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Showing posts with label Gaming Options. Show all posts
Showing posts with label Gaming Options. Show all posts

Sunday, August 13, 2017

Terrible Writing Advice Series


This too true for some games, some modules took the time i the past to go in depth! If you look at the Forgotten Realms Campaign Setting for 2E and 3E, a wealth of information was published!! I miss those good days. Ecologies are very important!!!


Definitely a good guide to instruct new players........lol.


Yes, as we all know all players are the chosen one. hahahahahahahaha!

Monday, July 1, 2013

Responding to "The Many Worlds of D&D" Part 1


   The other dimension or planes in the D&D Universe is something that every character seems to have a fond memory of. For most the other planes are the legendary places of the afterlife where gods, demons and devils dwell. For wizards and adventurers they are places where one can readily explore, as they are just adjacent dimension on which our reality is built upon. As 5E is attempting to raise D&D from unlife, a new article "The Many Worlds of D&D" attempts to preview what may happen.

   When D&D was first created, the idea of these realms where rather simple. Plane of Energy, Plane of Entropy, Plane of Matter, Plane of Time, and Plane of Thought. These various planes contained other areas in which certain gods or worlds existed. In addition it explained our universe as we know it, a large place full of possibilities.

   As AD&D came into being, the 5 Modular explanation of the planes was redefined into what we call "The Great Wheel". It said there were three major areas: Inner Planes, Prime Material Plane, and the Outer Planes. As a buffer around the Prime Material Plane, there are the ethereal and Astral Planes, which allowed the prime not to be heavily influenced by primal elemental energies or divine forces. The concept of the great wheel was carried over from 1st Edition to 2nd Edition with minor changes, mostly going into detail upon the planes themselves. This culminated when an entire campaign setting was developed known as Planescape, which set the benchmark for the planes.

   When the Golden Age of 3rd Edition and the d20 Universe came along, the "Great Wheel" model was still uphold. However, due to the fact that the d20 system was inclusive to other genres and world, it did allow some measure of reinterpretation. New areas were discussed like the Far Realm and the First World of the faerie, even the new campaign setting Eberron bought hints of new mechanics involving the planes. The "Great Wheel" is consider a balanced approach, while other interpretations were accepted as well. The models of the Great Tree patterned after the Yggdrasil of the Norse Pantheon, The Great Mountain from the Roman-Greco Pantheon, The Great Pyramid from the Mayan Pantheon, Grecian Celestial Sphere model, The Twin Rivers of Darkness and Day from the Pharonic Pantheon, and even the original Immortals 5 Planar Realms were accepted. People forget that d20 allowed the greatest freedom of interpretation. As the main theme of this era was that you the player's were truly in control of your world, not the game mechanics.

   Sadly the great divide came when d20 was forced to shut down, and the 4E spewed forth. Much of it was saved an honored by its successor, Pathfinder. However, the ruinous 4E era bought forth an alternate prime material plane of Oerth, and destroyed the Great Wheel. The Astral Sea replaced much of the Outer Planes, while the Inner Planes were redone as the Elemental Chaos which collapsed into the Abyss. Some of the transitive planes like the Plane of Shadow  was renamed the Shadowfell, and the faerie plane became the Feywild. It shook some things up and is attempting to reconcile with 5E.....

Reason for this article is in the defense of Spelljammer, the for mentioned article seems to treat this campaign setting as a problem. Spelljammer takes the terrestrial fantasy D&D campaign into wildspace. The author claims one of the biggest failing was the fact that you could travel to any D&D world. That in my opinion was one the best reasons you could get it, bypassing planar travel! It also started you thinking on the influence of gods...in how a cleric power was affected by wildsapce travel. The "Phlogiston" was also an interesting explanation of deep space. One could simple see that area as "Hyperspace", when a spelljammer shifts to an area of the border ethereal allowing them to cover the distance between systems in a shorter length of time.
Spelljammer is a great setting which is worth a try, especially if you like sci-fi dramas, but with Asteroid Dungeons and Stellar Dragons!   



  

Saturday, April 13, 2013

Dungeon Bastard: One DM's opinion is another man's comedy


If you fan of Youtube and EN World, lately you may have come across the Dungeon Bastard aka Bill Cavalier. He is a D&D/Fantasy RPG enthusiast who since 2011 created a site and video series in which he dispenses his wisdom of all things RPG "D&D" to the world. He claims the title "Adventure Coach" and his resume on his sites explain why he is so awesome. Here is a sample of the Wisdom he so often gives....
he is kinda of an in your face curmudgeon and no nonsense approach...so be for warned.



Ironically the advice that is dispensed by the "Adventure Coach" is often munchkin-ense. It is not about the adventure or journey of a character(s), but more of what experience and awesome loot did I get for that kill?
He is highly entertaining in most of his "advice" or "learned observations/experience", it is thought provoking and worth of conversation and a few chuckles. Although I stand on many different points of opposition to his "wisdom", he is entertaining and puts himself out there which is respectable in its own merit.

   Let's take his video on the Flumph. It appears the "Dungeon Bastard only has access to a few sources of information, as he wips out "ye olde" Fiend Folio circa 1979. I will assume for the sake of argument that he is using the source material because it is as "canon" as one can get. However as a counterpoint, the information on the Flumph was expanded upon in Monstrous Compendium Annual Two (1995), Dragon Magazine #246 (1998), and Misfit Monsters (2010). The Flumph like many original creatures is technically not a "Monster", but an NPC race.
    In the 1998 and 2010 references of  the Flumph, it has been observed to be a race of non-humans that are extra-terrestrial in origin. The beings encountered in said dungeons were most likely low level adventurers exploring and defending itself peacefully from an attacking player character party. Matter of fact he does touch on the inspiration of the race to the Lovecraft Mythos. If you know about the Flying Polyps and Mi-go, well Flumphs fit right in. Also to note that the Sesame Street "Martians" closely resemble a Flumph.
H.G. Wells "War of the Worlds" also resemble a Flumph. Also let us not forget SNK "Mars People" from Metal Slug series  are Flumph like too.

