TEXT: MAZTICA
  MAZTICA
  MAZTICA
  MAZTICA
  MAZTICA
  
  4
  4
  4
  4
  4
  7
  8
  10
  15
  21
  21
  21
  22
  22
  24
  24
  25
  26
  26
  27
  28
  28
  28
  28
  29
  29
  30
  30
  33
  33
  33
  33
  33
  34
  34
  34
  34
  34
  34
  34
  34
  34
  34
  34
  34
  35
  35
  36
  36
  36
  37
  37
  37
  37
  37
  37
  37
  38
  38
  38
  38
  38
  38
  38
  39
  39
  39
  39
  39
  39
  39
  40
  40
  40
  40
  40
  40
  40
  41
  41
  41
  41
  42
  42
  42
  42
  43
  44
  44
  44
  44
  44
  45
  45
  45
  46
  46
  46
  46
  47
  48
  48
  48
  49
  49
  49
  50
  50
  51
  52
  52
  52
  52
  53
  53
  54
  54
  55
  55
  55
  55
  55
  55
  55
  Contents
  History ..........................................................................................
  Introduction .....................................................................................
  History Overview ............................................................................
  Historical Eras ................................................................................
  The Immortal Era .......................................................................
  The Golden Age of Payit ............................................................
  The Dawn of Nexal .....................................................................
  The Return .................................................................................
  Maztican Timeline .......................................................................
  Other Happenings .......................................................................
  The Origin of the Little People ..............................................
  The Devastation of H'Calos ...................................................
  Locations in Maztica ...................................................
  Huacli ..........................................................................................
  Kolan ...........................................................................................
  Kultaka .......................................................................................
  Nexal ...........................................................................................
  Payit .............................................................................................
  Pezelac .......................................................................................
  Far Payit .....................................................................................
  Tukan ..........................................................................................
  The Dog People ........................................................................
  The Green Folk .........................................................................
  The Little Folk ...........................................................................
  The Desert Dwarves ................................................................
  The Tabaxi .................................................................................
  The Quetzaldaun ......................................................................
  Places of Interest .........................................................................
  Religion .....................................................................................
  The Planes ....................................................................................
  Maztlan .......................................................................................
  Itzli ...............................................................................................
  Mictlan ........................................................................................
  Mayel ...........................................................................................
  Xilen ............................................................................................
  Tlalocan ......................................................................................
  Tlatocalli .....................................................................................
  Exbal Ken ...................................................................................
  Zompantli ...................................................................................
  Xipetlan ......................................................................................
  Tochitl .........................................................................................
  Xitonco ........................................................................................
  Catlampa ....................................................................................
  Tlaxcautli ....................................................................................
  Xibalba ........................................................................................
  Teotli Itic .....................................................................................
  Teotecan .....................................................................................
  Gods ................................................................................................
  Azul ..............................................................................................
  Coatlicue ....................................................................................
  Eha ..............................................................................................
  Hoxitl ...........................................................................................
  Kiltzi ............................................................................................
  Kukul ...........................................................................................
  Maztica .......................................................................................
  Mictlāntēcutli and Mictecacihuatl .........................................
  Nula .............................................................................................
  Plutoq ..........................................................................................
  Poshtli .........................................................................................
  Qotal ............................................................................................
  Tezca ...............................................................................................
  Watil ................................................................................................
  Zaltec ..............................................................................................
  Other Deities ................................................................................
  Character Options .........................................................
  Races and Subraces ....................................................................
  Humans .........................................................................................
  Mazticans ...................................................................................
  Kultakans ...................................................................................
  Payits ..........................................................................................
  Itzas .............................................................................................
  Dog People ................................................................................
  The Green Folk .........................................................................
  Dwarves .........................................................................................
  Desert Dwarves ........................................................................
  Halflings ........................................................................................
  Little Folk ...................................................................................
  Quetzaldaun ..................................................................................
  Cliff Dwellers ............................................................................
  Devout and Grateful ................................................................
  Quetzaldaun Names ................................................................
  Quetzaldaun Traits ...................................................................
