance, monsters. For them to do this, they have to
‘The Enchanted’ PDF from the DMsGuild. describe why they affect the monsters: e.g. a
bard that says that his musical abilities depict
Alternatively, those with choose the True Sun joy and bravery even in the face of evil beings,
Heir powers feat have a ‘Dragonmark’ feat laughing at them; a priest whose faith in a
mentioned in the Eberron: Rising from the Last supreme benevolent god convinces him that evil
War sourcebook (it may be acquired afterwards, beings are not really powerful. In those cases,
with a character receiving a spark). ‘Feytouched’ they must succeed in a Piety ability check (DC
–beings with some Fey link— or those blessed depends on the situation and being they face, as
by the divine may also cast magic –the latter determined by the DM). If they succeed, they
divine magic, the former arcane one. roll damage as normal (even when using martial
or ranged weapons) but only inflict half (round
While Esmeralda is a land of faith, and thus down) of the rolled damage if they use cleric or
devotion to the divine is central (except in a few bard abilities or one third (round down) of the
cases), those with true adherence to the divine rolled damage if they use weapons, provided
are few. Some monsters are immune to all that those weapons or ammunition have been
68
immersed in holy water or blessed by an International Tribunal if someone is a war
Exorcist. Such damage is called spiritual damage criminal or not.
(see below), since normal magical or physical
damage does nothing to evil supernatural lords. They can also roll social checks, to deal in a
Both the effects of such immersion or blessing respectful (honest or hypocritical) way with
last for one day (of course, new blessings or other cultures, nations or societies and know
immersions can be done with the same effect). what is allowed, forbidden, frowned upon and
Much more so than Wisdom. Piety measures applauded there.
true faith and devotion. High checks also serve
to ask for miracles and divine help (at the DMs Characters with the Investigation, History (both
discretion). This is not spellcasting, this is much based on intelligence) or Performance
more than that and the effects depend on the (Charisma) skills can add their proficiency
situation and divine decision. In a land as bonus depending on circumstances, e.g. in a trial
dangerous as this, it is helpful that the divine is a showy performance can sway the judges.
merciful.
Using the Variant ‘skills with different abilities
Piety also serves to see through the Shade, i.e. rule shown in the 5th edition SRD, sometimes the
disguise or invisibility of supernatural lords. The performance test requires the use of the
DM rolls an opposed (thus passive) check Intelligence ability instead of the Charisma one,
between the supernatural lord's Charisma and because it will then allude to professional
the characters’ (with this ability score) Piety. performance when conducting research or
More on this is described below. properly constructing and innovative or difficult
Additionally, when in contact with relics of legal argument (e.g. on who is sovereign by law
saints or holy places, a Piety roll which succeeds even when the judge initially is reluctant to
may bring boons (e.g. healing, or divine help admit it), which requires clear conceptualization,
brought about by the intercession of the saints expression and understanding.
before the divine, as determined by the DM).
EsmeraldIan
Characters with the Honor Ability Score use it Exorcist (Priest)
as described in the 5th edition Dungeon Master’s
Guide. Moreover, the ability has additional uses And monsters with spiritual hit
in Esmeralda: they know more about other points and Spiritual Armor Class
cultures (native, Amnian, Republican or mixed),
and so know what offends and provokes their Exorcists belong to a special order in one of the
rulers. They can also roll legal checks, to non-evil faiths and religious orders in
persuade that an attack violates the law or armed Esmeralda: the Brotherhood of Mercy; the Just
conflict (e.g. that an attack cannot be carried out Flame; the Serene Face of Kiltzi faithful; the
by the enemy against you today because this is a Protectors; or the Peaceful Wind (see Religion
Sacred Day; or that someone is protected from and Faiths of Maztica, above). Not every priest
direct attacks as a civilian); that a given territory or monk priest of those orders is an exorcist: the
belongs to another people as its rightful bishops (or spiritual leader for natives) only
sovereigns; or that someone is innocent, guilty appoints some and grants them the powers to
or has no responsibility for insulting another combat supernatural evil. This is due to the
culture because of ignorance or another madness that often afflicts contact with evil
circumstance precluding wrongfulness, among supernatural monsters (referred to below).