Yet again, the "Dungeon Bastard" is meant as entertainment......so what doe my opinion mean after all.

Friday, February 22, 2013

Character Portraits




   One of the best thing about our digital age is that there are many creative people out there. Not only in the sense of geniuses, programers, designer, and artists, but also those of us that scour the web for utilities and programs that can be used in innovative ways. One of these involves how we illustrate or present our player characters. Now not everyone has a natural talent for artistic rendering or may have the time to develop such a skill. That is why I am every so thankful to our digital age and creative free spirits.... cause thanks to these great people you can find a program anywhere that can help you with what you want to accomplish!

Easy Method
Doll Makers, Dress Up, Character Portraits, Character Creation, Avatar Makers..... there are tons of free programs on the web that can help you create you character portrait. It may be frustrating at first (mostly oriented for girls), but are tons of programs out there and you need to be patient. You will eventually find an art style and genre that will fight your needs, and hopefully have enough options for you. Either 2D or 3D models are available!

DollDivine.com
This site has many genres and artistic styles. Although the site is targeted to girls, there are some options for guys there too! The Avatar: Last Airbender, Hogwatrts, and Game of Thrones programs have option for both male and female characters. Also there are some that even allow you to create animal and anthropomorphic characters too!

Dress Up Games
Another website with many options. Here you can create your own Pokemon Trainers!
 Meez.com
This website has 3D Models and a ton of character options. It is originally intended to be an Online Interactive Social Space, but the avatar creation is an invaluable tool. It is a paid site if you wish to join the community, but it does allow you to try out the character creation... in which creative individuals can find away to preview and customize there own Avatar! I only wish they made this program available to download and purchase, as this is one of the best model character creation kits out there!

Advanced Methods
This will cover the topic of more advance methods. As with Meez.com, there are tons of games that have a whole character creation suite. That means that you have the ability to make some awesome portraits by just playing the On-line games you have. There are many older Video and PC games to which have some amazing "editors" included as well that you can utilize to create backdrops and other character to portraits too! 

Character Creation Screen
The easiest method for this, but somewhat limited is to find a MMORPG, that will give you the basics of what you need to create a basic character. If you actually play one of these games, you will have access most of the time for alternate character slots, which means you can play the game and create secondary characters just for dress up purposes. Zu online, DC Online, Heroes Online, World of Warcraft, Guild Wars, Everquest, etc are some options. Just pick the character style you like.

Model Viewers
Now if you want total customization, there are many model viewers that allow you to access the game files stored on you PC. With the rise of Machinma, many individuals have created model viewers for various games which allow you to not only create a custom and detailed character portrait, but even full flown videos! Now you are not hacking or messing with the program itself, you are just accessing the file usually through a third party model viewer program. One program that I can recommend is Machinima Studio. This program is not only free (paid version gives you tons of extras!), but has managed to allow you to pull model creation from such games as Aion, Allods Online, fallout 3, Runes of Magic, Starcraft II, Warhammer Online, World of Warcraft. Remember you actually have to have the game installed first in order to access.
Again creative people will figure out how to utilize these programs fully and freely (download the game and keep it updated...many offer free trials)

Game Editors
This method is for those games that came before the age of the internet. There are many PC games that come with Level Editors or Character Editors added in. This will allow you to create custom portraits and avatars.

Sims by Electronic Arts
The "Sims" have a multitude of options. The online community has created thousand of customs items for your scenes and character. The game also encourages you to create your own items as well. You can create Adults, Teens, Children, Pets in Sims 3, but in Sims 2 & 3 there are options to create scenes and location from almost every culture and time. It has a great level editor, and there are codes you can access if you rathr create scenes that play the game.
The Game itself has has gone through three editions, and I would highly recommend Sims 2 or 3. Sims 2 has an extensive catalog of items and really cheap. Remember not only can you create multitudes of characters and animals, but whole scenes too!

 Vampire: Redemption by Activision
At the time this game was greatly overlooked, and sadly support from both Activision and White Wolf were lacking. Thanks in part to online community, there has been ton of add-ons to the game that cover the rest of White Wolf's World of Darkness line. You can purchase this game for $5 considering it has one of the most powerful editors I have seen! You can create 3D portraits of characters suitable for either the European Dark Ages of the Modern Age. You can also create a number of custom settings as we well too, and this was a godsend because you could make your own scenes just as we do with machinma today.

Miniatures
Since most of have access to 2D printers...(3D Printers may be commercially affordable soon!), don;t forget you can create tokens, minis, and standees as well. Ever PC has MS Paint, also if you have access to other photo editors (Adobe Photoshop) or art programs, which will allow you not only to make some customization of your own, but you can make paper models and tokens. With any of the above methods, you can print out a small portraits sized for most grid maps. Check out this simple how to guide.

As a child of the 70's there were tons of paper standees you could make, and I am glad that this art is not lost. There are tons of template you can get to make towns and settings for you games. As mentioned above, creative and cunning individuals will realize you can make many of these on your own for free, but you can also purchase said paper models from a variety of companies at RPGNOW.com.

