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Tuesday, August 31, 2010

Dark Sun


The world of Athas is a harsh and brutal place, a dying world thanks to manipulation of Rajaat and his champions who cleansed the world of most non-human races. The result of this mass genocide caused magic to become unstable, the gods to be cut off from the world, and the very planet to succumb to the draining forces of Rajaat and his champions.

Yet in the past Athas was a lush and rich planet inhabited by a highly advanced civilization of halflings. These halfling were the master of bio-magics and bio-technology that have not been seen anywhere else. Yet like most civilizations, their hubris came and bought there downfall. However, they created many of the lifeforms and races to survive as their legacy as they retreated away from the world.

This is where centuries later Rajaat and his champions come in. They knew that the other races where just experimental lifeforms that  had no right to live on Athas. So he and his champions set forth and exterminated all that was deemed uncleaned. The magics that they harness warped the land, leeching the very life essences from the world. The fonts of power that they crafted for themselves also blocked whatever gods that watched over Athas. As there reign of terror spread across the globe, the seas turned to silt, the green earth wilted to bare rock and sand, and only a few places could life exists in such harsh conditions. They each established their own strongholds in various city states, and soon learned that they could evolves themselves into more powerful forms. It was during this time of the Sorcerer-Kings that they betrayed their leader Rajaat, Borys lead the revolt and imprisoned Rajaat.

Many of the people live their live among the deserts of the world, traveling from city-state to city-state earning a meager life in the shadows of the Sorcerer Kings. Yet there are still many other hidden wonders of the world to find. Life itself is coming back slowly, the Halfling in there hidden retreat having been continue there research and the vast nation of the Thri-kreen, hundreds of miles away have survived the changing world and prospered.

 

Monday, August 30, 2010

Famous Spellcasters: Baba Yaga


Name: Baba Yaga.
World: Earth aka "Vampire the Masquerade", "Rifts", Golarian aka "Pathfinder", Oerth aka "Greyhawk", and Rassia aka "Folkloric"
Artifacts: Dancing Hut, Magical Broom, Magical Cauldron.

   Baba Yaga is a powerful witch that was reputed to haunt the forests of Russia. It was said she could be seen flying in a large mortar and kept with her a magical broom and pestle that helped guide the tub along. Her home was a hut with chicken legs, that could move and walk through the forest. When she did choose to stay in one spot, a wooden perimeter would appear around the hut in the form of spikes with flaming skulls atop. Her hut can also travel to many worlds, she has known to visit countless nations and planets. On each of these places she visits, she has the power over day and night. It is said that she defeated the aspects of the dawn, day, and the night and thus gained there power. She also can steal life from an individual and add it to her lifespan, for she has yet to conquer death.

Within her yard she had numerous pets. It is said she had 12 oxen, a wolf named "Grey", two guard dogs named "Rip" and "Torn", a cat name "Jazibaba", and numerous other. Most of these pets are malnourished or have to fend for themselves.

Greyhawk: It is known that she has visited Oerth at one time. Her adopted daughter Natasha the Dark has become an infamous sorcerer here. Natasha is better known as Iggwilv, but has gone by such other names as
Hura, Louhi, and Ychbilch. Thus Baba Yaga is the grandmother of Iuz indirectly.

Pathfinder: She had founded the kingdom of Irresen. As she travels from world to world, she comes back once every 100 years to place a new queen on the throne. Each Queen has been one of her daughters. daughters rule the kingdoms. Her daughter, Elvanna currently sits on the throne.

Vampire: The Masquerade: Once she was a powerful priestess, but her village was visited by Absimiliard who embraced her. She became a vampire, and is believed to spread the bloodline of the Nosferatu clan. She is not only a powerful vampire, but also has knowledge of her old mystical abilities which is probably another form of blood thaumaturgy.

Sunday, August 29, 2010

Campaign Genre: Renaissance



A popular of game genre is  "Renaissance". Not only is suited for RPG games, but Renaissance Faires have been a popular festival celebrating the "Elizabethan Period" and giving way to LARPs. This genre tries to play around  the historical era of the "Age of Exploration" and the growth of "Scientific Knowledge". It is a human only campaign, and fantasy races are purely myth & legend (but can be encountered). Most of the campaigns can be full of heavy political intrigue between various nations, churches, and merchant houses.  More action minded adventurers can explore the world making new forays into far off nations and encountering exotic cultures and new lands. 

Familiar Campaign Settings set in the genre of "Renaissance" are:

7th Sea
Dangerous Journeys
Folkloric
Skull & Bones
Lands of the Samurai
Northern Crown
Qin
World of Freeport

Saturday, August 28, 2010

DC


Another universe similar to are own, but filled with superheroes. Names like Batmanm the Justice League, Wonder Woman, and the Flash should seem familiar. Based up DC Comics, the DC universe is expansive, covering many galaxy. Several galaxies are patrolled by the Green Lantern Corps, an organization established by the Guardians of the Universe. Their currently have established 3600 sectors of space, which contain a number of star systems. Earth for example is in sector 2814 (2814.38.C, 38 being the Star Number, and C designating the planet, and if the planet's satellite was told it would be shown as ".1")  The Earth Prime itself is a lot larger than our own, it contains more landmass, which explains new and unique countries. Magic here is also a lot easier to perform, and takes much more control to take effect and direct. Human here who have innate powers, are called Metahumans. It was also revealed, that Earth Prime is actually the center of the Universe were all life began.


Like other realities, the DC universe shared several parallel realities. It is unknown the what the exact number was, but it was last cataloged to be in the 1000's. The universe here tends to gravitate to as many as few universes as possible, all originally watched by a being known as the Monitor. His Antithesis, the Anti-monitor was responsible for doing away with divergent realities. Beside the Earth Prime Reality, there was its' opposite in the Anti-matter universe. This universe was exactly like ours, but things were reversed. Evil triumphed over good, the superheroes here were villains, god existed below, and hell was the unknown of space. Yet this system did not lost for longs, as one of the divergent realities attempted to thwart the Anti-Monitor and bought a a crisis in which realities seemed to have merged into one single universe.
Even though the universe was restored, bits an pieces were still out there. Unknown to many, is that whatever divergent realities were created and destroyed, they existed in a place known as limbo which cataloged each reality. Again bits and pieces of  the multiverse survived, in the form of the Anti-matter Universe and the unique individuals from other realities. One of these unique individuals attempted to recreate the various alternate realities to return home. However, it almost destroyed all of reality.