others. Of course, there are opposed legal
checks: e.g. when New Athkatlan and Exorcists are quite important for a reason: some
Republican international lawyers argue which monsters (Fae lords, undead lords and evil
realm has dominion over a given disputed demigods) cannot be defeated by weapons or
territory; or when convincing a judge of the ordinary magic, only by ‘Piety’. They have
69
spiritual hit points and spiritual armor class, but above, and this empowerment lasts for
not ordinary hit points. Only by reducing the one day.
former will they be defeated and banished from v Exorcists of Ilmater, Tyr or Qotal (or the
this world. Merciful Justice) must have a Lawful
Good or Neutral Good alignment. The
Exorcists always have the ‘Piety’ ability for free, exception is that of Inquisitors
and they can choose to roll an ability check (originally from Heroika, but the
called “spiritual attack” once per round. The Inquisition order has begun to be
level of the exorcist determines the spiritual replicated elsewhere), which are either
damage roll of such attack. They also have some Neutral or Lawful Neutral.
special spells that allow them to inflict spiritual v They have True Sight.
damage. v They can dispel or counterspell
sacrificial magic (there are no other
Exorcists are described below: means to do so, save for miracles).
v They are never proficient with heavy
They are like clerics described in the 5th edition armor, unlike the ordinary cleric.
Systems Reference Document (SRD), available v They never acquire the Disciple of life
at: ability to make healing spells more
https://dnd.wizards.com/articles/features/system effective.
s-reference-document-srd, with the following v They never acquire the Supreme
changes: Healing ability described for the cleric.
v Exorcists always have the Sacred Flame
v The “Turn Undead” effect of Channel cantrip and a version of it called
Divinity (gained at level 2) also allows Cleansing Flame. Cleansing Flame only
them to “Turn Fiends”. inflicts Spiritual Damage, never
v They have the Piety Ability Score for affecting ordinary hit points. The
free (usually, since many clerics are damage increases exactly as the Sacred
socially among the most learned and Flame cantrip does (1d8 initially, 2d8 at
cultivated individuals –and among the 5th level, 3d8 at 11th level and 4d8 at 17th
few literate, besides Hinkalliano rebels level).
and a handful of others- in Esmeralda,
leads them to pursue scholarly careers or
studies and so many choose the Honor Many may think that exorcists are only relevant
Ability Score to have Legal and social here in Esmeralda, which is wrong: with portals
Knowledge and checks). opened, evil lords (demigods, Fae lords and
v If they pass a Piety ability check against Undead lords) may attempt to go elsewhere in
evil lords, and they use a priestly spell Maztica or Toril at large: and Mystra magic is
or ability, they inflict full spiritual useless against them (even the wish spell is
damage equal to the damage roll they useless! New heroes, not famous beings in the
obtained. If they use weapons they world, are needed!). Only spiritual damage
inflict half (spiritual) damage (round affects them, which requires either the Piety
down) of their damage rolls. ability or those of an Exorcist.
v They can bless weapons and
ammunition so that they inflict damage
to evil lords if a Piety test succeeds
Firearms
when attacking by the attacker. They
can bless weapons (and bullets, etc.) As described in the heading ‘Renacida: Lantan
they touch as a bonus action. Such reborn’, with their creativeness and pushed by
blessing allows to hurt spiritual hit the need to survive in a land where Faerûnian
points of evil beings, as described magic was not only unreliable but useless,
Lantanese refugees developed advanced
70
firearms (Renaissance style), the creation of While there are no Spelljammer vessels from
which was encouraged by rulers of the different Esmeralda, a certain magical resource and a
armies at war given the effectiveness of prophecy has attracted Realmspace civilizations
traditional Faerûnian magic in Esmeralda and for long… unfortunately, among the interested
the scarcity of those who could cast magic are the illithid from Glyth, 70 who have stolen
allowed in this island with different natures. spider monkeys 71 from Esmeraldian jungles in
Also, to counter Zaltec agents who did use the past…
sacrificial magic.