Saturday, December 29, 2012

RPG Personality Test


How ironic. Thought this might be fun for those who wish to see what their RPG personality would be.
Just click on the link and it will reveal you RPG personality, be forewarned though,  it will only display in html or a a signature.

http://www.nodiatis.com/personality.htm

Sunday, November 18, 2012

Potion Overdose


When a wizard battles go bad. Very well done.

Thursday, August 5, 2010

Forgotten Realms: Maztican Region: Payits

A couple years back I wrote these articles for the FR-list concerning the Maztica Campaign Setting for 3E 

Human, Payit
Regions: Far Payit, Payit.
Racial Feats: Artist, Education.

Payits are the remnants of an ancient civilization that covered most of the eastern jungles of the True World, well before the ascension of the Nexalans. Their civilization was peaceful, favoring both the spiritual and mental pursuits of life. They were able to tame the jungle and live in harmony. This cultural attitude has reflected the Payit as conscientious and friendly people. Their way of life has not changed much, each village keeping these traditions of the past alive.
Payits tend to be of a reddish-bronze hue with smooth skin. They are somewhat shorter than average, and tend to be stout. Like Nexalans, they have dark hair and dark eyes. As the years go by, many physical traits of the people of Amn are slowly beginning to show.
The Payits live their life in simple reverence of the gods ever since the great disaster that destroyed their civilization. The jungle has reclaimed many of their great cities over the past two centuries. Most of their ancient lore has been lost to them, only kept alive by the memory of the elder generations and the few that still remain within the cities.

History
The Payit are descended from the followers of Qotal, those that followed the god as he departed the lands of Maztica. The site would be later known as the Twin Visages, which held the prophecy of his return.
This was believed to have occurred around 363 DR, when Qotal left Maztica over a thousand years ago.
Over the next two hundred years the people of Payit began to grow and multiply, exploring their lands and making home within the jungles of Far Payit. They were able to cultivate the rich lands of Payit, taming the jungles, and drawing forth the bounty of the sea. The founding of their most prominent cities of Maxal, Tulom-Itzi, and Ulatos were believed to occur sometime during 563 DR. Over the next five hundred years the Payit entered a Golden Age of enlightenment. The sciences of astronomy, biology, literature, mathematics, and medicine began to develop and flourish during this period. The fundamentals of arcane magic were also grasped. The arts of Hishna and Pluma in conjunction with this new type of magic, bought about many wondrous creations. Warfare was largely unknown, and the Payit existed in a peaceful state for many centuries. The Payit also developed roads linking their civilization, created the first written language of the True World, and explored coastal regions of the Teyola and the Sea of Azul. 
Sometime around 1100 DR is when the Payit needed it golden age. Apparently this was due to a conflict between the princes of Tulom-Itzi and Ulatos over Aliah. Aliah was known to be the most beautiful of all Payit women. She was the product of many generations of careful breeding, representing the highest ideal of a Payit woman. She was to be married to her half-brother, Prince Xetl. Tacal, the prince of Tulom-Itzi, coveted the princess and wanted her as his bride. The prince of Tulom-Itzi and a band of his warriors attended the festivities leading to the ceremony, in hopes of abducting here. Aliah would make her appearance until the day she was to wed Xetl. When she finally appeared, Tacal and his warriors seized her and fought there way out of the Palace. The warriors of Ulatos pursued them, and also punished them as well. All of the people of Tulom-Itzi that attended the ceremony were killed, their bodies decorating the wall of the palace. Many nobles hung there, including Tacal’s parents. Enraged by the horrific scene he beheaded the princess with his maca. Seconds after words he was killed by hundred of arrows fired by the warriors of Ulatos.
Many Payits left their cities and returned to a simpler and more humble way of life. No one reason could explain this behavior. Some say it was the great shame at the loss of life between the Ulatos and Tulom-Itzi that bought about this turn of events. Over the next two hundred years, they quaint live among the villages scattered throughout Payit, enduring occasional raids from the Nexalans.
1363 DR would prove to be a fatal year. Strangers from the east arrived and conquered the lands of the Payit and the Nexalan. The heart of the Nexalan Empire was destroyed. The lands of the Payit now stand occupied by the Kingdom of Amn. Despite being occupied by the Amnish, many Payit were able to retreat into the jungles of Far Payit. They have reclaimed their ancient city of Tolum-Itza, marking a new age for their civilization.

Outlook
Payits are a very practical people. They see things as how they really are, and often ponder the consequences of their actions. They are not quick to take action, but when they apply their decisions swiftly. Payits are traditional, but they quickly adapt to new situations when they arise.
Generally Payits are considered a friendly, hospitable and helpful people. They often see foreigners as opportunities to learn and increase their understanding of the world. They seek compromise and understanding in almost all they do. In this light, the love of learning and expression is most evident once you see past their practical surface.
They do have a strong moral streak. They are a people who keep their word and reflect on their actions. Payits wish to live in harmony and conduct benign way of life. They do whatever it takes to achieve this goal, often learning patience and tolerance as a result. When they do fail in this, they take it as a personal setback. Many Payits can be bought to edges of despair and shame when these things go wrong. Often being fatalistic in resigning their current situation to some personal failure on their part. 

Payit Characters
Payit characters rarely adventure, instead spending their hours into maintaining the well being of their village. Bards, Clerics, Druids, and Shamans do make up the majority of classes found among the Payit. They are mainly responsible for keeping the traditions of the Payit people alive. Clerics, Druids, and Shamans [1] ensure that the balance with nature and the divine forces are maintained. Fighters do exist. Although Payit life often reflects a peaceful existence, they are capable defenders when need be. Jaguar and Eagle Knight can be found as well. Wizards and sorcerers do appear within the Payit, and are accepted with open arms as learned sages. It is believed that these individuals still retain knowledge of old Payit.    
  