  Tabaxi .............................................................................................
  The Jaguar Folk ........................................................................
  The Ocelot Folk (Ocēlōtl) ........................................................
  Tabaxi Traits ..............................................................................
  Classes ...........................................................................................
  The Artisan of Maztica ...............................................................
  Talented Crafters ......................................................................
  Devoted Guardians ..................................................................
  Creating an Artisan ..................................................................
  Class Features ..............................................................................
  Spellcasting ...............................................................................
  Artisan Archetype .....................................................................
  Craft Talisman ...........................................................................
  Ranged Weapon Bonus ...........................................................
  Long Ranged Weapon Spell ..................................................
  Artisan Archetypes ......................................................................
  Plumaweaver .............................................................................
  Hishnashaper ............................................................................
  Artisan Spells ...............................................................................
  Pluma Spells ................................................................................
  Hishna Spells ...............................................................................
  Cleric Domain ..............................................................................
  Maztican Shaman ....................................................................
  Bonus Spells .............................................................................
  Paladin Sacred Oath ...................................................................
  Oath of the Eagle Knight ........................................................
  Oath of the Jaguar Knight .......................................................
  Roguish Archetype ......................................................................
  The Pochteca ............................................................................
  Sorcerous Origin .........................................................................
  Nahuālli ......................................................................................
  Warlock Patron ............................................................................
  The Obsidian Butterfly ............................................................
  Wizard Arcane Traditions ..........................................................
  The Plumacaster ......................................................................
  The Hishnacaster .....................................................................
  New Feats ......................................................................................
  Ahtlatl Master ...........................................................................
  Feathered Familiar ..................................................................
  Featherweaver ..........................................................................
  Mācuahuitl Master ...................................................................
  Maztican Magic ........................................................................
  2
  
  55
  55
  56
  56
  56
  66
  70
  72
  72
  72
  74
  75
  76
  76
  76
  76
  77
  77
  77
  78
  79
  79
  79
  80
  80
  80
  80
  81
  81
  82
  83
  Sharpclaws ....................................................................................
  Talisman Wielder .........................................................................
  Magic and Equipment ...................................................
  Pluma and Hishna .......................................................................
  Spells ..............................................................................................
  Magic Items ...................................................................................
  Sentient Items and Artifacts ..................................................
  Weapons and Equipment ...........................................................
  Armor ..........................................................................................
  Weapons .....................................................................................
  Other Gear ....................................................................................
  Currency ........................................................................................
  Adventures ..............................................................................
  Hooks and Rumors ......................................................................
  The Thirteen Butterflies of Qotal ..........................................
  The Men of Mud, wood and Gold ..........................................
  Princess Aliah of Far Payit .....................................................
  Camazotz ...................................................................................
  Rumors from the South ..........................................................
  The Dark Mound ..........................................................................
  Crossroads .................................................................................
  Dead End ...................................................................................
  Fungus Farm .............................................................................
  Queen's Chamber .....................................................................
  Egg Chamber ............................................................................
  Mud Chamber ...........................................................................
  Conclusion .................................................................................
  Monsters ...................................................................................
  Giant Fire Ants .............................................................................
  Maztican Jaguar ...........................................................................
  Azure Skies ..............................................................................
  Legal
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, the dragon ampersand, Player’s Handbook,
  Monster Manual, Dungeon Master’s Guide, D&D Adventurers
  League, all other Wizards of the Coast product names, and
  their respective logos are trademarks of Wizards of the Coast
  in the USA and other countries. All characters and their
  distinctive likenesses are property of Wizards of the Coast.
  This material is protected under the copyright laws of the
  United States of America. Any reproduction or unauthorized
  use of the material or artwork contained herein is prohibited
  without the express written permission of Wizards of the
  Coast. ©2018 Wizards of the Coast LLC, PO Box 707,
  Renton, WA 98057-0707, USA. Manufactured by Hasbro SA,
  Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
  Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
  Middlesex, UB11 1ET, UK. This work contains material that
  is copyright Wizards of the Coast and/or other authors. Such
  material is used with permission under the Community
  Content Agreement for Dungeon Masters Guild.