Due to innovations produced by war and the
The use of firearms follows the rules described
desire to have an advantage over the (internal or
in pages 267-268 of the Dungeon Master’s external) enemy, some have specialized in the
Guide (5th edition), with two caveats: only use of firepower. Thus, there are a few snipers
Renaissance weapons of this sort exist in the
and Gunslingers in Esmeralda. Characters can
island; and characters can decide that they have thus choose the Gunslinger Martial Archetype
proficiency in them in two cases: a) if they for Fighters, available here:
choose the Veteran of war background; or b) http://www.dmsguild.com/product/170778/
they exchange that proficiency giving up another Gunslinger-Martial-Archetype-for-Fighters
weapon proficiency. Characters with the Fighter
class in Esmeralda receive this proficiency for
free. Magic
Moreover, given artifice magic and fossil The Hishnaliad: Arcane tradition
energy, as described in this book, both the
Alchemist and the Gunsmith Artificer There is a third Maztican arcane tradition apart
specializations are found across Esmeralda (see from Hishna and Pluma magic:72 the Hishnaliad.
Unearthed Arcana: Artificer, available at: Those who belong to the Hishnaliad,
https://media.wizards.com/2016/dnd/downloads/ Hishnadrinn, Sicarius and to the Serene face of
1_UA_Artificer_20170109.pdf). Kiltzi. Those who choose this arcane tradition
are able to cast both Hishna and Pluma spells.
Alien Guns and Objects? When they reach 2nd, 6th, 10th and 14th level they
must choose whether they gain a Hishna or
Legends whisper that an alien Realmspace Pluma ability, and cannot change their choice
civilization came down to Hinkalliano territory, (e.g. Pluma or Hishna magic Savant, Mighty
and that, perhaps, superior technology and Leaper or Light as a Feather, and so on. See the
weapons can be found. Who knows, only strange 5th edition Maztica Campaign Guide available at
drawings that can only be seen from the highest the Dungeon Master’s Guild for details on these
mountains in the Valley of Netssca may be the abilities).
only clue… (DM’s discretion)
Sacrificial magic and artifice
Sacrificial magic
70
See Dale “Slade” Henson, Realmspace, 1991, pp.
40-41.
71
Ibid.
72
Jon Hild, The Maztica Campaign Guide 5th
Edition, pp. 56-57.
71
Anyone who pays homage to Zaltec, Tezca or As indicated above (see Hinkalliano), when
Azul can attempt sacrificial magic. They do this sacrificial magic is used, the caster must pass a
by consecrating an altar to one of them (any sanity score or gradually become more
object atop which someone can be killed bloodthirsty.
suffices) by praying for one hour. Then, if they
plunge a sacrificial knife through any human or Artifice magic (and the emergence of a desert
humanoid’s victim knife, and drink at least a and of dinosaurs)
drop of their blood, they gain the ability to cast
sacrificial magic. If fossil fuel is extracted from Esmeralda (it
abounds in Watilla but can be found in other
Sacrificial magic permits their recipients to cast places where it is less common) and placed in a
any wizard, warlock or sorcerer spell. Thus, medallion or talisman, its holder, provided he
characters that choose one of those classes and knows how to handle the energy of the world,
do that operate as normal, because they are using can cast artifice magic. The ability to cast spells
the sacrificial weave (the normal weave is non- in this way lasts until the fossil energy stored in
existent here). After the ritual, the caster can cast the medallion is exhausted: usually one month,
magic for one week. but some talismans permit greater storage.