   Once again, reality was reset. Some how the Monitor was brought back into existence, but this time with 51 counterparts each in charge of a parallel earth. From these Earth, the rest of the multiverse would spring forth. Most of these Universes share a common theme, or have followed changed pivotal points in history.

Earth-0: Earth of the canon DC Universe.
Earth-1
: Earth reflective of our modern time.
Earth-2
: Earth were the JSA became the Justice Society Infinity.
Earth-3
: Evil Super-heroes are in charge, with Villians trying to fight back.
Earth-4
: A 1920's Noir Earth
Earth-5
: Earth of Fawcett Comics, very wholesome
Earth-6
: Not stated
Earth-7
: Not stated
Earth-8: DC's version of the Marvel Universe
Earth-9
: Earth of Wildstorm Comics.
Earth-10
: Earth where the Third Reich won with Nazi super-heroes..
Earth-11
: Earth of reversed genders.
Earth-12
: Future Earth of the Batman Beyond series.
Earth-13
: Earth of Vertigo Comics.
Earth-14
: Not stated
Earth-15: Good ultimately wins and villians reformed, Batman become paranoid/delusional.
Earth-16
: Where Superman and Batman's children fufill their role..
Earth-17: Earth where Simians are the dominate species.
Earth-18: Wild West era.
Earth-19
: Victorian era.
Earth-20: Pulp era.
Earth-21: "New Fontier" series, cold war era.
Earth-22: "Kingdom Come series".
Earth-23: Not stated
Earth-24: Not stated
Earth-25: Not stated
Earth-26: Anthromorphic Animal superheros.
Earth-27
: Not stated
Earth-28: Not stated
Earth-29: Not stated
Earth-30: Superman landed in Russia.
Earth-31:"Dark Knight Series", where Superman is a federal agent.
Earth-32
: Batman is a member of the GL Corps
Earth-33: Earth whose superheroes derive their powers from magic.
Earth-34: Themyscira is a world power.
Earth-35
: Not stated
Earth-36: Not stated
Earth-37: "Thrillkiller" series
Earth-38
: Not stated
Earth-39: Not stated
Earth-40: "JSA Liberty Files" series
Earth-41: Not stated
Earth-42: Not stated
Earth-43: Supernatural world in which Batman has become a vampire.
Earth-44: Earth with a Robotic version of the Justice League
Earth-45
: Not stated
Earth-46: Not stated
Earth-47: Not stated
Earth-48: Earth where the Forerunner's come from.
Earth-49
: Not stated
Earth-50: Earth of Wildstorm Comics.
Earth-51: "Kamandi: Last Boy on Earth" series, was reset.
Earth-52
: Not stated

Several universe have not be categorized in the 52 ordering; Earth-Prime were heroes exist only in comics except for superboy, "The Nail" series, and an Afro-centric Earth.

Friday, August 27, 2010

Famous Spellcasters: Adrian Eldrich

Name: Adrian Eldrich
World: Earth aka "Freedom City"
Artifacts: Hat of Yen Sid, Keyblade.

Adrian Eldrich was an archeologist whostumpled upon the tomb of Malador with the Temple of Sirrion. He accidently set Malador free who entrapped him in the tomb and left him to die. However he was found by three spirits who told him that he was the reincarnation of a powerful Atlantean sorcerer. They unlocked his past lives and he regained his magical powers. He has learned that he has been re-incarnated several times, and the need for Earth's protector comes forth.

   Since the he has been traveling the world learning more arcane lore and tacking down Malador. He currently resides in Freedom City, as the Mystical Protector of the Earth and well known master occultist.

Thursday, August 26, 2010

Ultima Online

The world Sorsaria is sits at the center of its system. Two moons orbit around it called Trammel and Felucca.  The other planets are named after the 8 virtues; Honesty, Compasison, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility, orbit around Sorsaria diagonally. The Sun is in a fixed position as well. It is believed when the Gem of Immortality fractured it froze Sorsaria implace and cause the other worlds to orbit around it.

In ancient time, Sorsaria was overun by demons of all sorts, but banish by a group of beings known only as "Ancient Ones". These Ancient Ones ascended to other realms or chose to become mortal. Unfortunately though a mortal wizard by the name of Zog destroyed most of the world. Some people theorize, the demons were actually the race of Gargoyles, and the Ancient Ones could be the Elves. Centuries later though life survived and people began to live in those lands and found eight kingdoms. However, a young wizard by the name of Mondain wanted to rule Sorsaria and murdered his father for the Sun Ruby Gem. He turned this powerful artifact into the Gem of Immortality. Years later he would be defeated at the hands of the Stranger and his companions. Yet when the gem was destroyed it fractured reality into several facets, a mirror of the worlds as it was and it would be and what is should be. 

Most of reality was stable, travel to the other kingdoms was difficult but not impossible. The world had changed in so many subtle ways that people easily became lost. However most managed to survive on Britania, where the Stranger had made his home and helped establish his new kingdom. .Others went in search for the other four continents. The Kingdoms of the White Dragon and Shamino thought lost, were found and renamed the Serpent Isles. The Kingdom of the Black Dragon and Olympus was taken over the forces of the Guardian and the Titans. The Kingdoms of Rondorlin and Barataria were destroyed completely, however a groups of Japanese from the Feudal Era found there where here.
Yet peace would be threatened time and time again from Mondain's legacy. First by his apprentice Minax, and then by his creation Exodus. Even afterward Mondain still managed to menace Sorsaria since the Guardian was part of of his legacy and had already conquered Morgaelin. It wasn't until the Avatar and the Guardian finally battled each other, that peace was finally restored to the land.

