Maztica Campaign Set Maztica Alive by Douglas Niles Table of Contents The ’s Book ...... 2 Land and Weather ...... 3 Terrain Types ...... 3 The Climate of the True World ...... 9 A Common Theme: The Ball Game ...... 10 Regions of Maztica ...... 13 Far Payit ...... 13 Payit...... 29 Pezelac ...... 33 Kultaka ...... 35 VaIley of Nexal ...... 37 Huacli ...... 41 Kolan ...... 42 Tukan ...... 43 Other Points of Interest ...... 44 Maztica and the Passage to the Sword Coast ...... 47 The Afterlife ...... 48 Mictlatepec and the Mictlaneca ...... 51 New Monsters ...... 59-62 Chac ...... 59 Jagre ...... 60 Kamatlan ...... 61 PIumazotl ...... 62 Guardians: Monsters of Maztica ...... 63 Index...... 64 Credits:

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

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.

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1066XXX1502 ISBN 1-56076-084-2 MAZTICA ALIVE

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

2 Land and Weather

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

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

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

Arable Land. Movement Cost: ½ Marsh. Movement Cost: 8 These lands are mostly devoted to These are festering regions of fields of mayz, beans, peppers, impenetrable swamp. Tangles of cocoa, and other Maztican crops. brush, many of which jab with long Villages tend to dot these fields, and and wicked thorns, are intermixed many well-worn paths connect each with winding patches of open water community to its neighbors. Even and regions of quicksand and the smallest village has its pyramid, swamp grass. They tend to be of at least 12 steps on a side. ignored by the humans of Maztica. The fields are often crisscrossed Consequently, they could shelter by irrigation ditches and ponds, for tribes of unnatural beasts that have the people are adept at using their yet to be discovered by human water efficiently. Stands of trees are kind. Research and exploration not uncommon, and often they will have not proven anything specific, surround and shelter the growing but this seems like prime habitat for fields. lizard men and troglodytes. The clusters of homes tend to Characters who spend a full day number 25-100 residences in the marsh suffer the chance of surrounding a wide central square. exposure to a horrible swamp Usually the community will be disease. There is a 20% chance per dedicated to (and dependent upon) day of exposure; however, once a some nearby city-state for many character rolls a 96-100 on a disease goods and for its protection—few

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

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

Level Desert. Movement Cost: 2

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

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

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

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

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

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

9 A Common Theme: The Ball Game

Before exploring the various regions the ball through one of the hoops in and peoples of Maztica, the DM the wall. This is a matter of great must become familiar with the one status for the successful player. pervasive form of entertainment If the game is played between PCs common to all human cultures of and NPCs, proficiency checks can be Maztica: the ball game. It is a contest used to determine the successes of and sport on the surface, but that is each character. Miniatures can help only the first level of its importance: keep track of relative positions on it also serves as a religious ritual, the field. means of solving disputes, and often the instrument of life and death for TO PUT THE BALL IN PLAY: A its players. player is selected from each time to The game is played with a hard, try and gain control of the ball, by round ball perhaps 6” in diameter, making a proficiency check during made from the congealed product the same round as the opponent of the rubber tree. Players attempt fails a check. If both players pass (or to move the ball into the face of the fail) their checks, the struggle other team, without touching the continues into the following round. ball with their hands. These rules When only one player succeeds, run in common for all regions. that player’s team has the chance to After that, however, the game take a shot. takes on more specific twists and The ball is returned to play this interpretations. way at the start of each match, and after each point.

Court Rules TO SHOOT at the opposing goal: A In the nations from Nexal eastward, player must roll a ½ proficiency including Far Payit, the game is check while the ball is on his side of played on an enclosed field, the court, in order to take a shot at between two high, parallel walls. the opponent’s goal. If he fails, he Every city has a court for the Ball simply turns the ball over to the Game. Midway down each wall is opponent; if he succeeds, the ball set a stone ring, about 15’ above the shoots toward the goal. It will score, flat, hard playing surface. At each unless it is blocked by an opposing end of the court is a goal, defended player. by one team. A single defender stands before the goal line, while his TO BLOCK a shot, a player must two-five teammates stand near the make a successful proficiency middle of the court. check. A team can try two times to The ball is moved by hitting it block a successful shot; once at with the knee, elbow, hip, shoulder, midfield, and once at the goal. If the or head—not the hands nor the feet. player is playing in the middle of A team wins a game by scoring the field, he suffers a -2 penalty to three goals; a match consists of his proficiency check; if he is three games. A game can also be playing at the goal, he gets a +1 won, instantly, if a player knocks bonus.