If the victim is a True Sun Heir (see the The corporations West Esmeraldian Company
inheritors of the True Sun (magic feat) and their and Prosperity, Inc. have rich fossil resources,
persecution sidebar), the ritual allows the user to and its factories and soldiers are equipped with
cast magic for one year. artifice effects to protect them and allow them to
do impressive things, such as having hovering
If the ritual is conducted in the Pyramid of platforms to search for fossil oil. Natives call
Bones, regardless of who the victim is, the caster their abilities and constructions magitech. The
can cast magic for six months additional to the companies are bitter rivals, and frequently hire
normal time he would be able to cast in. secret agents and saboteurs to destroy rival
facilities (where hideous experiments are often
Apart from what is described above, blood conducted) or steal corporate secrets. These
mages can conduct ritual sacrifices to release agents also act against the population
powerful forces with terrible effects, such as: sometimes, and are used by companies so that
invoking an evil supernatural lord; killing misdeeds cannot be traced back to them. They
someone from afar; and other evil deeds. This are sometimes sent abroad, to obtain resources,
requires casting rituals and not ordinary spells. permits, mercenaries or authorizations in other
They are described in secret parchments. countries.
Queen Bella, head of the Athkatlan church of the However, the extraction of fossils eliminates
Golden Fist, is unaware of the fact that her vegetation from a radius around the place of
powers are due to intuitive casting of sacrificial extraction over time. Thus, the desert of bones
magic, and so that she is actually serving Zaltec. was born. Intriguingly, the remains of dinosaurs,
which were deep below the earth that was
With the first sacrifice and use of magic, the removed in excavations to extract fossils, have
caster’s body changes: the faint shape of a white sometimes become animate because of the
skull appears on his back. Only atonement by residuum of magical techniques used to extract
Qotal or Deo for repentant and redeemed casters fossils in Watilla. Sometimes they are bony
of this magic can eliminate this sign. Without remains, but in at least one case a dinosaur with
such holy and divine forgiveness, the souls of flesh became alive.
casters go to eternal torment in the mouth of
Zaltec, Azul or Tezca, depending on who his Sadly, the desert of bones is located in a land
patron was. whose name honors Watil, goddess of
vegetation. Now, in parts of a land that has had
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abundant fruit, animals, rivers and water for must succeed a DC15 Constitution saving throw.
centuries, some children are starving now. The In a failure, they contract the Green Fever, and
cantrip “food for gold” (see sidebar, above) does their skin turns a pale green hue. Constant
not work in the desert of bones. weakening and vomiting is suffered, and players
have disadvantage on every single roll until
The official take on artificers is found in cured. Medicine is only created by obtaining a
Eberron: Rising from the Last War –although special flower found in jungles infested by those
you may wish to use alternative rules on same mosquitoes.
artificers, which can be used for artifice magic in
Esmeralda.
Tropical Diseases Seeing a Fae or undead lord for what they are is
an ability check contest. The supernatural beings
The diversity in fauna and flora not only has roll charisma, and mortals wisdom. If mortals
risks of poison or predators, but also create the are not actively trying to see through the veil,
risk of contagion of diseases when bitten by they roll with disadvantage and the roll is made
mosquitoes, snakes and spiders in the jungles by the DM secretly. Those with True Sight,
and wilderness. When bitten by a given species namely exorcists, never have such disadvantage.
of mosquitoes (or other creatures), characters Moreover, when actively trying to see, if they
73
concentrate for one round, they roll with • Gnomes: these mysterious Fae beings
advantage. have shapes that make them seem as
part of nature (gnomes have advantage
The nature of the Shade varies: it is based on at hiding in the forests or in places with
charm for Fae, and on negative energies for much vegetation). Some think they are
undead lords. All fear the inquisition and spirits, and the natives treat them with
exorcists, which have dealt serious blows in the reverence as mediators who contribute
past against some supernatural lords (many to settle disputes.
inquisitors and exorcists have fallen in this o Supay gnomes (from the
spiritual struggle, of course). Lopango – Land of the Sacred
Sun book available at the
Race and Class DMsGuild): some have traveled
to Esmeralda, attracted by its
Notes connection to the Land of
Eternal Night, also known as the
Available races (more may appear): Land of the Dead, and the
islan’s many undead
Humans are the prevalent race in Esmeraldian supernatural beings. It is
villages and cities, and they are afraid of other believed that the deity Supai
races, considering them supernatural they revere visits or resides in
embodiments or evil or danger out of that plane, i.e. in part of the
superstition. Other races tend to live in secluded Shadowfell.
