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Maztica Campaign Set Gods & Battles by

Table of Contents

Introduction ...... 2 ™ Rules for Maztica ...... 3 Typical Maztican Troop Rosters ...... 6 Scenario 1: The Early Days of Empire ...... 7 Scenario 2: The Golden Legion at Ulatos; First Triumph ...... 10 Scenario 3: Humans United at Tukan ...... 14 Powers of Maztica ...... 19 Kukul: Ancient Father of the Gods ...... 22 Maztica: Mother of Life, the World ...... 23 Qotal: The Feathered Dragon ...... 24 Zaltec: Bringer of and Eater of Hearts ...... 25 Azul: Giver of Rain and Taker of Breath ...... 26 Plutoq: Master of Earth and Stone ...... 27 Tezca: Ruler of Sun and Fire ...... 28 Kiltzi: Giver of Health, Growth, Nourishment, and Love ...... 29 Eha: Wind Sprite ...... 30 Watil: Guardian of Plants ...... 31 Nula: Guardian of Animals ...... 32

Credits:

Design: Douglas Niles Cartography: David Sutherland III Editing: Karen S. Boomgarden Typesetting: Tracey Zamagne Cover Art: and Gaye O’Keefe Interior Art: Production: Paul Hanchette and Laurie Yockey

This material is protected under the copyright law of the United States of America. Any unauthorized use of the material or artwork contained herein is expressly prohibited without the written consent of TSR, Inc. Copyright ©1991 TSR, Inc. All Rights Reserved. Printed in U.S.A.

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1066XXX1503 INTRODUCTION

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

2 BATTLESYSTEM™ Rules for Maztica

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

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

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

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

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

1 House door Hishna: The ambush spell can allow 5 Thatch Wall as many figures as the hishnashaper 10 Adobe Wall has hits (one per hit) to conceal themselves on the battlefield. They

5 are placed off to the side, and their They need not flee the area, unless location carefully noted. They may they recieve a rout result. appear whenever, and with Troops must make a Morale check whatever facing, the casting player before they will enter an area of decides. pestilence; the check is made during movement, immediately before the The pestilence spell can create an unit would enter the affected area. obstacle on a battlefield, covering a Any troops that spend any portion 5” square for each hit of the caster. of a turn within an area affected by It will last for the duration of the pestilence suffer 1 hit per five battle, and requires no delay to cast. figures in the area. The hit(s) is Troops within an area of suffered immediately, but those pestilence must make an immediate same figures cannot again be hit by Morale Check, as if caused by the pestilence until the following Horror with a -1 penalty to morale. turn. Typical Maztican Troop Rosters Name/Group AD AR Hits ML MV Irregular Levees Clubwielders 6 (4 vs. large foes) 9 1 8 12" Spearmen 6 9 1 9 12" Range 1”/2”/3” Levees cannot use spearcasters Archers 6* 4 10 1 9 12" Range 5”/10“/15 Slingers 4 10 1 8 12" Range 4"/8"/16" Regular Warriors Macas 8* 7 1 11 10" Spearmen (with casters) 681 11 12" Range 2**"/4*"/8" Archers 6* 4 9 1 11 12” Range 5"/10"/18" Slingers 4 9 1 11 12" Eagle Knights (Elders) 10 4 5 15 12" Can use bow and arrow, AD 6, Range 5"/10”/18” Eagle form: 12 5515 6"/36" (MC B) Eagle Knights (Apprentice) 8 4 3 13 12" Can use bow and arrow, AD 6, Range 5"/10"/18" Jaguar Knights (Elders) 10 3*** 5 15 12” Jaguar Form: 12+8 4 5 15 15" Can charge at 30” movement rate *(6 after 3 rounds of melee attacks, due to weapon deterioration) * *When cast at these ranges, spears get AD of 2d6 for each figure. * * *AR 5 when attacked with metal weapons

6 Scenario 1: The Early Days of Empire

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

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

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

Units: 5 Eagle Knights* * 8 4 3 13 12" Need no commander 4 Jaguar Knights 10 3312 12" 20 Spearmen (Regular) 6 6 1 11 12" with casters; range 2/4/8; double AD at short and med. range 24 Macas (Regular) 8 7 1 11 10" AD drops to 6 on fourth turn of melee attacks 24 Archers * * (Regular) 6* 4 9 1 10 12" * *can use bows; range 5"/10"/18"; AD 6 Cordotl Rosters lndividual Karmac 12 3818" 12" Jaguar Knight, Army Commander and Hero Jaguar Form 12+8 4 5 15" Can charge at 30” movement rate 2 Warrior Heroes 12 5512" 12" Armed with Heartseeker spears; on AD roll of 10 or better, automatically eliminates opponent in melee combat 6 Warriors 10 5 4 12" 12" Unit Commanders

Units: 24 Macas (Regular) 871 11 10" AD drops to 6 on fourth turn of melee attacks 36 Clubwielders (Irreg.) 6 9 1 8 12" 24 Spearmen (Irregular) 6 9 1 9 12" Range: 1"/2"/3" 20 Slingers (Irregular) 4 10 1 8 12" Range: 4"/8"/16" 24 Archers (Irregular) 6*4 10 1 9 12" Range: 5”/10"/15"

