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Thursday, August 5, 2010

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.

Wednesday, August 4, 2010

Famous Spellcasters: Nynaeve al'Meara Mandragon

Name: Nynaeve al'Meara Mandragon
World: Unnamed World aka "Wheel of Time"


Nynaeve was born in Edmond's Field of the Two Rivers. As a young woman, she was a talented healer who quickly became the village wisdom. However, she along with four other villagers were caught up in the threads of fate of the Dragon Reborn. It was discovered on this adventure that she was a "Wilder", an individual with an innate talent to use the weave. She was invited to study at the White Tower in order to become an Aes Sedai, which in the end she choose to be a member of the Yellow Ajah. She is one of the few Aes Sedai who are adept at channeling all five weaves with equal measure.

Famous Spellcasters: Rincewind

Name: Rincewind aka Dr. Rjinswand
World: A'tuin aka "Discworld"
Artifacts: Sapient Pearwood Luggage

Rincewood is one of the post powerful, yet least powerful wizards of the Unseen University. He was abandoned as a young child and left with his grandparents. As a young man he enrolled at the Unseen University. It was here he happened to take a dare and viewed the Octavo. One of the Eight Spell jumped into his head, and sadly prevented him from learning much magic. However, he is a gifted linguist that can speak anywhere from a least 19 to 42 languages. He has also been well traveled, and is one of the very few people who has traveled all over the world, through time, and into other dimensions.

As stated before, he has much sage lore, but very few magical abilities. Even the aspect of Death is puzzled by his unseemly ability to "cheat death" despite the fact that he is constantly in some type trouble, but always manages to survive and find his way. It is found out much later that he is the Chosen of "The Lady" who happens to be the goddess of luck.

Tuesday, August 3, 2010

Famous Spellcasters: Elminster Aumar

Name: Elminster Aumar aka Elmara

World: Abeir-Toril aka "Forgotten Realms"
Spells: Effulgent Epuration and Evasion
Artifacts: Eversmoking Pipe, +5 Thundering Longsword

Elminster, the Sage of Shadowdale, was born centuries ago in the kingdom of Athalantar, as prince-heir to the Stag Throne. For awhile he took up the life of a brigand, but found that he did not have nerve for killing. He even encountered the Magister of that era, who saw potential in him. It wasn't until the Magelords, realized that the last surviving heir to the throne was alive, that Elminster looked to the gods. Mystra herself, came to Elminster and spoke to him and asked her to worship her and become a champion of magic. To protect him from his enemies she transformed him into a woman for some years. Under her guidance as Myrjala Darkeyes, she trained him as a wizard. Years later, he finally learned an incantation to restore himself back to a man and take revenge on the Magelords once and for all.

Centuries later he would come to be the foster parents of a few of the Seven Sisters. Laeral, Storm, and Dove, were raised by him and trained. He has known to be Mystra's lover from time to time, and has also been the lover of The Simbul, who is also one of the seven sisters as well. Besides his tutelage of some of the Seven Sisters, he has also taught magic to King Haedrak III of Tethyr aka Lhaeo, and Presto of Earth. He has also fathered many children, such as Queen Filfaeril Selzair Obarskyr of Cormyr and Narna Shalace to name a few. He also is friends with many wizards, and calls Khelban "Blackstaff" Arunsun, Mordenkainen of Oerth, Dalamar Argent of Krynn, and Ed Greenwood of Earth good friends.

However things changed for Elminster when Mystra was assassinated by Cyric and Shar. The death of the goddess of magic disrupted the weave completely, and caused the Spellplague. Slowly, great mages of power suffered, some going mad and other from arcane spontaneous combustion. Elminster's lover the Simbul was once such personage that suffered, and he attempted to take on the malady of insanity that possessed her. Dealing with these tragedies, he also had to fight of the many enemies he had made who now took advantage of his weakened condition. Manshoon was finally able to defeat him, but Elminster survived as a magical pile of ash. With the aid of lore found within a cache belonging to Azuth, he was able to transfer his essence into a descendant of his, Amarune Whiteweave. When needed, he can gain control of his great-granddaughter's body. 

Famous Spellcasters: Rhonin Dragonheart

Name: Rhonin "Redhair" Dragonheart
World: Azeroth aka "Warcraft"

Rhonin was bhorn to a family in Andorhal, and started life off as a promising mage within the ranks of the Kirin Tor. Unfortunately, a spell went awry killing three other wizards. He was demoted for sometime, and was re-assigned certain duties. Krasus, managed to have Rhonin investigate certain happenings at Grim Batol. In the end, he along with other managed to help free the Dragon Aspect Alexsrtaza from her captivity under the Dragonmaw Clan and the Demon Soul. During the adventure, he fell in love with the Queldorie Ranger, Vereesa Windrunner. During the fall of Lorderon, most of his family fell to the Scourge and likewise the nation of Queldorei. He was called away once again by Krasus on another mission during Vereesa's pregnancy. Things went awry and he ended up 10,000 years in the past, a few month before the Sundering. There he assisted the Kaldorie against their battle with the Burning Legion, and even help train Illidan Stormrage in some of the arts of wizardry.