villages. The halflings who live in stilt houses • Halflings: Esmeraldian halflings can
close to the coastal villages are an exception, breathe underwater, but do not have the
though, given their closeness to human villages, Naturally Stealthy or the Lucky (reroll
but they are isolationist and refuse to enter into natural 1s) feature. One option is to use
contact with them. They often clash with human the Triton race from Volo’s Guide to
neighbors, since the latter think their stilt houses Monster’s –notice that such Tritons also
and villages are within their territorial seas and live in the surrounding waters. Due to
thus under their sovereignty, but fear of the their agility, they move as medium size
supernatural prevents humans from encroaching creatures despite their small halfling
much on their houses, since the halflings claim size.
they are the children of a primordial spawn. • Sahuagin
Races found throughoug Esmeralda include the • Children of the Alligator: are
following: Dragonborn in stats, although physically
they are like scaly green humans with
• Elves: diminutive beings, as described alligator heads. Their breath weapons
above. consist in a roar that has the effect
• Aarakocra (use the stats found in the chosen by the player at character
Elemental Evil Player’s Companion (5th creation; and instead of Draconic they
edition). know their own caiman language (the
• Tabaxi (feline humanoids descendants prevalent Abeir language in the place
of a tribe from mainland Maztica), from where Esmeralda appeared before going
the Volo’s Guide to Monsters (see the to the Realms of the Fae, the land of
Fiery North or the Rock Wall in the Eternal Night and returning to Toril).
Mysterious Locations subsection). The Draconic Ancestry is actually the
• Centaurs (see the sidebar on page 31) influence of the founder of their tribe
• Changelings (see the New Athkatla and their guardian animal spirit (such
entry) spirits remain in Abeir): e.g. instead of
Green Dragon ancestry, it would be the
74
totem of the King poisonous snake. Use archetype can be found here:
jungle animal and spirits inspiration. http://dnd.wizards.com/sites/default/files
• Tabaxi: these feline humanoids live /media/upload/articles/UA%20Gothic%
deep in the jungles and forests of 20Characters.pdf
Esmeralda, and their skin and hair
resembles that of Pumas. Use the
abilities from the Volo’s Guide to
Monsters.
Backgrounds and
• Other races: due to the portals found Skills
across the land, jungles and untracked
lands inside Esmeralda, and creatures Below are some backgrounds that can encourage
originally from Abeir, feel free and roleplaying in Esmeralda and transmit its feel
encouraged to use rarely encountered and tone. The skills and abilities are those of the
races, or those from Chult, as grungs, original D&D backgrounds, unless otherwise
tortles,Volo’s Guide to Monsters ones, stated, and the tone must be adjusted as
and more. described below: thus, it is mostly a reskinning
effort. Players and DMs can come up with
additional backgrounds.
Classes (only the ones with a given relevant
twist are mentioned):
• Bards: they channel the force of Joy.
When playing or singing tropical music • Politician (Republics), Enforcer
they usually sing to love or to feats in (Dictatorships) or Noble (New
battles where their co-nationals Athkatla): the background is basically
participated. For some unknown reason, the one presented in the 5th edition D&D
evil supernatural beings, undead or not, Basic Rules (http://dnd.wizards.com/
cannot stand the force of Happiness and articles/features/basicrules). For
Joy and the fact that someone expresses Politicians of the Democratic Republics
and feels them when also facing them. (Members of Parliament, Judges or
• Warlocks: shamans in Esmeralda work agents of the Government), depict
as warlocks. They enter into agreements commoners as seeking their favor and
with natural or supernatural lords. thus pleasing them, others trying to gain
Warlock patrons are either the fiend their favor or else. In Hinkalliano and
(Zaltec, Azul, Tezca or Nocturno or the Protectorate, agents of the Junta,
another lord from the land of Eternal leader or ruling party are the Enforcers
Night), as described in the 5th edition of State power, and everyone fears
SRD; or the Archfey (PHB). It is them. Playing an Enforcer who repents
rumored that some contacted mysterious could be interesting.