9 Scenario 2: The Golden Legion at Ulatos; First Triumph

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

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

11 Payit Army Rosters

Name/Group AD AR Hits ML/CD MV Individuals: Lok** 12 4 8 18" 12" Eagle Knight, Army Commander and Hero Eagle Form 12 5 5 6"/36" (MCB) Gultec 12+8 3(5) 9 16" 12" Jaguar Form 12+8 4 9 15" Can charge at 30” movement rate 3 Jaguar Knight Heroes 10 3(5) 5 10" 15" Jaguar Form: 12+8 4 5 15" Can charge at 30’ movement rate Xaktl 684 18" Plumaweaver and Hero, select 6 spells from pluma and priest spell lists Kikil 10 4 4 12" Hishnashaper and Hero, select 6 spells from hishna and priest spell lists 7 Warriors 10 6 5 10" 12" Unit Commanders

Units: 12 Eagle Knights* * 845 14 12" Need no commander Eagle Form 12 5 5 6"/36" (MCB) 12 Jaguar Knights 10 3 3 13 12" Need no commander 20 Spearmen (Regular) 6 8 1 11 12" with casters; range 2/4/8; double AD at short and med. range 24 Macas (Regular) 8 7 1 11 10" AD drops to 6 on fourth turn of melee attacks 24 Archers * * (Regular) 6*4 9 1 10 12" 24 Clubwielders (Irreg.) 6 9 1 8 12" 24 Spearmen (Irregular) 691 9 12" Range: 1"/12"/13" 20 Slingers (Irregular) 4101 8 12" Range: 4"/8"/16" 24 Archers (Irregular) 6*4 10 1 9 12" Range: 5"/10"/15" * * can use bows, AD 6; Range 5"/10"/18"

12 Golden Legion Rosters

Name/Group AD AR Hits ML/CD MV Individuals: Captain-General Cordell 10 2 11 18" 24" Hero and Army Commander, mounted Daggrande 12 2 9 14" 9" Hero and Crossbow Unit Commander, Dwarf Garrant 12 3814" 9" or 24" Hero and Swordsmen Unit Commander, mounted (optionally) Bishou Domincus 10 3812" Priest Darien 6 4 9 24" Wizard, has spells 5 Captains 85510" 12" Other unit Commanders

Units: 12 Crossbowmen 85 3 13 9" Range 8"/16"/24", Rate 16 Archers 6 6 21212" Range 7"/14"/21", Rate 12 Swordsmen 862 12 9" 8 Swordsmen 10 4 3 14 6" 18 Pikemen 6 2 12 12" 2 Cavalry (12+8) 10 6 6 15 18" (There are four units of cavalry, all with these attributes)

13 Scenario 3: Humans United at Tukan

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

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

15 Human Rosters

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

Units: NEXALAN FORCES: 5 Eagle Knights* * 8 4 3 13 12" Need no commander 24 Macas (Regular) 871 11 10" AD drops to 6 on fourth turn of melee attacks 24 Archers * * (Regular) 6*4 9 1 10 12" 36 Clubwielders (Irreg.) 691 8 12" 24 Spearmen (Irregular) 691 9 12" Range: 1”/2”/3” 20 Slingers (Irregular) 4101 8 12" Range: 4"/8"/16"

KULTAKAN FORCES: 4 Jaguar Knights 10 3 3 12 12" Need no commander 20 Spearmen (Regular) 6 8 1 11 12" with casters; range 2/4/8; double AD at short and med. range 16 Macas (Regular) 871 11 10" AD drops to 6 on fourth turn of melee attacks 24 Archers (Irregular) 6*4 10 1 9 12" Range: 5”/10"/15" * * can use bows; range 5”/10”/18"; AD 6

16 Golden Legion Roster:

Name/Group AD AR Hits ML/CD MV 8 Crossbowmen 8 5 3 13 9” Range 8”/16"/24" 12 Swordsmen 8 6 2 12 9” 3 Cavalry (12+8) 10 6 6 15 18" Need no commander Beasts of the Viperhand Rosters Individuals: Hoxitl, Beastlord 2d12 4 12 18" 12" Army commander Hamhock, Ogre Brute 12 6 8 10" 12" Blackfist 12 5 9 11" 12" Ogre Champion and Hero 9 Ogres 10 7 49"9" Unit Commanders

Units (All are Irregular): 24 Orcs with sword 8 1 11 9" (There are three units like this) 16 Orcs with bows 1 11 9" (Two units of these; Range 5”/10”/15" 24 orcs with spears 6 1 12 9" (Two of these units; Range 1"/2"/3" 8 ogres 10 7 2139" (Two of these units)

17

Powers of Maztica

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

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

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

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

21 KUKUL: Ancient Father of the Gods

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

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

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

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

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

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

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

26 PLUTOQ: Master of Earth and Stone

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

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

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

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

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

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

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

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

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