When he was returned to the present he was re-united with his family, but alterations had been made to the timeline thanks to the interference of both he and Krasus. A few years later, again he and Krasus would be drawn back to Grim Batol. To their horror they found the creation of the Twilight Dragons. Sinestra, the mate of Deathwing, had continued his work. She was defeated, but something else walked the tunnels of Grim Batol that they missed. After so many heroic deeds, many of the wizards of the Kirin Tor began looking to Rhonin for guidance. Soon he found himself in the position as the elected leader of Dalaran.

Famous Spellcasters: Raistlin Majere

Name: Raistlin Majere
World: Krynn aka "Dragonlance"
Pantheon: None
Artifacts: The Staff of Magius, The Dagger of Magius, and Spellbooks of Fistandantilus, and the Dragon Orb.

He was born from very humble beginnings in the village of Solace. He was the son of Gilon and Rosamun Majere. He has a twin brother named Caramon and an older half-sister named Kitiara. As a child he had a rough life as his mothered had visions and was thought to be mad. Later his parent died while he was just a child, with just there older half-sister to take care of them. He was apprenticed to Antimodes and was considered to be a rather brilliant wizard. As he grew in his studies of Magic, he was chosen by Lunatari to be her champion in the upcoming conflict with Takhisis. An unforeseen occurrence though happened during his Test with the Tower of High Sorcery. He was contacted by the spirit of Fistandantilus, and made a bargain for power. Although trained as a White Robe, he selected the order of the Red Robes and fulfilled Lunitari's desire to be her champion.

Unbeknownst to all he was given knowledge by Fistandatilus, bought at the cost of his own life. During the upcoming conflict with Takhisis, it had seemed he switched sides. He closely worked with the Blue Dragon Army and hist sister Kitiara who was the Blue Dragon Highlord. He know wore the Black Robes. Yet all this was part of his plan, and yet the Tower called him renegade for the unauthorized change in order. However, in one of Takhisis plots to entrap the gods of magic... Rasitlin managed to strike a bargain with the Three Gods of Magic... "To Be left Free of the Tower". In freeing them, he managed to do something no Wizard had ever done, which was t live beyond the rule of the Towers. With the help of Fistandtilus, he managed to evade the Dark Queen and help destroy her plans for Krynn. During this time though, a confrontation between Fistandantilus and Raistlin occurred deep beneath the hall of Temple Neraka. It is believed Raistlin turned the tables on the ancient mage, and stole his power. He fulfilled the prophecy of the Tower of Palanthas, and soon came to control it as the Master of the Past and Present.

However is downfall came when he decided to go back in time and alter history. He managed to recreate events in the past that lead to the Cataclysm and destroyed Fistandantilus once again. He even entered the portal to the Abyss, defeated Takhisis, and became the supreme god of Krynn. Yet his brother showed up with a book from the future which told who Raistlin would destroy the world, as the other gods would retaliate. For what ever reason, he did not defeat Takhisis by choice and would be kept prisoner in the Abyss, untl freed by his nephew decades later. His most famous apprentice is Dalamar Argent, while Gilidarius was also known to work with Raisltin from time to time.


Famous Spellcasters: Firan Zal'honan

Name: Firan Zal'honan aka "Azalin Rex"
World: Darkon aka "Ravenloft"
Groups: Darklords of Ravenloft.

 Firan Zal'honan was born on the world of Oerth, and was one of the heirs to the city-stateof Knurl. As a middle child, he know that the throne would go to his older brother, so he perused the study of magic. He was the apprentice to Quantarius. However an accident during one of his summonings cost him the life of his younger brother Irik, which resulted in his master expulsion from the kingdom as well as his own self exile.

Years later however, news of his older brother passed away had reached him and he soon assumed control of the kingdom. He was a harsh ruler, and ruled with an iron hand. He showed no kindness, and even executed his own son for showing compassion with political prisoners. In killing his own heir, he later learned the secret of lichdom to extend his own life and power. He began to expand the city-state, and realizing his power... refused to no longer pay fealty to the Malachite Throne. He was later ambushed by a group of mercenaries, cut unawares he managed to evade them in a bank of Fog.

Two things happened, first he arrived in a strange new land known as Barovia, and became the ally of the Darklord there. However, a great animosity between Strahd Von Zarovich would build into a blinding rivalry. As though both sought methods of escape, Azalin managed to expand the domain of Barovia by drawing in another land, and in turn managed to create his own kingdom of Darkon. Yet he soon found he was curse, and in attaining his own kingdom became a Darklord in turn and a a prisoner of Ravenloft. For the next few centuries he would continue his rule of his new kingdom and tried every conceivable well to escape this prison.