  Thank You!
  Big Mac, Sleyvas, Nathan Wormer, Sturm and the rest of the
  Piazza and Candlekeep; you guys are keeping me going. Every
  time you post a little comment my way, I get inspired all over
  again. I truly can't thank you enough!
  Credits
  Author
  Jon Hild 
  Cover Art
  Dragos Jieanu   
  https://www.deviantart.com/max4ever/gallery/ 
  Cartography
  Phillip Wallace   
  Interior Artists
  Doug Simon   
  https://www.deviantart.com/dougdougmann/gallery/
  Sanjin Halimic   
  http://indiron.deviantart.com/gallery/
  Carly Matlack   
  http://ligernekoka.deviantart.com/gallery/
  Mariya Nikiforova   
  http://mariyanikiforova.deviantart.com/gallery/
  Frank Granados   
  http://granados602.deviantart.com/gallery/
  Kelly Del Rosso   
  http://kellydelrosso.deviantart.com/gallery/
  Jean-Baptiste Hinnebo   
  http://siegahertz.deviantart.com/gallery/
  Turbofanatic   
  http://turbofanatic.deviantart.com/gallery/
  Nellie Yates   
  http://x-x-magpie-x-x.deviantart.com/gallery/
  Felipe Cartin   
  http://zerocartin.deviantart.com/
  Helena   
  http://nikulina-helena.deviantart.com/
  Gabriel Rodriguez   
  https://gabrielrodriguez.deviantart.com/
  Daeshagoddess   
  http://daeshagoddess.deviantart.com/gallery/
  Oscar Dominguez   
  http://odomi2.deviantart.com/gallery/
  Jacob Blackmon   
  http://prodigyduck.deviantart.com/gallery/
  Zeezee Canning   
  http://zeezeeazc123.deviantart.com/gallery/
  3
  
  History
  T
  he True World is a continent of unknown
  cultures and strange magics that is teeming
  with opportunities for adventure. Once
  exploited by the Golden Legion of the Amnian
  general Cordell, recent trials and tribulations
  have allowed its people a return to normalcy.
  Introduction
  This netbook is designed to attract new players to the
  Mesoamerican based setting known as Maztica. Maztica is a
  continent of the greater world of Toril from the Forgotten
  Realms. It was originally introduced in 1990 with the novels
  Ironhelm (1990), Viperhand (1990) and Feathered Dragon
  (1991); each written by Doug Niles. It was subsequently
  followed up by a number of 2nd Edition gaming products,
  starting with the Maztica Boxed Set in 1991 (also by Doug
  Niles) and followed by two adventures (FMA1 Fires of Zatal
  by Jeff Grubb and Tim Beach, FMA2 Endless Armies by Jeff
  Grubb) and one accessory/adventure called FMQ1 City of
  Gold by John Nephew and Jonathan Tweet.
  In later editions of Dungeons and Dragons, with a few
  minor exceptions, Maztica was summarily ignored or outright
  removed from the Forgotten Realms setting. With the advent
  of 5e and the Dungeon Master’s Guild, Maztica is back once
  again in the Realms!
  History Overview
  Maztica has had a vibrant and eventful history that has left it
  disconnected to the continent of Faerûn for the majority of its
  existence and its varied peoples have only made contact with
  the wider world in the past century and a half. During that
  time, Maztica spent an entire century exiled to the twin world
  of Abeir. So despite foreign influence, most of the continent's
  primary cultures have managed to remain nearly untouched.
  While Cordell and his legionnaires might have conquered
  many of its nations and greatest warriors, during the exile,
  much of its culture returned to what it once had been. After
  now having returned for half a decade, those who seek to
  plunder its riches once again might find the continent quite a
  bit more prepared.
  This chapter first gives a narrative of Maztica's history,
  beginning before recorded time, and then gives an actual
  timeline with the date of a number of major events.