beings in Abeir and have entered into • Veteran: those who fought in the many
unknown and weird pacts with them armed conflicts (and retired for
(patron The Great Old One, PHB). whatever reason, as being done with
• Gunslinger Martial Archetype: see armed conflict or end of service). They
above in the Firearms entry. use the Soldier background described in
• Rogues: the use of the Inquisitive, as the 5th edition D&D Basic Rules, and
presented by Wizards of the Coast in an can exchange their Military Rank
Unearthed Arcana article (‘Gothic Feature for proficiency with Firearms
Heroes’) is suggested, insofar as it (see page 267 of the Dungeon Master’s
captures the existence of investigators in Guide).
lands as crime-ridden as Esmeraldan • Underground missionary: priests of
nations. The information on this rogue faiths forbidden in the places where they
75
operate (e.g. priests of the Merciful elsewhere, see the Heroika and Exorcist
Justice who hide in New Athkatla) to entries) use the Guild Artisan
help their flock use the Acolyte background (5th edition PHB). Rather
background (5th edition SRD), and the than artisan tools, they have proficiency
Shelter the Faithful Feature is predicated with torture tools. Moreover, they do
of those who secretly follow the same have political and religious power: some
faith. They often identify each other people see them as saviors, others fear
through secret songs, messages or signs the fact that anyone could be branded a
that authorities mistake for ordinary heretic and face the consequences. The
communication (verbal or not). They Insight and Persuasion skills help them
can shelter in priest holes or in in their investigations, and Insight can
underground temples, where priests are be used and is relevant also regarding
more willing to assist even when there is supernatural lore.
a hazard. • Wilderness scout, explorer or
• Bounty hunter, Spy, Corporate agent wanderer: natives or explorers who
(see the Watilla entry for explanation travel deserts, jungles and the
on them) or privateer: those hired by wilderness and know its secrets, being
the State or corporations to find people, able to locate its hidden temples and
evidence or conduct secret or even black treasures use the Outlander (5th edition
operations use the Criminal background Player’s Handbook) background.
(5th edition D&D Basic Rules), adapted • Skills: as mentioned above, New
(in lore and feel) to better fit this mood Athkatlans can use the Animal Handling
and the official (sometimes publicly skill to train horses and send them with
denied) affiliation (which may brand messages, while natives can do the same
him as a criminal in enemy groups or with parrots and macaws (who could be
nations). The very PHB suggests Spy as trained to steal or bite as well). New
an alternative background to the Athkatlans with the skill, if they as a
Criminal one. bonus action succeed at a Dexterity DC
• Investigator or Vigilante: detectives 15 check, also can gain advantage in
who combat crime in the slums and their next attack roll, when fighting from
cities in Esmeralda use the Sage horseback. Their cavalry is feared for a
background (5th edition D&D Basic reason. After or before the attack they
Rules), although adjusted, so that can move (on horseback) only at one
instead of the Researcher Feature they third of the normal movement.
can access legal and criminal Moreover, this advantage can be gained
information and are more adept at only twice per combat, and if the DC
gathering evidence (advantage on fails it is exhausted.
pertinent Wisdom rolls).
• Fae escapee or maroon: those who
escape from human or Fae slave masters
use the Urchin background (5th edition
Magic items and
PHB/Player’s Handbook), adapting its Spells
lore. Maroons know city and wilderness
secrets on maroon enclaves; while Fae Food for gold (cantrip and 1st level divine
escapees know about supernatural traps spell): when cast as a cantrip, the caster turns
that send people to other planes and can gold no larger than his fist into corn. If cast as a
learn from rivers and trees, who may 1st level spell, by pointing at a gold no larger
warn them about possible Fae than a Llama, priests of Qotal or other benign
intrusions. Maztican gods turn that gold into mayz (the
• Inquisitor: inquisitors (from Heroika or same weight and mass). This spell does not work
76
in the Desert of bones. When cast as a 3rd level been lost since the Republican forces committed
spell, they can turn steel weapons into corn if the abuses.
