Faithful children of the god, go! Leave this place in the halls of your past, For a future ordained by Zaltec awaits.

Take your children by the hand, priest! Lead them south toward the valley of your future, Where mighty destiny calls.

Now my children claim the world, all! From their island in the sun they send their armies, To gain the final glory for their god. Maztica Campaign Set A Journey to the True World by Douglas Niles

Table of Contents Introduction to Maztica ...... 4 History of Maztica ...... 7 Maztican Characters ...... 44 Character Races...... 45 Character Classes ...... 47 Organized Nations ...... 48 Peoples of Maztica ...... 49 Payit ...... 50 Mazticans ...... 51 Dog People ...... 52 Green Folk ...... 53 Character Kits ...... 58 Eagle Knight ...... 59 Jaguar Knight ...... 60 Artisans of Maztican Magic ...... 62 Plumaweavers ...... 63 Hishnashapers ...... 64 The Ball Game ...... 65 Economy and Equipment ...... 66 Maztican Magic ...... 71 Limits ...... 72 Talismans ...... 72 Pluma, Hishna, and the Realms ...... 73 Pluma: Feathermagic ...... 74 Hishna: Talonmagic ...... 83 The Maztican Calendar ...... 93 Index ...... 95

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

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

TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva, Cambridge CB1 3LB WI 53147 U.S.A. United Kingdom

1066XXX1501 ISBN 1-56076-084-2

Introduction to Maztica

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

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

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

6 History of Maztica

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

43 Maztican Characters

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

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

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

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

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

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

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

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

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

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

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

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

Religion: Standard Packing: Standard

Rope Use: Standard Weather Sense: Standard

Running: Standard Weaving: Standard

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

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

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

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

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

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

60

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

Plumaweavers and NOTE: This same table applies to Hishnashapers priests who gain access to the spheres of pluma or hishna through Though these kits are nominally their god. Such priests cannot learn parts of the rogue class, they 5th level spells of Maztican magic, represent a rather different mindset however. than that of the thief, in particular. They are rogues, and not wizards, Table III: Maztican Magic Spell because their training requires Progression them to participate in their world, experiencing and learning things Artisan about the environment in a way Level Spell Level that makes them considerably more 1 234* 5** broader-based characters than the 1 —— — — — typical magic user with his nose 2 1 — — — — buried in a spellbook. 3 2 — — — — Too, the spells of pluma and 4 2 1 — — — hishna available are not so 5 3 1 — — — numerous, nor so potent, as are the 6 3 2 — — — spells of the wizard class. The 7 3 2 1 — — artisan needs additional skills to fall 8 4 3 1 — — back upon in order to survive in a 9 4 3 2 — — campaign. 10 4 3 2 1 — The rogue tables provide the 11 5 4 2 1 — information for both of these 12 6 4 3 1 — character types for THAC0, 13 % 4 3 2 — Experience Points and Level 14 % 4 3 2 1 Advancement, and Saving 15 % 5 3 % 1 Throws. 16 % % 4 % 1 In addition to the descriptions 17 % % % % 1 given for each kit, Maztican 18 % % % % 2 magic-workers gain the use of 19 % % % % % spells. These are awarded magically and automatically. When cast, they * Usable by artisans with a Dexterity can be remastered through or Wisdom score of 15 or greater. meditation and contemplation. The time to relearn a spell is one hour * * Usable only by artisans with per level of the spell, plus the Wisdom and Dexterity scores of 15 casting time (which, in many cases, or greater. is significant).

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

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

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

65 Economy and Equipment

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

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

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

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

Axe 12 gq 5 M S 7 1d8 1d8 Short Bow 4 gq 2 M P 7 1d6 1d6 Composite Short Bow 10 gq 2 M P 6 1d6 1d6 Club 3 M B 4 1d6 1d3 Knife, obsidian 1 gq 1 S P/S 2 1d8 1d2 Maca 25 gq 6 M S 5 1d8 1d6 Spear 1 gq 4 M P 5 1d6 1d8 — Spear caster 10 gq 3 M 9 — — Sling 100 cb 1 S — 6 Sling Stone — ½ S B — 1d4 1d4

69 Armor

Type Cost Weight Armor Class

Shield, wooden 2 gq 5 -1 Padded cotton 3 gq 59 Stiffened fiber 10 gq 10 8 Jaguar Knight 100 gq 20 3 (5 vs. metal weapons) Eagle Knight 100 gq 10 4

Table VI: Maztican Missile Weapon Ranges

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

* A spear thrown with a caster does double damage at these ranges.

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

70 Maztican Magic

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

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

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

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

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

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

Stoneflight Range: 5 yards/level Components: V, S Range: 30 yards Duration: 1 turn Components: V, S, M Casting Time: 1 round Duration: 3 turns/level Area of Effect: 1 character Casting Time: 1-6 rounds Saving Throw: Neg. Area of Effect: 3 slingers/level Saving Throw: None By use of this spell, a character can cause someone he is speaking This spell benefits slingers, to to become confused and allowing them to cast their disoriented. The baffled character missiles to double normal range, is incapable of any rational action and to inflict an extra hp of or conversation, and will sit damage per hit. quietly, mumbling to himself. If he The material component is a tiny is attacked, however, the spell is ball of dried bird guano. broken (as soon as the first damage is inflicted).