  Historical Eras
  The history of the True World can be divided into different
  ages. Three of these ages, known as the Immortal Era, the
  Golden Age of Payit, and the Dawn of Nexal represent the vast
  majority of Maztica’s history. Recent major changes have
  occurred with such frequency, however, that it is difficult for
  Maztican historians to give this period a single fitting title.
  Although it might not accurately represent the plethora of
  changes, the time after the Night of Wailing will from this
  point forward be referred to as The Return. Qotal, the primary
  influence for good and the source of the fabled pluma magic,
  did in fact return at this time from a self-imposed exile.
  Since the land itself has recently returned from exile, the
  name has stuck for those who require such classifications.
  Note that in this section, there are major spoilers for the
  Maztica Trilogy and it should not be perused if there is still an
  intention to read the novels.
  The Immortal Era
  Long before mankind’s dominance in the True World, avatars
  of the gods came to Toril in a flying pyramid of unimaginable
  size known as the Great Skyhome. Having embarked from
  another world far from Toril, some of these deities took new
  names upon themselves in an attempt to start fresh on this
  beautiful blue-green world. When they came to Toril, many of
  the deities scattered and fled to other lands, while a core
  group remained.
  The journey itself was not easy on the gods, and one even
  perished for unknown reasons upon the ships’ landing. This
  goddess, known as Cōātlīcue, is said to be resting uneasily in
  her underground tomb.
  It is also said that the gods were not the only ones who
  came to Toril in the Great Skyhome. The demoness
  Itzapaplotl, who was also known as the Obsidian Butterfly,
  stowed away on the gargantuan ship. She fled from the gods
  soon after their arrival and she has plagued the True World
  ever since.
  The eleven deities who remained were a close family of
  powers and they would come to dominate the lands which
  would one day be known as Maztica. The patron and matron
  of this pantheon were known respectively as Kukul, the
  ancient Father of the Gods, and Maztica, the Mother of Life.
  Kukul and Maztica were accompanied by the greatest of
  their children, Qotal. This noble deity was alternatively called
  the Feathered Dragon, the Plumed Father or the Plumed One
  for his manifestations as a great golden dragon with colorful
  plumage. Close behind Qotal followed his cruel brother
  Zaltec, whose name was often accompanied by the titles
  Bringer of War and the Eater of Hearts. Zaltec had a much
  more human-like appearance than Qotal, but his anger and
  hatred were always readily apparent in his ever-snarling
  mouth of jaguar–like teeth.
  The three remaining males shared much of Zaltec’s anger
  and vile appetites. Azul was the Giver of Rain and Taker of
  Breath and although his penchant for cruelty was great, his
  domain was essential to the survival of the True World and its
  inhabitants.
  Tezca was the Ruler of the Sun and Fire, though his father
  was also often attributed dominion over the sun. Much as his
  brother brought life with his rains, Tezca, despite his cruel
  nature, brought life-giving warmth to the world.
  Plutoq was not quite as bloodthirsty as his three brothers,
  nor was he as kind and compassionate as the eldest, but
  certainly the Master of Earth and Stone was just as influential
  and powerful.
  As a general rule, the four sisters were not as demanding as
  their more ambitious brothers but their influence was no less
  important to the True World. Kiltzi was the sister known as
  the Giver of Health, Growth, Nourishment and Love. She was
  a compassionate goddess who cared mostly for love,
  happiness and the contentment of her people.
  4
  
  Eha was the Wind Sprite; a goddess whose powers were
  said to bring the breath to a newborn child.
  Finally there was Watil and Nula; the Guardian of Plants
  and Animals respectively. These sisters were responsible for
  the well-being of the more natural aspects of the True World.
  In the earliest of their days on Toril, the gods sought to find
  new playthings. They attempted to create man to both honor
  and fear them, though they were less than satisfied with their
  earliest attempts.
  The first man was made of mud, but their amorphous forms
  were washed away and soon forgotten. Next, men of wood
  were created, and although they were not susceptible to the
  waters of great Azul, Tezca’s fire proved their downfall. The
  third attempt was to create a man of gold. While remarkably
  beautiful and immune to both the rains and fires, this man
  had no tonalli (soul) of his own, and the gods were truly
  disappointed. Some say that there are ancient survivors still
  from each of these failed attempts, living somewhere in the
  most forsaken and hidden regions of the True World.