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

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

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

12 REGIONS OF MAZTICA

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

46 Maztica and the Passage to the Sword Coast

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

47 The Afterlife

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

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

50 Mictlatepec and the Mictlaneca

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

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

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

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

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

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

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

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

58 Chac MAZ

CLIMATE/TERRAIN: Mountain caves FREQUENCY: Very rare ORGANIZATION: Clan

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

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

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

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

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

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

Kamatlan Kamadan CLIMATE/TERRAIN: Any tropical Tropical jungle or forest FREQUENCY: Very rare Rare ORGANIZATION: Solitary Solitary

ACTIVITY CYCLE: Any Any DIET: Carnivorous Carnivorous INTELLIGENCE: Semi- (2-4) Low (5-7) TREASURE: Nil C ALIGNMENT: Chaotic evil Neutral NO. APPEARING: 1 1

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

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

ECOLOGY: Kamatlan have little to fear from other preda- Plumazotl MAZ

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

ARMOR CLASS: 3 3 MOVEMENT: 3, Fl 12 9, Fl 48 HIT DICE: 1 to 5 6 to 10 THAC0: 1 to 2 HD: 19 6 HD: 15 3 to 4 HD: 17 7 to 8 HD: 13 5HD: 15 9 to 10 HD: 11 NO. OF ATTACKS: 3 3 DAMAGE/ATTACK: 1-4/1-4/1-4 1-6/1-6/1-6 SPECIAL ATTACKS: Spell use Spell use SPECIAL DEFENSES: Hit only by magi- Hit only by magi- cal weapons cal weapons MAGIC RESISTANCE: 5% per Hit Die 5% per Hit Die SIZE: T (3”) to S (4') M (5’) to L (10’) MORALE: Elite (13) Champion (16) XP VALUE: 1 HD: 270 6 HD: 3000 2 ND: 420 7 HD: 4000 3 HD: 650 8 HD: 5000 their spellcasting abilities to create wonders in their 4 HD: 975 9 HD: 6000 homes, which eventually become safe, peaceful places 5 HD: 2000 10 HD: 7000 filled with color and music. Though they prefer to live alone, they are unafraid of humans, and sometimes ap- Payit legends tell of a time long ago when a powerful plu- preach them to gain news of what is happening in the out- maweaver, Itzamna Manik, set out to create life with his side world. They offer tidbits of information in exchange magic. After many years of labor, using spells that have for a brief conversation, but if given a bit of pluma magic, long been forgotten, he created a plumazotl, a living crea- they become quite friendly and relate any desired infor- ture of pluma. The gods destroyed Itzamna Manik for his mation to the best of their ability. These visits are rare and audacity, but some of his creations managed to escape and brief, because it takes only a short time to satisfy a pluma- reproduce. Their descendants still inhabit lonely spots in zotl’s curiosity about the outside. Maztica. These rare creatures are composed completely of Though generally solitary, a pair of greater plumazotl brightly colored feathers. They commonly take the forms sometimes comes together to mate. In a dazzling ritual, they of birds, although some have a humanoid shape. Their pluck feathers from one another’s bodies, form them into sizes range from that of a hummingbird to that of a giant small images of birds or humans, then infuse them with a bit eagle. Plumazotl have very musical voices, and generally of their magic. These small creatures are lesser plumazotl speak an ancient form of Payit as well as the language of with 1 Hit Die. A pair of greater plumazotl produces one or intelligent species that dwell near them. two offspring in this way before parting ways. Most plumazotl grow very slowly, finding bright feathers COMBAT: Plumazotl are peaceful creatures, and they gen- to add to their own bodies. If one finds or is given a pluma erally avoid combat if possible. If forced into combat, an talisman, however, it may incorporate the magic of the individual defends itself with bites and clawing attacks. A item, growing by one or more Hit Dice, depending on the plumazotl may use pluma magic. Lesser plumazotl cast power of the talisman. spells as if they were plumaweavers of levels equivalent to When lesser plumazotl reach the height of their growth, their Hit Dice. Greater plumazotl have better spellcasting they begin searching for more and more material to incor- powers; those with 6 HD cast as 7th level plumaweavers, 7 porate into their forms. After they acquire, or one pluma HD as 8th level, 8 HD as 10th level, 9 HD as 12th level, and talisman, they metamorphose into greater plumazotl. those with 10 HD cast as 14th level plumaweavers. Plumazotl are especially vulnerable to fire and take dou- ECOLOGY: Plumazotl feed on feathers and pluma magic, ble damage from all fire-based attacks. adding items directly into their bodies. Talismans are bro- ken into their component parts before being absorbed. HABITAT/SOCIETY: The first of these creatures were Plumazotl have no natural enemies, though sometimes given life hundreds of years ago. Granted intelligence and men hunt them for their inherent magic. If killed, a pluma- a will to survive, they became a true race and learned to zotl produces a quantity of feathers suitable for feather- feed and reproduce. weaving and pluma magic. A greater plumazotl may yield Plumazotl tend to live far from any civilization. They use enough feathers for a blanket of featherweaving. Guardians: Monsters of Maztica