Prestige Classes: Most Payit tend to favor divine spellcaster prestige classes. The Payit are known to excel in the art practiced by Plumaweavers and Hishnashapers. Arcane spellcasters favor classes that construct magical items or excel in the arts of divination. The Candle Caster is an appropriate Prestige Class for wizards, repressing the use of a lost technology. Fighters usual lean toward a class that relies on defense or protection.

Payit Society
Payits were a culture that was in a social decline. Since the fall of their civilization, many have retreated from their great cities. At the height of their civilization, they were a diverse people with a full of passion and appreciation for life. They were known to be admirers of both beauty and ethereal concepts. They also put an emphasis in understanding the nature of their world and what place they had in it. Payits were known to have excelled in the sciences of biology, astronomy, literature, mathematics, medicine, and philosophy.
When the great disaster struck, many abandoned their city lives and returned to the more rural way of living. Yet despite the loss of a metropolitan lifestyle, they still retained much of their of their outlook. Learning from the shame of their leaders, they began to live a simple and humble life. Although the focus of their society had shifted greatly, they kept what they could alive.
Since the fall of the Nexalan empire and the arrival of the foreigners, their way of life has changed again.
Their society is slowly being absorbed and destroyed by the Amnish in the occupied lands of Payit. They endure and accept this change, for it is what it is.
Ironically many were displaced during the conflict and fled into Far Payit, increasing the populations of Tulom-Itzi and Maxal. This increase has started to revitalize the Payit cultural way of life, rediscovering the ancient lore and practices at the height of their civilization.  

Language and Literacy
Native of both Payit and Far Payit speak Payit, many also knowing Huaclai, Nexalan and Payit as well. Payits were among the first of the people of the True World to grasp the concept to form a writing language.
Since the arrival of the Golden Legion of Amn, many Payits quickly picked up Realms Common.
They took many of the artistic symbols and categorized them into pictographs, associating various concepts and ideas to each symbol. These pictographs are similar in nature to those that the Mulan used. It is a very complex form of communication to follow, with thousands of characters expressing thoughts and ideas as opposed to single syllables. However, scholars from Amn favor using the Draconic alphabet when representing the language of the Mazticans.

Payit Magic and Lore
Payits excel in the practice of Hishna and Pluma magics, gifts of the gods Zaltec and Qotal. Like many Mazticans they practice a variety of forms of divine magic. Many are simply traditions handed down by the various clergies of the Maztican Pantheon.
Payits are one of the few cultures to actually practice arcane magic. Sorcerers and wizards are not unknown to the lands and people of the Payit. Sorcerers exist in the rural villages, often assisting clerics and shaman with their activities or serving as a village defenders. Wizards are a dying breed they found scattered among the cities and ruins of Payit, grasping to the forgotten lore of their ancient civilization.

Spells and Spellcasting
Payits tend to favor spells that evoke the natural elements or provide some protection against various entities. The magic of shapechanging is also highly useful. Divination magics often practiced as well.
 
Spellcasting Tradition: Payits are drawn to divine magics. The most evident of these practices are found among the followers of Qotal. They often create items of Pluma that assist day to activities. Their magic mainly used to develop the land and to maintain a healthy way of life.
Arcane spellcasters among the Payit are not common, but have been known to master many of the schools of magic that are practiced throughout Faerûn. It is possible to come upon a native spellcaster that is able to hold his might against wizards of the realms. Divination is widely practiced and is used closely in conjunction with astrology.
Unique Spell: None.

Payit Magic Items
Payit Hishnashapers and Plumaweavers produced the highest quality of magic items found throughout the True World. Most though are small talismans [2], but many wondrous creations can be found that duplicate many common magic items. Although many are developed through the use of Hishna or Pluma magics, some Payit items are arcane in nature. These items are often from Payits golden age, but their manufacture is being rediscovered.
Common Magic Items: Qotol ‘s [Quaal’s] Feather Tokens, and Plumaliters [Flying Carpet]. Garments made of brilliant feathers have many of the same proprieties similar items made into cloaks and robes. Figurines of Wondrous Power made of Jade are found. Magical candles and Incense are also very popular.
Iconic Magic Item: None.

Payit Deities
Payits hold Qotal as their god. His dogma closely resonates with the Payit way of life. His clerics are the most numerous within Payit. Many of the others gods are revered, but surprisingly the cult of Zaltec is found in scarce numbers.
Payits pay respect and recognize many members of the Maztican Pantheon, most realizing their importance to the maintenance of the world. When needed, prayers and gifts are often given to the appropriate deity. They are aware that the gods can be jealous, so they tend to keep that in mind when petitioning other deities than Qotal. Followers of Eha, Kiltza, Maztica, Nula, Plutoq, and Watil can be found among within the cities. Often attending small shrines scattered throughout the land. Payits are one of the very few that still recognize Kukul, often paying tribute to the father of the gods.
In the city of Maxal, Azul holds a place in the hearts of the people. Much of that cities welfare depends on what mood Azul holds.
When the Amn began their conquest of the True World, they also brought the worship of foreign gods.  Many Mazticans, like the Payit, have been converted by force to the worship of Helm.