  Forgotten and unloved by their creators, these outcasts hold
  no love for the ones who brought them life.
  Kukul, as the Father of the Gods, knew far more than his
  sons and daughters of the act of creation. In his wisdom,
  Kukul severed the fingers of his hand. As they landed, each
  finger found a life and breath of their own. These beings;
  mankind in its infancy, grew to love, honor and fear the gods
  and the powers rejoiced.
  The gods enjoyed their new playthings greatly, and each
  bestowed wonderful gifts upon their toys. Tezca and Azul gave
  fire and water to help mankind survive the ravages of their
  uncaring environment. Plutoq and his sisters Nula, Watil and
  Eha worked to bring sustenance to mankind, though the life
  they offered was seldom simple. Desire was also given in
  many different forms. Desire to love from Kiltzi, to learn from
  Qotal and even the desire to war was given by Zaltec. All of
  these gifts caused mankind to expand and exalt in the worship
  of their creators.
  Of all of the gods, Maztica herself was raised above all
  others in her role as the great Mother of Life. The eldest of
  her children grew jealous of his mother’s position. Qotal
  decided to bring himself to the forefront of human love, so he
  gave them mayz. This grain was greater than all other gifts
  because it allowed mankind to settle and focus more of their
  time on worship and for honoring the gods. Their numbers
  continued to expand and mankind became civilized.
  Much like the eldest before him, Zaltec also grew jealous.
  The Eater of Hearts harnessed the magic of claws, fangs,
  talons and venom and gave it to his priests in the form of
  magic known as hishna. This newfound power led to great
  strife among the humans and warring soon increased tenfold,
  all in the name of Zaltec. For a brief time, the darkest of the
  brothers was ascendant and in their endless war, mankind
  despaired.
  Maztica and her son Qotal were infuriated with their cruel
  brother. This was not how the gods intended to be worshiped!
  Though Qotal could do nothing to counter his dark brother’s
  will, Maztica, in her role as the Mother of Life, created the
  magic of life and feathers known as pluma. She bestowed this
  magic upon her son, who then passed it along to his own
  priests and worshipers. Balance was once again found among
  the gods’ playthings.
  The weapon of choice among the gods; passed along to man
  long ago, was the obsidian edged mācuahuitl (sometimes
  called abbreviated as a “maca”). Zaltec’s mācuahuitl was
  mighty indeed, and in his anger over his family’s perceived
  betrayal, he beheaded his mother with a single blow from this
  gargantuan weapon.
  Kukul, who had up until this point remained distant from
  the brewing conflicts within his family, despaired at the death
  of his wife and the strife among his sons. It is not known if he
  simply fled the world in disgust or took his own life, but what
  is certain is that neither man nor god has felt his presence
  since.
  Itzapaplotl may have been the only one to understand that
  some remnant of Kukul remained in Toril’s great sun. She and
  her star demon servitors could not plague the world with their
  atrocities when the sun, who to them was known as the Eye of
  Kukul, could gaze upon the world. Only when the Eye was
  eclipsed could she visit her depredations on the lands of
  mankind.
  After Maztica’s murder and Kukul’s disappearance, war
  erupted among Kukul’s children. The female goddesses
  flocked to their brother Qotal and the males stood alongside
  their brother Zaltec.
  5
  
  The war was to commence at the site of a great pyramid
  created by mortal worshipers under the direction of their
  deities. Hidden somewhere in the blistering sands of the
  House of Tezca, this pyramid was known to be the greatest of
  any with the exception of the Great Skyhome itself. The
  people were blessed with food and water and toiled for
  decades. They built the grand pyramid and a city surrounding
  it which they named Tewahca, the City of the Gods. Upon the
  steps of the great pyramid, the gods called for sacrifice.
  Zaltec called to his warriors and ten-thousand gave up their
  lives and cut out their hearts upon Tewahca’s grand steps.