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

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

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

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

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

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

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

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

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

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

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

Heartsense

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

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

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

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

87 Pestilence Fourth Level Spells

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

The sending spell can be used to convey the power of hishna a great distance away. Its most common employment is to send a

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

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

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

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

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

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

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

92 Calendars

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

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

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

Table VIII: The Xipalli or Tun

Realms Dates Maztican Dates Realms Dates Maztican Dates

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

94 Index

Cetays ...... 14 Hishnashapers ...... 5, 9, 62, 63 Plumed Dragon (Serpent) . . 8, 35, 42 Character classes ...... 47 Historical personalities Revered Counselor ...... 22,24 priests ...... 47 Aliah ...... 15 Spells rogues ...... 47 Alvarro ...... 38 Ambush ...... 85 warriors ...... 47 Axalt ...... 32,34 Arrowflight ...... 74 Character races ...... 45 Bishou Domincus ...... 38 Bafflement ...... 76 dwarves ...... 45 Caxal ...... 37 Bird Charm I ...... 74 half-orcs ...... 45 Chalco ...... 30-32 Bird Charm II ...... 79 halfings ...... 45 Chimal ...... 26 Blossom ...... 78 Cities ...... 26 Cordell ...... 33 Breathsense ...... 77 Azatl ...... 17,19,20,22-24 Coton ...... 36 Cat Charm ...... 83 Cordotl ...... 17,24,26 Coyo ...... 27,28 Cool ...... 75 Huacli ...... 24 Darien ...... 38,40,41 Create Talisman ...... 80,89 Ixtal ...... 24 Hoxitl ...... 42 Cursed Image ...... 89 Kultaka ...... 12,25,30 Ipana ...... 22,28 Darkness ...... 87 Nexal ...... 12, 17, 22-24, 26, 28 Ipana I ...... 22 Disguise ...... 83 Otomi ...... 24, 26 Ipana II ...... 22 Drought ...... 87 Palul ...... 24,26,41 Ipana III ...... 23-25 Eagle Form ...... 82 Pezel ...... 12 Izco ...... 28,29 Elevate I ...... 75 Pulco ...... 24 Izco II ...... 29,30 Elevate II ...... 78 Tezat ...... 17,19,20,22-24 Naltecona ...... 23,32,33,40 Featherweaving ...... 75 Tukan ...... 43 Pakli ...... 29 Fire ...... 88 Tulom-Itzi ...... 12, 14-17 Poshtli ...... 35,42 Fisher’s Luck ...... 77 UIatos ...... 12,14-17,26,38 Tacal ...... 15 Guardian ...... 77 Zokil ...... 17,19,20,22-24 Takamal ...... 30, 32, 34, 39 Heartsense ...... 85 Cloak-of-One-Plume ...... 43 Tecco ...... 18, 21, 31 Huntsman’s Call ...... 84 Countries Tenoch ...... 22 Hypnosis ...... 86 Huacli ...... 14,26,33,48 Tenoch II ...... 26 Jaguar Form ...... 92 Kolan ...... 30,33,48 Tolco ...... 24, 25 Light ...... 78 Kultaka ...... 14,48,49 Totep ...... 26 Magic Resistance ...... 79 Payit ...... 26,33,48,49 Zomoc ...... 27-29 Net ...... 87 Pezelac .....25, 26, 29, 30, 33, 48, 49 Immortal Era ...... 7 Pestilence ...... 88 Nexal ...... 48 Jaguar Knight ...... 9, 41, 60 Protection ...... 84 Dawn of Nexal ...... 7 Lake Qotal ...... 36 Scalesnare ...... 86 Eagle Knights ...... 36,38,59 Maca ...... 9,14,17 Scrollsee ...... 86 Feathered Wars ...... 23,24,29,32 Mayz ...... 8, 11 Sending ...... 88 Gods ...... 7 Mount Zatal ...... 29,35,36 Snake Charm ...... 84 Azul ...... 7,8,10,11,15 Night of Wailing ...... 7,34 Spearflight ...... 76 gifts ...... 8 Peoples Stoneflight ...... 76 Kiltzi ...... 7, 8, 10 Dog People ...... 17, 31 Talonblade ...... 85 Kukul ...... 7,10 Green folk ...... 53 Warmth ...... 76 Maztica ...... 7 -9 Huacli ...... 24 Water Move ...... 80 Nula ...... 7, 11 Kolans ...... 27,28 Water Summoning ...... 78 Origin myth ...... 7 Kultakans ...... 24-26 Windrider ...... 79 Plutoq ...... 7, 10 Mazticans ...... 17,19-22,51 Tale of Origin ...... 18 Qotal (see also separate Nexala (see also Mazticans) 22,24,25 Tewahca ...... 26,31 listing) ...... 7-12, 15 Otomis ...... 31 Twin Visages ...... 12,37 Tezca ...... 7,8,10,11,15,20 Payits ...... 50 Viperhand ...... 42 Watil ...... 7,11 Pezels ...... 25,26 Zaltec . . 7-11, 15, 18-23, 25, 26, 29, 31 Pluma . 5, 9, 15, 25, 28, 29, 31, 71, 74-82 Golden Age ...... 7,12,17 Plumaweavers ...... ,5,62,63 Golden Legion ...... 22, 24, 28, 33, 37 Qotal Hishna ...... 5, 8, 9, 28, 31, 71, 83-92 Feathered Dragon ...... 8

95