holder of the weapon fails a dexterity saving
throw. This has permitted Esmeraldians, for Artifact the Fang of Simonus: when injuring
instance, to slowly, with repeated castings, turn Ibernu the Dragon, a fang of Simonus fell to the
a whole wall of gold into corn, as happened in Earth and became a sword. It is a Holy Avenger
Talaesta by slaves led by Tukul; or to defeat sword (see the 5th edition Systems Reference
large Faerûnian armies by rendering their Document, SRD) that also has the properties of a
“weapons” useless. Sword of Sharpness and a Sword of Wounding.
The Junta in Hinkalliano steals this sword from
Kukul’s punishment (1th level arcane [hishna a Marsemberla (Protectorate) museum during
and pluma] spell): if the target of this spell fails the campaign.
a wisdom saving throw, it is unable to cast any
spell the next round. If the spell is cast at higher The Skull of Auch: this skull is a prison for the
levels, the target is unable to cast spells for a sould of Auch, an Aarakocran priest of Tezca
number of rounds equal to the level at which the who tried to kill Sol and Luna. He persuades the
spell is cast (2 rounds if the spell is cast at 2nd wielder that he is a divine messenger, and subtly
level, 3 rounds if cast at 3rd level and so on). manipulates him to get rid of humanity in the
This spell was developed in Esmeralda by the island or to hurt and pervert it. If spoken to at
Hishnaliad (or taught by the great Condor to night, the skull allows the casting of Sacrificial
them, depending on who you ask) and later Magic for the following day, without the
taught elsewhere in Maztica to help mainland committing of any sacrifice or the risks of
Mazticans deal with Faerûnians. It proved to be casting it. It is currently possessed by the Lord
quite effective. It is both a pluma and hishna Protector Heroicus.
spell.
Ward of Esmeralda: this 7th level spell is
Cantrip Cleansing Flame: as described in the described in the ‘Fang and Feathers’ book
Exorcist entry. (available at:
http://www.dmsguild.com/product/174719/TW
Artifact The book of Freedom: the book on M2-Feathers-and-Fangs--A-Book-of-Spells-for-
liberty written by Narin, who was executed for the-True-World)
drafting it, was blessed by Qotal and Ilmater.
Those who have it can inspire members of the
Republics to set their differences aside. It has
77
78
Esmeralda, an island where of dread originally from
several Republics seceded Esmeralda is also described
from a racist Empire still in the book.
attempting to reconquer New mechanics include the
the lands it lost - notion of Spiritual Hit
independent Republics now Points, Attacks and Armor
facing terrorist threats Class: some mystical beings
and transnational cannot be hurt by spells or
organized crime; an island weapons, but only by the
where restless spirits and deeds and faith of pious
Fae threaten mortals; souls.
where Faerûnian magic is
not reliable and firearms Find out about the
have been developed; where Hishnaliad: a cabal of
an International Tribunal assassins who have carried
is spied upon when trying to out attacks against
deliver justice amid armed faerûnians… and continue
conflicts; where pirates to do so in their own land.
plunder the seas and
privateers fight the proxy THIS BOOK IS 73 PAGES LONG.
wars of nations; where lost
and hidden temples connect
to other worlds or
empower shamans; the
birthplace of Aarakocra;
where vigilantes are born
and die everyday in the
slums or mansions; where
besieged cities face death or
glory; and where
sacrificial magic torments
the living and exorcists
fight against the
supernatural and schisms.
It is a land of lost wonders,
secrets and peril.
The book includes the
overview of this Maztican
island, its peoples and
nations; the rules of
sacrificial magic; the
Esmeraldian exorcist class;
backgrounds and more to
play in this island to the
West of Maztica, in the
Forgotten Realms. A domain
79