Relation with other Races
Payits have only had relations with the savage tribes of halfling [3] encountered within the wilds of Far Payit. These halflings often form fierce tribes, dominated by a single powerful halfling chief. The halflings tend to be territorial, rarely attempting to raid the villages and cities within Far Payit without good reason.
Payits are one of the few humans that have gained any insight to the native halfling culture, which they have deemed the little people. The little people do not look kindly upon weak individuals. Injured and abandoned halflings are encountered in the wilds of the jungles, left to the mercy of the many predators. Payits often rescue and rehabilitate them, showing them kindness mostly because of child-like features.
Another race of note has been encountered in the past, and scarcely among the Payit of the coastal regions. The Itzcatli [4], in the past often raided the coastal cities of Payit seeing them as easy targets. This practice was a result of when canoes began to travel along the coast to reach the cities in Far Payit. For years they came from the northern waters, never reaching the Sea of Azul. For whatever reasons the raids stopped after the fall of the Payit civilization. The recent shipping activities of the Amnish, Baldurans, and Waterdavians may bring them back.  
   
It wasn’t until after 1363 DR, that the Payits had to deal with other races. Elves, Dwarves, and Half-Humans so came in droves with the other humans. The average Payit tend to view these races based upon their individual merits and with some curiosity. They do not judge them or have any particular bias toward them. Only those few Payit that have traveled to Amn have the chance to actually associate with these races. Unfortunately, Amn has been successful in restricting contact between those from Faerûn and the True World.

Payit Equipment
Payit equipment is as varied as that found in most marketplaces of Faerûn. Many recognizable items are spotted. Everyday items are available, mostly constructed either from gold, jade, and common stone. The jungles provide a rich variety of base materials to construct almost anything needed. Payits are the only natives of the True World that can also produce silk. The ground itself is rich with gold, jade, and limestone. Since Payit itself in a huge peninsula surrounded by the Sea of Azul and Tayola, many items common to coastal regions are found within the jungles as well.  

Arms and Armor
Weapons constructed from stone and wood are found. Spears, daggers, axes, and various bows can be easily constructed. Weapon made from gold or jade can be found, but most serve a ceremonial purpose.
Sharper weapons needed often use shells bought in from the coastal areas. Fighters often favor spears and bows, and excel at the use of these ranged weapons.  
Payits armor tends to be light and non-cumbersome. Most are simply cloth or skins enhanced with Pluma or Hishna magics. Suits of padded cotton are common northern areas of Payit. Suits used by Jaguar and Eagle Knight are found as well. Shields constructed out of wood are common.
Common Items: Slings, Spear, Bows, and items constructed from Shells.

Animals and Pets
Payits usually favor rather practical pets, birds being the most common. They are often prized for their vibrant plumage. Many varieties are very popular, from songbirds to flamingos to parrots. Their plumage highly sought for Plumaweavers.
Freshwater fish are also prized, many decorating public ponds and private pools. A lush variety of these fish are often found in the rivers of the Payit jungles and bought back to the cities and villages.
Insects are also favored by many, caterpillars being most popular. These short lived pets, are held in awe as they transforming into a stunning display butterflies. Beetles and cicadas are also kept for their entertainment value. Either providing a novelty of a flying bug on a string or the soothing sounds of chirping.
Many small animals found within the jungles region make interesting pets. Small monkeys are most popular, and can be found in the market place, making interesting playmates for small children.

Payit Region
The Payit region is divided into three climes. Coastal, Jungle, and Plains. The people of Payit farm their rich land, and harvest the bounty of the sea. Those of Far Payit fair the same within their jungles. The Payit region though borders the Nexalan Empire, which had to deal with minor invasions every so often.
Those Payits of the plains region have been occupied by the people of Amn, and are restricted in their activities. Some have traveled along with the Nexalans as far as the Sword Coast. Those of Far Payit still retain their independence, and have rediscovered much of their former culture.

Preferred Classes: Payits tend to pick professions that will benefit their communities lifestyle. Fighters are found in equal numbers to those of clerics and shamans. Bards are also found, keeping the oral traditions and history of the Payit alive. Arcane Spellcasters though are very uncommon.
Automatic Languages: Payit
Bonus Languages: Nexalan, Pezelec, Payit, 
Regional Feats: Artists, Education.
Bonus Equipment: (A) Spear and Wooden Shield, (B) Quiver of 36 Flight Arrows and Bow (Short of Long) or (C) 1st level Pluma or Hishna Talisman.

REFERENCES
Maztican Box Set, TSR1066, Douglas Niles.
Endless Armies, TSR9340, Jeff Grub.
Lands of Intrigue Box Set, TSR1159, Book Two, pgs 60-63 .Steven E. Schend.
[1] Oriental Adventures 3E, pgs 22-24.
[2] Oriental Adventures 3E, pg 61.
[3] Similar to Ghostwise halflings, but adjusted to a jungle environment.
[4] Saughin found in the oceanic regions of the True World. See illustrated map in Maztican Box Set.

Forgotten Realms: Maztican Region: Nexalans

A couple years back I wrote these articles for the FR-list concerning the Maztica Campaign Setting for 3E 

Human, Nexalan
Regions: Huacali, Kultaka, Nexal, Pezelac, Tukan.
Racial Feats: Discipline, Militia, and Theocrat.