Individuals know have become aware of the lost continents and also aware of the fractured reality. They are doing there best to travel out the world to restore the Gem of Immortality to the Sun Ruby. Yet in order to do that they must uncover many secrets.

As of to date there is no PnP RPG conversion. 


Wednesday, August 25, 2010

Campaign Genres: High Fantasy

The most common type of game genre is  "High Fantasy". It is a genre where Wizards & Warriors delve into a world of Dungeon & Dragons. You can play as elf, halfling, human, dwarf, gnome, orc, etc. and choose from a variety of professions ranging from the mundane to the arcane.

Familiar Campaign Settings set in the genre of "High Fantasy" are:
Anima
Arcanis
Black Company
Blue Rose
Birthright
Castlemourn
Codex of Erde
Dawnforge
Demon Wars
Diablo
Diamond Throne
Discworld
Dragon Lords of Melnibone
Dragonfist
Dragonlance
Echoes of Heaven
Elemental Powers
Everquest
Exalted
Forgotten Realms

Great City
Greyhawk
Grimm
Gryphon World
Hackmaster
Harn
Hunt for the Rise of Evil
Ironclaw
Kingdoms of Kalamar
Known Realms
Kyngdoms
Lands of the Jade Oath
Legacy of Maela
Legend of the Five Rings
Lord of the Rings
Lost Prehistorica
Lost Realms
Maelstrom
Midnight
Mystara
Mythe
Neiyar Neoexodus
Nyambe
Oathbound
Palladium
Pathfinder
Ptolus
Runequest
Rings of Brass
Scarred Lands
Shadow World
Sovereign Stone
Spiros Black
Talislanta
Thieves' World
Third Dawn
Ultima
Violet Dawn
Warcraft
Warhammer
Warlords of the Accordlands 
Wheel of Time
Wilderlands
Zobeck

Although this is not a complete list, there a hundreds of other out there for you to try!

Tuesday, August 24, 2010

Diablo


When the world of Sanctuary was created, it was a realm blessed by the light and damned by the darkness. It was a world were the Nephalem could reside out of the conflicts of the Celestial Wars. The world and the Nephalem were created by the Archangel Inarius and the Demon Lilith. When Lilith saw the potential of the Nephalem she began creating an army to tip the scale of balance. Inarius hoping to prevent this from occuring used the Worldstone to diminish the power of the Nephalem, thus upon each successive generation becoming normal humans.

When the Heavenly Council was made aware of Sanctuary, they tasked the Archangel Tyreal to destroy it.
However, after realizing the potential and worthy souls he petitioned for mercy. Thus Sanctuary would be watched, but the minions of hell had other plans. As the centuries rolled on, demon lords began to take interest in Lilith's creation... each one tried slipping into the world. Yet time and time again, they were thwarted thanks to the unseen hand of the Archangels. Things stayed this way for centuries until a new order
came to play in hell. Three powerful demon lords calling themselves the Prime Evils (Baal, Diablo and Mephisto) toppled Lucifer from his position. While in power they invaded and attack Sanctuary physically. With such a bold move, Tyreal put together a society of mages known as the Horadrim to combat the Prime Evils. They managed to defeat and imprison them. Other Demon Lords soon took the Prime Evils place and renewed the process of small battles here and there on Sanctuary

However, evil festers, and soon the Prime Evil broke free. Diablo was the first to break his chains by corrupting those around him. Although he would be defeated by a hero, he would soon find have a host to help free his brother. He managed to free Baal from Tal'Rasha's prison and reunited with Mephisto. Before focusing on Sanctuary, they sent Diablo to deal with things in hell. Unfortunately though, Mephisto and Diablo were defeated by a group of mortal who tracked the Wanderer from Tristam. Baal had escaped, but made his own planes to destroy Sanctuary by massing an attack on the Worldstone. Thanks to Tyreal, his plans were stopped but only after much devastation.  

Saturday, August 21, 2010

Famous Spellcasters: Natasha the Dark

Name: Natasha the Dark aka Hura, Tasha, Ychbilch, Iggwilv, Wilva, Louhi, Ahsat.
World: Oerth aka "Greyhawk", Aerth aka "Dangerous Journeys", "Uerth" aka "Opposite Greyhawk"
Spells: Uncontrollable Hideous Laughter (T), Lightning Cape (I), Timeless Sleep (I), Shadowtouch (L)
Artifacts: The Demonomican, The Nethertome, The Book of Subtle Communication, Tome of Zyx, Fiend's Embrace, Daoud's Wonderous Lantern.

Natasha the Dark one of many of the adopted daughters of Baba Yaga. For whatever reasons she took interest in Oerth. One of her first adventures as "Hura" she raided the Vault of Daoud. After being driven from Lopollo she made her way to the Free City of Greyhawk and encountered Zagig Yragerne. She used her natural charms and wiles, and as Tasha became his apprentice. She became part of Zagig's band of Seven, and on one adventure was stranded with the others on Uerth for some time. However they managed to return to Oerth and imprison there counterparts in the depths of Castle Greyhawk. Together they worked on countless spells, but there greatest triumph was the binding of the demon lord Fraz-Urb'luu. There she secretly learned dark knowledge from the demon lord as she intended to to betray Zagig.

    So she left one night taking all she could, and headed to a new power base as Iggwilv. As the demon lord had told her, his son Tsojcanth made his home in the Yatil Mountains. After a long battle, she finally managed to bind him to her will. As she gathered more power, she took it upon herself to summon the demon lord Graz'zt. Her plan was to have him sire a son with here, and she gave birth to Iuz. As she gained more and more power, she soon too control of Perrenland. However Graz'zt worked on a devious plan to free himself and pit her against Tsojcanth. After that battle between the two, he turned on her as well in her weakened state. She however overcame  him and slew his mortal form, sending him back to the abyss for a 100 years.

Weakened she withdrew to parts unknown for a while as she recuperated. It is speculated that she traveled to "Aerth" as Louhi for a while plaguing the spellcasters of that world. She is known to have a manor in the Grey Wastes.