  Qotal too, required sacrifice, but the Plumed One need only
  release thirteen beautiful butterflies from a gilded cage upon
  its steps. Even in war, Qotal would not demand the hearts of
  his faithful. Upon their release, the presence of the freed
  butterflies wiped the blood clean from the steps and flowers
  bloomed throughout the world wherever they passed. It is not
  known what became of the butterflies, though it is thought
  that they still carry the essence of the divine in their beautiful
  forms.
  The gods fought long and hard that day and the effects of
  the battle were felt all across the True World. The land shook
  as mountains crumbled and weather that was formerly
  unknown in the True World appeared and just as quickly
  dissipated. Eventually, it would be Qotal and his sisters who
  would emerge victorious. Zaltec, weakened and humiliated,
  shrunk into the shadows.
  Watil, in her lordship over the flora of the True World knew
  her charges could not flourish without Plutoq’s blessing so
  she pleaded for mercy on his behalf. Eha the Wind Sprite
  sought to spare her elemental brother Azul whom had
  depended so long on her winds to deliver his life-bringing
  rains. Likewise, the goddess Nula pleaded for Tezca even
  though his fire often frightened the animals under her own
  dominion.
  Kiltzi, whose boundless love extended even to her dark
  brother Zaltec, knew that to remove Zaltec from the world
  would upset the balance that they had all fought so hard to
  create and she requested he be spared as well.
  Not since the days when mankind had first been given the
  gift of mayz had they found such peace than in the years
  following the Godswar. There was still conflict, but man
  exalted their gods and held the ideals of Qotal as the greatest
  of all. Qotal observed how they loved and laughed and once
  again, he grew jealous.
  Jealousy is a powerful emotion, and in Toril where the gods
  of Maztica are not the only powers that be, such strong
  emotion is liable to attract the attention of others. Shar, the
  Lady of Loss and Mistress of the Night turned her eye towards
  this distant land and sought to sow discord as she so often
  does.
  Posing as a beautiful mortal known only as Diamond Eyes,
  Shar fooled Qotal into temporarily giving up part of his
  divinity though he ironically reacquired it with the help of his
  brother Zaltec. Qotal's jealousy had grown in this time and
  Shar encouraged this dark emotion in the Feathered Dragon.
  When he noticed that his sister Kiltzi resembled the human
  woman he once loved, he soon after he took her against her
  will.
  Qotal slumbered long after his terrible deed and during his
  sleep Kiltzi fled to her disgraced brother Zaltec. The most
  heretical of rumors claim that Kiltzi was pregnant with Qotal’s
  child , but what became of it is utterly unknown.
  6
  
  The people of Maztica suffered terribly during Qotal’s
  absence. After hearing of their eldest brother’s betrayal, Nula,
  Watil and Eha fled to Zaltec and with the absence of so many
  gods, the world could no longer flourish. As the crops died
  and famine threatened the land, the people once again turned
  to Zaltec. At first they tried to appease him with material gifts
  but Zaltec payed these no mind. Then they tried to bring to
  him precious foods despite the fact that they were themselves
  starving, but this only worsened their condition.
  The Bringer of War and his equally cruel brothers would
  accept only one type of sacrifice and that was the hearts of the
  faithful! Soon afterwards, thousands upon thousands did
  exactly what their god commanded and gave themselves to
  the deities. Temporarily sated, the gods once again began
  performing their sacred duties and though their lives had
  become all at once more brutal, the people would once again
  begin to expand under the divine commands of the gods.
  Long overdue, Qotal eventually did wake from his slumber,
  but he awoke to a world that he could barely recognize. The
  people had gone mad with bloodlust and his brother Zaltec
  had grown in power far beyond his own. In his weakened state
  Qotal attempted to punish mankind by taking away their very
  speech! His attempt, however, was half-hearted and only his
  remaining priests obeyed his call to silence.