Nexalans are a strong folk. They have survived for centuries in the barren wastelands of Maztica, and managed to bring together a lush empire equal to those of Faerûn that lasted for some two hundred years. All Nexalans can be said to be extremely capable warriors and cunning tacticians. In building their empire they have also become devious diplomats, as well as cultural patrons. They have a rigid culture, one that was built on ceremony, and many things will endure despite change.
Nexalans are commonly mislabed as Mazticans, which describe applies to all of the native groups of the True World. They are descended from the people of the Metahel lands, which traveled south to the valley of Nexal. Soon taking control the tribes and city-states around that region. They soon, conquered the lands of Huacali and Pezlac at first, spreading their culture instantly. Eventually the lands of Kultaka fell, and their reputation spread throughout the True World. One could say Nexalans have explored most of the True World, although their campaigns of conquest never took themselves above the to the lands of the Metahel or Lopango to the south.
Nexalans tend to be of a reddish-bronze hue with smooth skin. One could say tall, with long, lean physiques. Nexalans have dark thick hair, although males tend to be absent of any facial hair. Eye color leans to the brown to dark-brown end of the spectrum. Although some physical influences from the Dog People, Green Folk, and Payit may occasionally show up. Nexalans have come to conquer most of the True World. This was done mostly through warfare, with the single goal of pleasing their god’s hungry appetite for sacrifice. Obedience to their god and martial prowess, may have eventually lead to their empires downfall. Yet despite all this they have endured, dwelling in the lands of Huacli, Kultaka, Pezlac, and the City of Tukan.

History
Nexalans trace their ancestry to the prehistory of the True World. They were one of the many people that were brought out from the underworld, into a barren wasteland. It wasn’t until a man by the name of Tecco received a prophecy from Zaltec, the god of war, to journey south into the lands of Nexal. During these early centuries, the Nexalans mixed with their neighbors. Their ally, the Tezat, secured the Azatl and Zokil tribes. Through all this, the Maztican were beginning to build their empire, which began 1121 DR. The first elected Reverend Counselor was named Ipana, he fully absorbed the tribes of Nexal save the Tezat. Zaltec’s cult soon grew, as each tribe was added. It wasn’t till 60 years later, under the rule of Ipana II, that the Tezat was finally absorbed.
During the reign of Ipana III, 1168 DR to 1219 DR, was when Maztican cultured flourished. Marriages between nobles cemented the Nexalan bloodline, as Ipana III was determined to leave a grand legacy. Art, culture, and science began to flourish. It was at this time when Zaltec began to overshadow the importance of the other gods. Zaltec hungered. Peace and prosperity do not feed a god of slaughter. Ipan III began the ritual of the Feathered Wars, ritual warfare that would feed their god. Huacali would soon fall, when they realized even their Feathered Wars would not be enough.
Over the reign of the next couple Reverend Counselor, the ritual warfare continued over the years. Paved roads between the growing cities of the empire began to appear. Yet the continued testing the mettle of the neighboring lands, conquering Pezelac, with Kultaka being the only to withstand them.
During 1261 DR to 1287 DR, under the rule of Izco I and Izco II, culture grew and trade with the lands of Payit flourished. However, Zaltec’s disfavor showed even though a new layer was added to the Great Pyramid. Mt. Zatal, the slumbering volcano adobe Nexal erupted. The Feathered Wars were start anew. During the next 14 years, under Pakli, simultaneous revolts erupted throughout the empire. These years of conflict insured that the Zaltec’s appetite would be fed with great cost to the nation. As things settled after the years, a new age of cultural growth would take place. Interests in their history and origins were explored, and trade began to flourish. Finally after about two centuries, Kultaka was absorbed during the reign of Axatl.
Naltecona, is known as the last Reverend Counselor of the Maztica. His reign began in 1351 DR, but the time from 1353 to 1363 would be the years that would be forever burned in the minds of his people. For those ten years, omen appeared hailing the coming of the end of the True World. Each omen occurred a year apart: A great ball of bringing light hovered above Nexal for twenty days, the sky grew crimson for a day, Mt. Zatal belched smoke and ash for 12 days, a monstrous feathered stag was spotted, a dream of the arrival of Cordell, a great sound storm raged throughout Tezca for 6 days which revealed the House of the Gods, the snow on the Mt. Zatal turned blood red, Naltecona’s second wife gave birth to a stillborn son who was pale white, the four lakes of the Nexal valley rippled by an unknown force, and finally the expedition of Cordell arrived a year later in 1363. It was during this year that the empire of Maztica fell, finishing in great clash between the god Zaltec and the god Helm. The capital now lies in ruins, it inhabitants cursed and twisted by the power of Zaltec. Despite the empires destruction, many Nexalans still exist within the regions of Huacali, Kultaka, and Pezelac, and the City of Tukan.

Outlook
Nexalans are a hardy, proud, and enduring people. Nexalans have a very strong mindset and instinct for survival. They have survived constant warfare and the hunger of an insatiable god. They are very adaptable, with the maxim “survival of the fittest” running through their veins. Nexalans do come from various regions, adding some particular characteristics. Nexalans from the Pezelac region are very sheepish in their behavior. This is largely due to the fact of years of oppression from the central valley. They tend to be followers, and can be very fatalistic in their outlooks. Often relying on fortunetellers to predict outcomes. Those from the Huacali area are very clannish. They tend to form strong bonds with associates and family. They are very loyal when one is finally accepted into their circles. Kultacans though value strength above all. In their eyes, an enduring warrior is a powerful and well-respected man. Though merchant and diplomats are despised, for their power lies in deceptive words.

Nexalan Characters
Nexalan characters are very capable fighters. Males are taken at an early age and taught the arts of war. Nexalans have a strong grasp of military tactics. Clerics, Druids, and Shamans [1] make up the next popular classes. Clerics are often hold great political power within cities, while druid and shamans serve the rural communities. Rogues in the traditional sense are almost unknown, since the concept of personal property is much less evident here. However they fill a function as acrobats, bureaucrats, merchants, diplomats, and scouts. Bards are found here in numbers, keeping alive the many of the traditions and legends of the people. Arcane spellcasters are extremely rare and limited only to sorcerers. Many individuals that possess such power are usually pariahs of the community, hunted down as valuable sacrifices for Zaltec. Those that manage to survive, quickly learn to hide behind the facades of Hishna or Pluma user.