Friday, August 20, 2010

Conan: The Hyborian Age

   Based on the stories of Robert E. Howard's "Conan the Barbarian" series, this is part of earth's ancient
earth after the sinking of Atlantis and before a continental drift of Europe, Asia, and Africa. It is also important to not that the Marvel Universe of Earth-616 share this as it past, and has designated Earth-8313 as its own reality for the Age of Conan.
   Humans are the only species on planet, with a few aberrations dying off here and there. The largest human empires are Stygia (Egyptian) and Khitai (China), and before them Acheron, Atlantis, and Lemuria kingdoms held that those titles. Yet Atlantis sunk, slave revolts destroyed Lemuria, and Acheron fell into debauchery. Many other civilizations are just begin to organize and recovery from those disasters. Sorcery and magic are uncommon, and their are tales of hidden wealth to be found. The world is harsh, but strong and powerful leaders can rise up and become king of nations.

Thursday, August 19, 2010

Famous Spellcasters: Merlin

Name: Merlin aka Aurelius Ambrosius, Merlin Ambrosius, Merlinus Caledonensis, Mrrlyn, Myrddin Wyllt, Moros, and Myraddin of Ruta.
World: Earth aka "Age of Conan", "DC", "Excalibur", "Marvel", "Mage: the Ascension", "Ravenloft 1890", "Rifts", "Stargate", Aerth aka "Dangerous Journeys"
Spells: Entropical Link and Merlin's Tower
Artifacts: The Iron-bound Book of Skelos, Merlin Stones, and many others.

   Merlin is a legendary figure who lived in the British Isles somewhere along 500 A.D. and is linked with the Arthurian Legend. He is the one who has guided Arthur King of the Britons and help build the ideal of Camelot. Historically it is believed that he was a welsh bard who went made and lived in the woods.

Which ever origin you believe, most accept the fact that he is a powerful wizard.
Reputably he is half-human, his mother was human and his father was something else. Some say the fay, a demon, or even an alien intelligence.


His most infamous apprentice was Morgan Le Fay.

Age of Conan: During the Hyborian age after Atlants sank it is rumored that merlin's home was once Atlantis. He was known as Myraddin of Ruta. He kept a low profile and lived a secluded life of a wizard.

Dangerous Journeys:  It is mentioned within the spell lists, that Merlin existed here.

DC Universe: Here Merlin is believe to be the son of the demon lord, Belial, and a human. As told in Arthurian Legends, he help guide the building of Camelot. He is known to have bound the demon Etrigan as a servant until betrayed by Morgan Le Fay.

Excalibur: This RPG supplement you play directly in the world of Aurthian Legends. Camelot and all of its inhabitants are there along with many of the typical fantasy races known.

Marvel Universe: As with the Age of Conan, he begun his life as Myraddin of Ruta. Likewise he survived up until the time of Athurian Legends. He was also offered the title Sorcerer Supreme in 500 AD but refused. However, it seems Merlin here can travel through time and the Multiverse. He also helped crated the Captain Britain Corps. He is the self-proclaimed Guardian of the Nexus of all realities, and has a daughter known as Roma. Know one knows his exact appearance as he has a habit of changing forms.


Mage: The Ascension: Before the founding of the Tradition, Merlin was the head of the order of the Stonehenge Tribunal of Britain. The Verbana tradition claim Merlin as one of there founding fathers.

Ravenloft 1890: In the past Merlin felt the corrupting influence of the Red Death. He gathered together several of the most powerful mages of that time to combat the evil influence. He put together a Qabal known as the "Stone". However around 1000 A.D. his organization splintered as the wizard began to distrust one another. 


Rifts: Mrrlyin is believed to be the son of an alien intelligence known as Zazshan. He along with the Lady of the Lake, and few other are extensions of this intelligence. For whatever reasons, it has once again initiated rebuilding Camelot and even found a new King Arthur to unite all of Britain..

Stargate: Long ago, a group of being known as the Ancients seeded the Milky Way and Pegasus galaxy with genetic material that would one day give way to human populations. One of the chief scientist of their race before the time of Ascension was Moros, the High Councilor of Atlantis. He was a brilliant scientist whobuilt many wonders. Yet after the Wraith turned on them in the Pegasus galaxy, he went into seclusion and eventually ascended. However, when he learned of the Ori's plans he could not remain idle. He imparted his wisdom in secrets areas and became mortal. He put himself in stasis hoping for champions who would come to his cause. Unfortunately bt the time these champions came, he had been in Stasis for ever 1,000 years and was already aged. He diedm but for a time he imparted his essence upon Danial Jackson in order to defeat the Ori.

Wednesday, August 18, 2010

Famous Spellcasters: Mondain

Name: Mondain
World: Sorsaria aka "Ultima"
Artifacts: Gem of Immortality, Skull of Modain.

Mondain was Wizard-Prince of the Kingdom Akalbeth. King Wolfgang, was a powerful mage in his own right and possessed an artifact known as the Sun Ruby, a jewel that was passed down from the Ancient Ones and held great power over the sun. King Wolfgang saw the evil in his second's son heart, and thought it would be best to send his child away to a monastery to learn the lessons of virtue with brothers. If he would change his ways, he wound inherit the Sun Ruby.


However, Mondain took fate into his own hands. He slew his father and took possession of the gem. He soon took control of his father's lands and killed his siblings. Hoping to enhance his own power, he worked alter the Sun Ruby. Thus it became the Gem of Immortality. With his newest creation he made plans to conquer the Kingdom of Britannia.
   However he was soon thwarted, but the Stranger who shattered the Gem into three pieces. At that moment a great explosion rocked the world, fracturing reality and killing Mondain in the process.
However, the evil that was Mondain would not die. His Soul, linked to the Gem was shattered into three pieces. The part of his soul that housed his intellect faded from the world, but was brought back by the Gargoyles centuries later and imprisoned. His chaotic aspect was fracture and lost within the shard of the gems. The part of his soul which spurred his issue with control, became the Guardian.
   As the Guardian, his spirit fled north to Morgaelin. There he summoned the four Titans, soon Morgaelin fall under his spell. He also managed to imprison the Old Gods, and gain there knowledge to Ascend and to travel to other worlds. Yet in the end his plans were Thwarted by the Avatar and is to believed to have been destroyed. 
 