  Qotal decided to leave the land for a time and he departed
  from the shores of Maztica into the Trackless Sea. In
  response to the faithfulness of his priests, Qotal bestowed on
  them the Prophecy of the Cloak of One Plume in which he
  stated:
  The couatl will come to let them know the way,
  My feathered snake of wisdom and might;
  My chosen daughter shall greet me on the shore,
  Know her; she wears the Cloak of One Plume;
  And the Ice of Summer, frozen under heat and fire,
  Will prepare the path to my door.
  When he departed, Qotal’s faithful carved two magnificent
  heads, one male and one female, into the nearby cliff face to
  mark the point of his departure which would forevermore be
  known as the Twin Visages.
  At around the same time Qotal left the True World, the first
  people to actually call themselves Mazticans arose in the
  north. They were a fierce and warlike people who only
  worshiped the deity Zaltec and their worship of the dark god
  was nothing short of fanatical. Zaltec began to plot for the
  Mazticans, his new chosen people.
  The Golden Age of Payit
  With the departure of Qotal there was at least a temporary
  end to the strife that had besieged both the unpredictable
  immortal world and the human world over which they lorded.
  Mankind once again began to expand. Nearly every great city
  of men in Maztica was founded during this time (with the
  notable exception of Nexal).
  The nation of Payit, and to a lesser extent Far Payit, led this
  growth with advances in learning that have not been matched
  to this day. Many roads and networks for travel were built
  during this time, bringing trade to new heights that had never
  been met in the past.
  Pochteca, who were great traveling merchants, spread
  knowledge and normally unobtainable goods into every corner
  of the True World. In some cases, they spread far beyond the
  normal boundaries of the better known lands and into the
  foreign lands of Anchôromé in the north and Lopango in the
  south.
  While knowledge of the heavens, medicine and travel
  flourished in Payit, other lands greatly expanded their own
  knowledge. Unlike Payit however, the lands of Kultaka and
  Huacli developed their military tactics and weapons in ways
  that had yet been seen. It was during this time that the
  Kultakans developed the very specialized atlatl. This “sling”
  could be used to hurl spears to incredible distances. They also
  perfected the use of the weapon of their gods, the mācuahuitl.
  Though their god no longer answered their prayers, the
  people of Payit continued to revere, at the very least, the
  tenets that Qotal once held so dear. In other lands, temples to
  Azul, Tezca and Zaltec continued to war and sacrifice upon
  their bloodstained altars.
  In Payit, plumaweavers created great works of beauty and
  power made of feathers while the others heightened their
  strength in the power of hishna and their hishnashapers.
  Perhaps the most beautiful princess ever known to Payit
  came to maturity during this time of plenty. Aliah by name,
  she had been destined to marry her half-brother Xetl in the
  capital city of Ulatos.
  Prince Tacal of Far Payit’s own capital Tulom-Itzi grew jealous
  and desired Aliah for himself. The noble decided he would
  abduct her on the evening of her wedding but was caught in
  the act and his entire retinue was slain to the man. Thinking
  them co-conspirators, even Tacal’s family and other nobles of
  Far Payit were pushed to their deaths in response to the
  affront despite the fact that they were innocent guests of
  Aliah’s wedding ceremony.
  Seeing the slaughter of his family and people, Tacal flew
  into a fit of madness and beheaded the woman he had once
  sought to possess with his obsidian edged maca before being
  slain himself. It is often whispered that the spirits of the
  prince and princess are forever bound to the city of Ulatos and
  will not move on until reparations are made for both, or until
  both Payit and Far Payit are laid low.
  Though it may not have been the direct cause, this terrible
  tragedy marked the beginning of a time of decline for Payit
  and Far Payit. They would no longer advance humanity’s
  cause with the rapidity they had shown in the years prior, and
  most migrated from the great cities back into less civilized
  villages.
  While Payit declined, the warlike folk of the west continued
  to hone the skills of war and they became increasingly
  bloodthirsty at the behest of their darker gods.
  Around this time, though recorded history doesn’t have an
  exact date, one of the war chiefs of the distant Mazticans was
  given a vision. This warrior, who was named Tecco, wandered
  the desert for a year before finding a huge pillar of stone from
  which his god Zaltec manifested.