The following types of monsters are Jackal (coyote) MC1 known to exist in at least one part of Jackalwere (as coyote) MC1 Maztica. Generally, monsters are Kelpie MC2 extremely rare and will not be Lycanthrope (werejaguar) MC1 encountered near any human (as weretiger) habitation. However, exceptions Merman MC2 suited to an individual campaign are Mud-man MC1 not only possible, but likely. Nixie MC1 After each creature, an Oozes, slimes and jellies MC1 abbreviation notes whether its Plant, Carnivorous MC2 description is found in 2nd Edition Rhaumbusun MC3 One, Two, Sahuagin MC2 or Three. Sea Horse, giant MC2 This is not an exclusive list; there Sea Lion MC2 can be other types of monsters in Selkie MC1 Maztica. The purpose of this list is to Slug, giant MC2 get the DM started on his Treants MC1 encounters, when the guardian of a Triton MC2 treasure or a dangerous wilderness Urchins MC2 encounter is needed. Vurgens MC3 Wyverns MC1 Aarakocra MC2 Yeti MC1 Ankheg MC2 Ascallion MC3 Baboon MC2 Bear MC1 Behir MC1 Beholder MC1 Bichor MC3 Bunyip MC3 Carrion Crawler MC1 Doppleganger MC2 Dragonne (called Hakuna) MC2 Dragons (DM's option) MC1 Dragon Turtle MC1 Elementals MC1 Golems (except iron) MC1 Giants (fire and hill) MC1 Snakes, spiders, scorpions, bats, centipedes, lizards, rays, birds, eels, fish, insects, toads, crocodiles, crustaceans, lampreys, leeches, frogs, porcupines, weasels, whales, fungus, dolphins—all normal and giant versions MC1, MC2 Harpies MC1

63 Index

Ball game ...... 10 Hoxitl ...... 38,40 Rules ...... 10 Poshtli ...... 44 Bay of Shoals ...... 33 Tokol ...... 36 Cities Places of interest Azatl ...... 40 House of Tezca ...... 44 Helmsport ...... 32 Northern Wilds ...... 45 Kultaka City ...... 37 Olbi ...... 45 Maxal ...... 27 Pyramid of the Gods ...... 44 Nexal ...... 40 Southern Wilds ...... 45 Otomi ...... 41 Sunstone ...... 44 Pezelac ...... 33 Pluma ...... 15,17,23,37,41 Tewahca ...... 44 Plumaweavers ...... 23 Tezat ...... 40 Rainy season ...... 8 Tukan ...... 43 Regions Tulom-Itzi ...... 17 Far Payit ...... 13 Ulatos ...... 29 Caves...... 26 Zotil ...... 41 Fountain of the Gods ...... 26 Copper ...... 42 Huacli ...... 41 Dry season ...... 8 Kolan ...... 42 Evermeet ...... 47 Kultaka ...... 35 Gods Payit ...... 29 Qotal ...... 32 Pezelac ...... 33 Zaltec ...... 31 Valley of Nexal ...... 37 Golden Legion ...... 47 Steel ...... 31 Halflings ...... 16 Terrain Hishna ...... 15,17,37,41 Arable land ...... 4 Hishnashaper ...... 37 Brush/savannah ...... 5 Hoxitl ...... 40 Great Salt Marsh ...... 28 Jagres ...... 40 Level desert ...... 6 Kurari ...... 16 Level jungle ...... 5 Mangaroo ...... 33 Marsh ...... 4 Merchant Princes of Amn ...... 30 Mountain ...... 3 Movement Rates Crests ...... 7 in mountain terrain ...... 3 Summits ...... 7 Night of Wailing ...... 34 Mountainous desert ...... 7 Octal ...... 40 Mountainous jungle ...... 5 Ogres...... 38 Salt marsh ...... 38 Orcs ...... 38 Thousandmen ...... 37 Peoples Trolls ...... 39 Dog People ...... 46 Twin Visages ...... 33 Green Folk...... 43 Underwater terrain ...... 7 Itzas ...... 14 Coastal shallows ...... 8 Persons of note Ocean deep ...... 8 Cordell ...... 30,36,47 Shoal waters ...... 8 Erixitl ...... 44 Viperhand ...... 37,39 Gultec ...... 22 Zatal ...... 37,40 Halloran ...... 44

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