His only known apprentice is a sorceress name Minax.


*Please note, his bio has changed to fit the overall storyline of the Ultima series.

Tuesday, August 17, 2010

Character Profile: Batman

"People think it's an obsession. A compulsion. As if there were an irresistible impulse to act. It's never been like that. I chose this life. I know what I'm doing. And on any given day, I could stop doing it. Today, however, isn't that day. And tomorrow won't be either."
-Batman

Another favorite character is the Dark Knight himself, Batman, the World's Greatest Detective and Protector of Gotham City. Batman is a legendary figure in the DC Universe, one who has overcome all obstacles and challenges through the force of will.
Ironically as a superhero, his alter ego is Bruce Wayne, he is Batman at the core of who he is. Although Batman is a hero, he is a tragic character who was scarred by a childhood incident that changed his life. Yet some wonder if it was truly just that incident that changed him?

Whatever the case was we have Batman, an individual with no superpowers and driven solely by his will. He used his vast fortune to train himself in almost every skill, not only is he physically skilled but also mentally. He has a sharp mind and wit, and has defeated almost every foe imaginable from the mundane to gods themselves. Sadly Batman's emotional state is kept in check, knowing no love or hate, trapped in logic and reason for his sole of justice.

 

Monday, August 16, 2010

Marvel


Many people are familiar with the Marvel Universe, as it is home to a number of superheroes like the Fantastic Four, the X-men, the Avengers, etc. The Universe is huge, and most of the stories center around earth. A number of galaxies have been explored in many of the pages as well, introducing a host of new species and planetary systems! Magic and High technology exist side by side. Most of the superheroes have either been altered by contact with strange substances, science or by magic to gain their power. Individuals who have developed powers on their own are known as mutants.

The world itself self is slightly bigger than earth, there are some new countries and cultures unique to Earth-616. In the distant past, the Earth-616 shared the same origin "The World of Conan". During this age when Atlantis sank its people retreated to the waters and became a new species of man, known Homo-Mermanus. It was also shortly before this time that the Eternals and Deviants were created by the Celestials, a pre-cursor to Homo-Superius aka mutants. It was only after the Great Cataclysm when the Africa, Europe, and Asia were reformed that history continues on as usual. Earth-616 also shares a "Counter-Earth" which is found in the same orbit as earth, but directly opposite from us and was never discovered.
 
What is very unique about this universe is that it contains over 20,081,205 parallel earths to date!!  The prime marvel universe in known as Earth-616. All of these parallel worlds exist within their own universe, but part of the Marvel Multi-verse. The Marvel Multiverse, is just one aspect of reality which is part of a greater continuum known as the Omniverse (DC Universe, the RPG Universes, etc). Most of these universes are divergent timelines, where certain events have altered the course of that world, however there are a number of universe that share a common theme which I will list here.


Earth-9:  This reality is aware on the multi-verse. The Dimensional Development Court has entrusted Saturnyne and the Captain Britain Corps to ensure the safety of the universe.
Earth-295: In this reality, Magneto leads the X-men as Apocolypse begins his campaign against earth.
Earth-311: Set during Age of Exploration of 1602, counterparts to many of heroes are here.
Earth-483: Wild West Era.
Earth-552: Reality where the "Blight" is taking place, planets are break downing and dying.Here Galactus is the Restorer of World.
Earth-555: Reality of the New Universal comics
Earth-597: Reality were the Third Reich won WWII.
Earth-692: The Universe created when Marvel Earth-616 and DC Earth-Prime merged.
Earth-712: Reality, also known as Earth-S where Marvel's version of DC Earth exist (Squadron Supreme).
Earth-715: Reality where female are dominant.
Earth-928: A future reality of 2099. 
Earth-982: A world were the daughter of spiderman is an active superhero.
Earth-991: Reality were America was settled by Leif Erickson.
Earth-1137: Reality were insect evolved into the dominant species.
Earth-1218: "Our" Reality
Earth-1519: World were the Aztecs conquered the world.
Earth-1610: The Ultimate Universe
Earth-1611: Where the Sentry did not dispensary from reality.
Earth-2010: Earth where vampirsm broke out globally.
Earth-2149: Reality in which the Zombie virus sprung forth. It is caught in a time loop to prevent the spread to other realities.
Earth-2301: Reality known as the Magnaverse.
Earth-7085: Reality in which superheroes were infected with lycanthropy.
Earth-7207: Reality circa the 1920s known as the Film Nior Universe.
Earth-7215: Earth in which Odin prevent man from evolving, Neanderthals dominant.
Earth-7481: Reality that follows the "Planet of the Apes" series.
Earth-8101: Reality in which Simians have evolved in place of humans.
Earth-8313: Reality that follows "Age of Conan", which is also the ancient past of Earth-616.
Earth-8311: Reality known as Larval Universe were Anthromorphic animals are dominant (Spiderham)
Earth-9105: Reality in which Egypt dominated the world.
Earth-10011: Reality in which death was defeated and opened up to the Far Realm (Shuma-Gorath, Cthulhu)
Earth-28163: Reality were mutants were the dominant species. "House of M" universe.
Earth-74101: World of an extremely male-dominated society.
Earth-70518: Earth were the conflict of WWI  continued.
Earth 91274: Reality that follows "Transformers" and "G.I. Joe" series.
Earth-93060: Reality that follows the "Malibu Comics" line.
Earth-96169: Amalgam reality were characters from "Capcom" franchise interact with Marvel Universe.
Earth-97534: Reality that follows "Anita Blake" series;

Sunday, August 15, 2010

Famous Spellcasters: Hantei Jama aka Iuchiban

Name: Hantei Jama aka Otomo Jama aka Iuchiban
World: Rokugan aka "Legend of the Five Rings"