Prestige Classes: Most Nexalans take fighter prestige classes. The highest honor one could receive is to be inducted into the Eagle or Jaguar Knighthoods. The other popular classes chosen usually bend toward divine spellcasters.

Nexalan Society
Since they have been the most dominant nation of all the True World, they tend to be very proud of their accomplishments. Many monuments of incredible stature are found within cities, dedicating victories and celebrating the gods. Before the destruction of Nexal, examples of such monuments were the great pyramids temple, beautiful mosaics and murals found decorating the plazas, as well as the lavish flora flotillas filling the canals of the city. When they do something, they tend to do it on a large scale.

Language and Literacy
Nexalan speak Nexalan, the official language of the empire. However certain regions have kept their language intact, such as Huacali and Pezelac. These secondary languages share some of the common base words, which can usually be understood by anyone with a working grasp of Nexalan. You can often tell what region a Maztican hails from, as regional accents come through strongly. The languages of the

Payit and Kolan are also learned. The languages of the True World are often written in pictographs, similar to those found in with the Mulan. It is a very complex form of communication to follow, with thousands of characters expressing thoughts and ideas as opposed to signal syllables. However, scholars from Amn favor using the Draconic alphabet when representing Nexalan words.

Nexalan Magic and Lore
The extent of arcane magic has not been evident with the Nexalan people. Many Nexalans however are drawn to the divine, for clerics often wield political power besides divine might. However, the gods Zaltec and Qotal did pass on a gift to those who wish to embrace it, Hishna and Pluma Magic. The practitioners of these gifts are very similar to Shamans (see 3E Oriental Adventures). These spellcasters with an evil bent often draw from Hishna, while those with good tendencies lean toward Pluma. Sorcerers themselves are not unknown, but often live in the fringe of society. If such sorcerers are found, they are usually given as a sacrifice to Zaltec, for in their blood runs with power.

Spells and Spellcasting
Nexalans tend to favor spells that evoke the power inherent in nature or provide some protection against various entities. The magic of shapechanging is also highly useful. Spellcasting Tradition: Nexalans tend to be drawn to divine magics. It is what they know. The practitioners of Hishna tend to favor aggressive and predatory like spells: Bane, Deathwatch, and Hold Person. Those who practice Pluma refer passive and defensive spell Bless, Endure Elements, and Create Spring. Unique Spell: None.

Nexalan Magic Items
Nexalans with access to Hishna or Pluma magics often make all the magical items known in the True World. Most though are small talismans [2].
Common Magic Item: Practitioners of Pluma can create any Qotol ‘s [Quaal’s] Feather Tokens. Garments made of brilliant feathers have many of the same proprieties similar items made into cloaks and robes. Practitioners of Hishna create weapons that have a poisonous nature to them, as well as items of entrapment.
Iconic Magic Item: None.

Nexalan Deities
Nexalans are very devout people. Their lives are built around ritual and ceremony. Evidence of the gods presence are everywhere after all. Nexalans traditionally revere Zaltec, the god of War. Azul and Tezca come in second, with the rest of the pantheon falling behind. When the Nexalans first left their barren wastelands, it was Zaltec who showed them the path to the promised valley. It was he who favored these warriors from the north. The worship of Zaltec, god of war and the eater of hearts, allowed the Nexalans to prosper and conquer their enemies. Tezca and Azul have held their place only because they provide the necessities of life, the sun and the rain. The Pezelac were one of the few regions that kept the worship of Qotol strong with the Nexalan empire. When the Amn began their conquest of the True World, they also brought the worship of foreign gods. Those Nexalans, like many Payit, have been converted by force to worship of Helm. (See Appendix for Deity listings of the Gods of Maztica)

Relation with other Races
Nexalans have only encountered two other races, halfling and dwarves. Halfling tribes have been encountered in the wilds of Far Payit, but they have always resulted in bloody battles. These halflings are as bloodthirsty as Zaltec himself. The dwarves of Tezca were encountered during the empire’s later explorations. Tales of these strangers have circulated regarding kind hermits assisting desert travelers. Nexalans merely associate them as lone hermits that live in the desert and not a separate race. Unknown to many, the Drow of the True World did have dealings with the cult of Zaltec for some time. It is unknown when exactly they took an interest, but they have been in the shadows for centuries. What there purpose or goal is unknown.
It wasn’t until after 1363 DR, that the Nexalans had to deal with other races. Elves, Dwarves, Halflings,
and Half-Humans made there way with the Amn and other foreigners. The average Nexalan tend to view these races based upon their individual merits and with some curiosity. They do not judge them or have any particular bias toward them. Only those Nexalans that have traveled to Faerûn have hade the chance to actually associate with these races in full. Unfortunately, Amn has been successful in restricting contact between those from Faerûn and the True World (mainly the Payit). Some have attempted contact with the other strangers, the Waterdavians of the Borderlands.

Nexalan Equipment
Nexalan still engage in some trade, but mostly everything they have need can be found within their lands. Tools made from stone and wood are common, tools in need sharp edges often are made from obsidian. Tools made of gold and copper can be found as well, since both metals work well. Stoneware is used in almost everything, items made of clay are most common. Textiles are not unknown, so clothing and other items made from cotton are found here.