Iuchiban was the son of Hentai X and was once Prince-Heir to the Throne of Rokugan. He was though the second son and would not be able to lay claim to that title. When he performed his gempukku he changed his name to Otomo Jama.
As a young adult he felt cheated that he did not inherit the Throne, already and accomplished Shugenja he delved into ways of seeking revenge.
   He was given a scroll, by a necromancer named Jama Suru,  that detailed a rite to control the undead which was first discovered by Kuni Nakanu. It was then that Iuchiban decided to put together a group of Necromancers known as the Bloodspeakers to get his revenge. His first followers were Asahina Yajinden and Doji Tsugiko. With his companions he traveled west to the Burning Sands in search for more lore. It was there he encounter the Rakasha, Adisbah and Chepren. It was here he learned of the Khadi ritual.
   He headed back and had Yajinden make four Bloodswords which were gifted to the Emperor's champions. Three succumbed to their curse's, and his plot was foiled at the Battle of Stolen Graves. Unfortunately, Iuchiban could not die due to his mastery of Maho. It was devised that a tomb would be constructed and he would be sealed within.
  Although his heart was separated from his body and he was bound with his tomb, they didn't realize that Iuchiban had the power to possess other and jump from body to body. For the next two hundred years he built up his followers and his army of undead minions. However, he was once again thwarted by the Great Clans at the Battle of the Bloody Retreat and the Battle of the Sleeping River. This time the Shugenja bound his spirit to his tomb completely with the aid of Adisbah.
   For the next couple of centuries he was locked away until freed a minion who bargained with him to help restore Daigotsuto power from the Shadowlands. However is ambition knew no bounds and attack the weakened Kama and took control of the Shadowlands. He then enacted a rite called the Rain of Blood that corrupted many individuals in Rokugan and swelled his Bloodspeaker cult. However, he was finally defeated when his heart was found and destroyed. However it is unknown if this will kill the immortal Iuchiban. 

Saturday, August 14, 2010

Pathfinder


   The world of Golarion is a place of epic adventure. Like our own solar system, Golorian is third away from its sun with one moon. The other planets in the system are Aballon, Castrovel, Akiton, Verces, Eox, Triaxus, Liavara, Bretheda, Apostea, and Aucturn. Castrovel and Akiton have so far made contact with Golorian.
The world itself has eight continents; Azlant, Arcadia, Avistan, Casmaron, Crown of the World, Garund, Sarusan and Tian Xia.
   Golarion was once dominated in the past by serpintine-men, but they retreated and went into slumber. The elven people also dominated much of the land as well, and they too left Golarion when they new about the Starfall. It was shorlty before this time that humanity was on the rise, the Azlant Empire was rising too dominance but was bought low during the cataclysm. Over the centuries humans migrated and made their own kingdoms and nations. Pathfinder if published by Paizo, and is part of the D20 system.

Friday, August 13, 2010

Ravenloft


 Ravenloft is a demi-plane, an area within the Deep Ethereal where a group of dark power abduct various people to toy with. It was first created to punish the wicked who did something horrible or committed an act of hubris. Its most well known "Darklord" is Strahd Von Zarovich, a man who bargain with the Dark Powers for eternal youth in order to win over his brother's bride. The powers turned him into a vampire and transported the surrounding lands to the demi-plane.


The lands are either pulled in from other worlds, or duplicated from the ethereal plane. Each domain, host its own Darklord who is imprisoned there. Other creatures and inhabitants seem to be the backdrop in order to keep the Darklords entrained or tortured. Over the centuries, the various domains formed clusters and eventually a core surrounded by mists. It is speculated that the collective belief of the inhabitants are causing the creation of the core as so many individuals realize the concept of a world. There are still many islands of terror hidden and isolated in the mists, as well as smaller clusters that are amassing together.


The demi-plane is also aptly nicknamed the Demi-plane of Imprisonment, as it is very difficult to leave. The plane itself is dark and twisted, the aspect of good and evil are hard to distinguish. It seems that good suffers here, while order and chaos attempt to keep things in balance. Many of the Darklords from here come from familiar campaign settings of the Forgotten Realms, Greyhawk, Dragonlance, Athas, Gothic Earth, etc. The Dark Powers have also reached out to "Gothic Earth", another parallel earth that attracted its attention. However, instead of pulling in individual it has been slowly corrupting the world. Whatever plans the Dark Powers have this planet are entirely unknown.

(Strangely enough, there is an other campaign setting known as "Oathbound". It has seven "Darklords", but its own planetary system. Instead of the Mists, it draws in individual in the form of raven swarms. It is beleived this world was made to imprison a god and his servants).

Famous Spellcasters: King Solomon

Name: King Solomon
World: Earth aka "Marvel" and "Testament"
Spells: Unnamed Summoning, Binding, and Protection Circle Rituals.
Artifacts: Seal of Solomon, Lesser Keys of Solomon

King Solomon was one of the early rulers of Israel, the son of King David and Bathsheba. His was blessed by god with a keen intellect and widsom. However, he was plagued by one fatal flaw, and that was his love for women. It was said that he had over 1,000 concubines, and his consort was Princess Naamah of Egypt.

During his reign he was blessed by god further. Angels told him that he had the power of wind, travel,and the binding of demons and could speak with animals. It is here that Solomon gained the knowledge of the Djinn (e.g. Efreet, Marid and Dao), learned the true name and nature of many demons and fallen angeles, and learned a wealth of arcane knowledge from both.

Marvel Universe: It is said that Solomon was the Sorcerer Supreme for some time.

*Note: King Solomon is a historical personality that can be referenced in various religious texts. He is also reference in a number of other texts concerning demonology and magical rites. This write up is intended to present him in accordance to the "Testament" RPG published by Green Ronin.

Thursday, August 12, 2010

Spelljammer


   All of the worlds within the Dungeons and Dragons line are said to exist in the same universe. The Spelljammer Campaign setting was created as a way to link al these seperate worlds in a fantasy setting.
There are devices known as a Spelljamming Helm, a magical/psionic item, that can control a vehicle and propel it through the air and into space. Not only does it provide locomotion for the ship, but also created a field of gravity in which forms its own minor atmosphere. Spelljammer Helmsmen who are directly in contact with the item also have there senses extending throughout the ship as if part of them, as they navigate the ship the ship through wildspace.

   Originally, each campaign setting "aka" solar system exists within it own Crystal Sphere, sort of a cosmic egg
which floats in phlogiston. The crystal sphere protects the individual systems from volatile and deadly gases.
Creatures native to wildspace and the phlogiston can usually pass through the membrane of the crystal sphere, but most beings most perform a spell or some type ritual to bypass the sphere's outerwall. Each sphere is typically known as "-space" (ex. Forgotten Realms is Realmspace, Hackmaster is Hackspace, Dragonlance is Krynnspace, Greyhawk is Greyspace, etc.). Another view, holds that there are really no crystal spheres and the universe is like normal space, the deeper regions of space doing contain the phlogiston in the forms of giant nebulae.

   There are a number of spacefaring races already. The Olven of Oerth seem to have spearheaded the exploration of space, and are attempting to unite the many elves in the distant spheres. They have been fighting a war for centuries with the Scor, spelljamming orcs who came from another Crystal Sphere. The Illithid and Beholders have also been using spelljamming technology for decades too. On Kyrnn, the Gnomes of Mt. Nevermind and Taladas have been in wilspace for quite some times as well. The nations of Wa and Shou Lung have also begun to expand into venture into Wildspace. Wa however only wants to protect itself from the aliens, while Shou Lung looks to explore and conquer new lands.
 

Monday, August 9, 2010

Famous Spellcasters: Artax

Name: Artax
World: Unknown aka "Nodwick"

Atrax is a wizard who is part of an adventuring company that features; Yeagar the Warrior, Piffany the Priestess, and their henchman Nodwick. They have been on many adventures, visiting Krynn, Ravenloft, Toril, and even Oerth. There primary foe seems to be the dark god Baphuma'al, whom they have thwarted time and time again within the Anserinian Empire.

Back to Artax, he is a average wizard, but is extremely well studied and knowledgeable on a variety of matters. He is also very adaptable and versatile in his spell-casting, for unlike traditional wizard he is not afraid of experimenting with new ways to use spells or magical items. Although Artax is no where near Archmage status, he is formidable in the sense of his creativity and effective use of his party henchman.

Hackmaster


Originally developed as a parody of D&D, Hackmaster mocked the game for its rules and its player's zeal for
treasure and hacking away at any monster. It harkens back to the days of 1st Edition AD&D and D&D. First introduced in the comic "Knights of the Dinner Table", we watch the characters play within the world. Soon the Hackmaster Wurld was born as the concept took off, and it even managed to make itself part of the D&D Universes... especially since it now had ties with Ravenloft, Spelljammer, Forgotten Realms, and Greyhawk Campaign Settings!.

The planet Aldrazar is the main world. It is the fifth planet away from the sun, and orbited by three moons; Arlora, Bardra'kar, and Shadara. The other planets are; Glyphen-Tur, Zagnabar, Lufin-Melch, Vordes-Jiar, Lamanfish, Olupi'sard, Kyldren, Quahbbor-Claaz, Ryuto-Mas, Isdurn, Palajanari, Erxixor, Harquan, Lenid-Pixak, and Farfegworld. Most of the inhabitants here are human, and their are rather unique hybrids of the standard races as well. Sadly Pixie here are often hunted, as most uncivilized creatures have developed a taste for there flesh.  

 Although Hackmaster can be played on any wurld, the official campaign setting of "Garweeze Wurld" takes place on the planet of Aldrazar. It has the flavor of a Mystara/Oerath world. The setting itself is filled with familiar creatures, as well some zanny creations that only could be found in the Hackmaster Universe.

7th Sea

The 7th Sea campaign settings was developed by the Alderac Entertainment Group as a setting reminiscent of Earth during the Age of Exploration. The world is known as Theah, and has a very reach history and back story.

Ages ago the world belonged to a number of races known as the Syrneth; Domae, Drachen, Setine, Sidhe, Teseerans, and the Thalusai. These races were technologically and magically advanced, but soon their society and cultures vanished from the world. It was then that the first human races formed a great empire known as the Numa.  The current human civilization are Castille (Spain), Avalon (Engleand), the Crescent Empire (Arabic), Cathay (Asia), Eisen (Germany), Ussura (Russia), Vodaccee (Italy), Vendel/Vesten (Dutch/Norse), and Montaigne (France). Also far to the west is the Midnight Archipelago (New World) that has been recently discovered. Most of the wold belong to the Church of the Prophets, which is very reminiscent of the Catholic Church.

The empire lasted for about eleven centuries, two hundred years or so after the Prophet was born. Around the seventh century of the Empire, the senators feared that the Emperor was not working within the best interest of the Empire. They contacted being from beyond and made a pact with themfor power to quell the Emperor. Thus at this point, magic was introduced through the Pact made her and has spread through the various bloodlines. Each senator was gifted was a certain power ranging from entropy, teleportation, divination, pyromancy, etc.  When the Prophet of did appear. he confronted the Senators and warned them of the origin of their powers. As the the years passed the Empire fell and was divided up into several territories we know today in 1672.

The world is full of political intrigue, ranging from political assassinations, war between merchants, pirates, religious doctrine and control, exploration into Syrnath, and did I mention PIRATES!!.

Sunday, August 8, 2010

Birthright:

One of my favorite campaign settings takes place on the world of Abreynis. Ages ago the gods battled each other in a great war. Everyone was drawn into the conflicts, every race from Cerillia, Anduria, Djapar, and Thaele were drawn into the conflict. It nearly destroyed the world as the gods themselves died. This event was known as the "Battle of Mount Deismaar", it almost shattered the world. Yet the gods managed to be reborn, through their followers, while the dark god Azrai was banished to the Ethereal Plane and infected it with his malevolence. His new realm would be called "the Shadow".
 This world is similar to the early renaissance period. Humans dominate the world, and five ethnic groups
are found throughout the continent of Cerillia. They are the Anuireans (English/Spanish), Brecht (Dutch/German), Khinasi (Arabic), Rjurik (Norse), and the Vos (Russian). There are the Sidhelien (elves), who once controlled most of Cerillia, but they have retreated to the remaining great woods. The Halfling here have fled from the Ethereal Plane. And the Dwarves that live here are found deep within the mountains.