Arms and Armor
Weapons commonly used are made of stone, though sharper weapons are constructed of obsidian. Spears, daggers, axes, and various bows can be easily constructed. Again some weapons made from copper can be found, but are mostly reserved for the wealthy. The favored weapon of most fighters though is a maca, which is very similar to a spiked war club. Nexalan armor tends to be light and non-cumbersome. Padded cotton armor is the cheapest thing sold, while more experienced warriors use stiffened fibers that can turn the blows of most weapons. Although Warriors who have been inducted into the knighthoods often have special suits of armor constructed for them. These armors often of made of jaguar skins or carefully weaved bird feathers. Shields constructed out of wood are often taken into battle as well.
Common Items: Obsidian knives, quarter staves, slings, spears, and stone axes. Unique Items: Maca

Animals and Pets
Nexalans usually favor rather practical pets, birds being the most common. They are often prized for their vibrant plumage. Many varieties are very popular, but songbirds are highly prized. Various types of colorful parrots are also found among the more affluential Nexalans. These birds possess and amazing capability of being able to mimic human speech.
Dogs are then next the common type of pet, but mostly are used as guards or for hunting. Some more exotic pets can be found on temple of palatial grounds. Great cats such as panthers and jaguars are often kept in the royal palaces, domesticated when they were mere cubs. Small monkeys from the jungles of Payit can be found in the market place, making interesting playmates for small children. Associated Creatures: Small rodent type creatures (armadillo) are also found within the city. They can be kept as pets, but are also severe as a food source. These creatures have a scaly hide, and can even roll up into a ball.

Nexalan Region
Nexalans hail from a variety of climes, from desert-like to mountainous shrub regions. They have learned to adept and flourish. The characters described here reflects a hardy and prepared individual. One who has tasted combat and survived in harsh climes. These individuals are commonly found among the remnants of the Nexalan Empire or those traveling abroad along the Sword Coast.
Preferred Classes: Nexalan males are trained from birth as warriors. Fighters make up the majority of the populace. With Clerics, Druids, and Shamans making up the next strong majority of professions.
Automatic Languages: Nexalan Bonus Languages: Huacali, Kolan, Pezelec, Payit
Regional Feats: Discipline, Militia, and Theocrat.
Bonus Equipment: (A) Maca and Wooden Shield, (B) Stiffened Fiber Armor and a Stone Axe, or (C) 1st level Pluma or Hishna Talisman.
*May substitute the prerequisite an orc with human for Blood the Warlord feat

APPENDIX MAZTICAN PANTHEON
(Mythos of the Nexalan, Payit, Green Folk, and Dog Peoples)
Deity- -Align- -Symbol- -Portfolios- -Domains- -Favored Weapon
Azul- -LE- -Frog- -Rain, Water, Storms- -River[*], Storm, Water- -Spear
Eha- -CN- -Smoke- -Air, Gases, Winds- -Air, Divination[*], Travel- -Bow
Kiltzi- -CG- -Flower- -Family, Hearth, Love- -Charm, Family, Healing- -Knife
Maztica- -N- -Mountains- -Nature, Womankind- -Earth, Nature[*],Renewal- -Club
Nula- -CN- -Monkey- -Animals- -Animal, Knowledge, Nature [*]- -Quarterstaff
Qotal - -LG- -Feather- -Air, Goodness, Peace- -Air, Nature [*], Pluma- -Quarterstaff
Plutoq- -LN- -Rock- -Earth, Stone- -Earth, Plant, Stone [*]- -Great Axe
Tezca- -CE- -Fiery Lizard- -Deserts, Fire, Sun- -Fire, Flame[*], Sun- -Spear
Watil- -NG- -Cactus- -Plants- -Nature [*], Plant, Wood [*]- -Spiked Club
Zaltec- -CE- -Bloody Skull- -Destruction, Death, War- -Fury, Hishna, War- -Maca
(Deceased)
Kukul- -N- -Star- Father of the Gods, Mankind- -Cannot Grant Spells- -None

NEW DOMAINS
Hishna Domain
Deities: Zaltec
Granted Power: Increase damage die to next category 1/day.

1 Trance [*]
2 Kiss of the Toad[*]
3 Possess Animal [*]
4 Snake Dart [*]
5 Heart Ripper [*]
6 Stoneskin
7 Power Word, Stun
8 Creeping Doom
9 Energy Drain

Pluma Domain
Deities: Qotal
Granted Power: Plumaweaving Feat for free.
1 Trance [*]
2 Calm Emotions
3 Create Spring [*]
4 Remove Fatigue [*]
5 Summoning Wind [*]
6 Dance of the Feathered Dragon (Dance of the Unicorn) [*]
7 Control Weather
8 Legend Lore
9 Sympathy

NEW FEAT
Plumaweaving [General]
You know how to blend colorful and bright feathers into your weavings.
Prerequisite: Dexterity 13+, Craft (Featherweaving) 4.
Benefit: The character knows the art of weaving beautiful creations made out of feathers. This includes item such as cloaks, capes, rugs, liters, pendants, etc. These creations are always considered of a masterwork quality for purposes of magical item construction. This type of weaving is a relaxing and mentally health activity. The character can create 1 square inch of material per hour, and gain back 1hp per square inch weaved.

REFERENCES
Maztican Box Set, TSR1066, Douglas Niles.
Lands of Intrigue Box Set, TSR1159, Book Two, pgs 60-63 .Steven E. Schend.
Fires of Zatal, TSR9333, Jeff Grubb & Tim Beach.
[1] Oriental Adventures 3E, pgs 22-24.
[2] Oriental Adventures 3E, pg 61.
[*] Domains and Spells Taken from Oriental Adventures 3E.