There also seems to be one pantheon that all worship, regardless of race. Even stranger is the fact some mortals may possess some godly powers. When the gods died, much of there blood was spilled, most of their powers made it to a new vessel.However, there are those who by chance are god touched.. depending on the amount of power..it can be a blessing or a curse.

Saturday, August 7, 2010

World of Darkness: Original


The World of Darkness campaign setting take place on a parallel earth. Our history is the same, except we learn that there other things out there that have been living with side by side. Vampires, Shapechangers, and Ghosts are but of the few creatures that have been living along side us. The supernatural is very very real. The overall campaign takes place from the point of view of these other creatures and people.

Vampire the Masquerade: We find that vampires were a result of the curse of Caine. In his hubris he was cursed by god and turned into a creature of the night. We find that through his progeny he passed on his curse. When his first three were killed by the following generation, he put his own curse on them. Thus modern vampires are descended from these 13, each with a unique curse. Throughout history they have been manipulating civilization, and have come to control much of the world. In Europe and the Americas, the Kindred Faction fight for dominance. In Arabia, the Ashirra dominate the land.In Africa, the Laibon do there best to hold what has been picked apart by their European and Arabian counterparts.

Werewolf the Apocalypse: There are many things from beyond trying to destroy reality, spiritual and ancient creatures.Our earth created the shapechangers (Fera) to guide humanity, being on part human and part animal. There are Werewolves (Garou), Werecats (Bastet), Weresnakes (Nagah), Wereboars (Grondr), Werebulls (Apis), Wererats (Ratkin), Weresharks (Rokea), Wereravens (Corax), Werereptiles (Mokole), Werespiders (Ananasai), Werecoyotes (Nuwisha), Werefoxes(Kitsune), Werebears (Gurhal)and Werebats (Camazotz) each tasked with a specific mission in defending the earth or guiding humans.
Mage the Ascension: Magic is part of the world, but on how magic should be used... that is what sets wizards apart.In the modern time there is a war between the Tradition and the Technocracy, too faction that want there paradigm of reality to be it.
Changeling the Dreaming: The fey creatures of the world survive by keeping imagination and possibility alive. They are born into the world time and time again until they discover there true selves and see the hidden world.
Wraith the Oblivion: What we call ghosts, are beings that have not passed on and are stuck in the underworld of death. A place between the land of the living and oblivion. In the spirit world the past and present collide, as the ancient dead and recently dead exist side by side. Most are afraid to move on becuase of imagined punishments or becuase of unfinished business. However, some wraiths have managed to re-inhabit there bodies. Those are called Revenants: The Risen. Yet for some reason, in Asia they are known as the Kuie-Jin and are akin to vampires.
Hunter the Reckoning: In this aspect, certain humans are called to battle vampires, ghost, witches, and werewolves. They do not know what has called them, but it has imbued these chosen with abilities to overcome the creatures of darkness.
Demon the Fallen: Angels and Demons are very real. The war between heaven and hell is ongoing, yet some demons grow tired and wish to escape to the mortal world and be rid of the conflict. However most just tend to take the battle into the mortal plane. While on earth, most demons find a host in which they animate.
Mummy the Resurrection: Lastly there are those who do not want to die, so they sought the path to immortality through a special rite. Most of these immortals have bonded with other ancestors spirits, who serve as a guide. These immortals never die, they exist for all time.. never aging.. never dying.

Sadly this world was bought to an end around 1999. The dark primordial spirit known as the "Wyrm" was growing stronger and was attempting to destroy the earth. Caine's children created too many generations of vampires to sustain itself, and thus the First Vampire came to cull his children. In the shadowlands of the Wraiths, a device was set off deep in the darkest parts, it had an effect which tore the gauntlet apart. Mages were suddenly weakened, the Changeling found it harder to connect to their world, etc. The Time of Judgement had arrived....yet something happened which twisted the world once more... where history was undone and the entire World of Darkness began anew and different.

Famous Spellcasters: Dr. Byron Orpheus

Name: Dr. Bryon Orpheus
World: Earth aka "Venture Bros"

Dr. Orpheus is powerful Necromancer, and founder of the Order of the Triad. He is a master Necromancer, and protects the earth from mystical foes, as well as trying his best to bring up his teenage daughter.



He was once married to a Tatyana, a sorceress, and had a child with her named Triana. He has been studing with a powerful entity known as "the Master" who dwell in an axtra-dimensional realm known as the necropolis. In his past has been obssesed with his studies in Necromancy. He took on an
apprentice, the OutRider was a horrible student. His student who wanted a quick way to become powerful, implanted a talisman into his head. Not only did the student become more powerful than his teacher, Tatyana and he began a love affair, and thus divorcing Dr. Orpheus.

For a while he was lost, on concentrated on being a stay at home dad. He rented a space at Venture Compound, and made a happy home for he and his daughter. Still feeling the call to further hi skills, he and his companions Jefferson Twilight and the Alchemist joined forces as the "Order of the Triad".


("Earth" in which Dr. Orpheus comes from is believed to be part of the DC universe. Since the "Venture Bros" is part of "Johnny Quest", and so many Hanna-Barbera series are owned by Warner Bros./DC)

Thursday, August 5, 2010

Greyhawk: Yarth


One of the "Alternate Oerths", the world of Yarth is the home of "Sagard the Barbarian" of the Heroes' Challenge novels series. His adventures are detailed in the novels; The Ice Dragon, The Green Hydra, The Crimson Sea, and The Fire Demon. Yarth is similar to Oerth, but has the feel and magical equivalency of Robert E. Howards "Conan" series. Although the books are quoted that this all take place on Greyhawk, Gygax mentioned this in a Polyhedron artcile circa 1984.


So far the series of books start out in a familiar place, the lands surrounding Grendep Bay. However as you go further south, the North Kingdom and everything else is replaced with the map above. Relmor Bay is land locked, there is no Woolly Bay or Sea of Gearnat. This new area replaces the lands that would be the Scarlet Brotherhood and Hepmonaland.

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.