  Zaltec bid Tecco to return to the Mazticans and lead them
  south to a new destiny. When he returned to his people with
  the pillar of stone, they followed him on his journey. Soon
  after, the Mazticans arrived in the Valley of Nexal knowing
  only that Zaltec had chosen them.
  7
  
  The Dawn of Nexal
  To the valley of Nexal this wave of immigrants flooded in from
  the north. Acting uncharacteristically peaceable, the
  Mazticans took land that no others wanted and proceeded to
  build homes and a temple to Zaltec. This pyramid would be
  added to over the years and one day it would become a
  wonder to the world, but in its first days it was a humble place
  of worship.
  A city known as Tezat was at the time considered the most
  powerful in the region. With two other great cities in close
  proximity (known as Azatl and Zokil) to form a balance of
  power however, Tezat never truly dominated the others. It was
  with this city that the Mazticans formed an alliance.
  Under the influence of the bloodthirsty Mazticans, war and
  sacrifice grew to new heights. Tezat’s newfound allies helped
  upset the balance in the valley and the city grew to
  prominence.
  Unexpectedly, the Mazticans betrayed their allies in a battle
  against the combined forces of Azatl and Zokil
  and the Mazticans took the city for themselves.
  Now it was the Mazticans’ turn to 
  dominate the region, and as the 
  chosen people of Zaltec, they 
  did so with ruthless efficiency. 
  During their dominance, the 
  Mazticans and their subjugated 
  cities began to refer to 
  themselves as the Nexala 
  after the name of their valley. 
  The war chiefs of the 
  Mazticans also changed 
  their title to the Revered 
  Counselors of Nexal, and 
  an empire was born.
  The first Revered Counselor 
  of Nexal was named Ipana 
  and his reign began two-hundred 
  forty years before the arrival of 
  the Golden Legion. During Ipana’s 
  reign, Azatl and Zokil were fully 
  subjugated and each city’s temple to 
  Zaltec was raised above all other gods.
  Oddly, only Tezat managed to maintain 
  any sense of independence from the empire 
  during Ipana’s reign and this continued all 
  through the second Revered Counselor 
  Tenoch’s reign as well. Throughout his entire 
  tenure, this grandson of Ipana attempted to finalize 
  Tezat’s absorption but was never successful. It wasn’t until
  Ipana II’s reign, through the use of poison and treachery, that
  Tezat became a full part of the empire.
  It was Ipana III, the fourth Revered Counselor of Nexal, who
  began to lead the expansion of the empire. At first, Ipana III
  held “Feathered Wars” among his own subjects where the
  only goal was to capture opposing warriors for later sacrifice
  to the hunger of the gods.
  Ipana III led his own army in one particularly large
  Feathered War and many of his warriors were captured.
  Because of this humiliating defeat, he decided to end the
  Feathered Wars and find his sacrifices elsewhere. Ipana III
  decided to take war beyond his borders.
  Ipana III immediately defeated two city-states to the east
  known as Cordotl and Palul.
  He then attempted to attack the fearsome Kultakans but was
  soundly defeated and decided to turn his wars westward. To
  the west, he took a city state of the nation of Huacli known as
  Ixtal and captured over 5,000 warriors for sacrifice.
  Another Huacli city-state known as Pulco actually joined the
  invaders and helped Ipana III defeat three more in a ten year
  campaign. A city-state known as Otomi managed to hold off
  the Nexalans until the aggressors eventually had to give up.
  Tolco, a great warrior and the grand-nephew of Ipana III
  was to succeed Ipana III after his death of extreme old age.
  While he was personally a superb warrior, Tolco failed to
  subjugate both the people of Kultaka and of Pezelac. Tolco
  was slain in his last campaign against the Kultakans just as he
  thought there might finally be a chance at victory.
  Tenoch II, a great-grandson of Ipana III, was crowned the
  sixth Revered Counselor after Tolco’s death. Tenoch II did not
  lead any truly grand wars during his twenty-one years as
  Revered Counselor but the empire strengthened its grasp on
          the nations it had already conquered and many roads
                             and way stations were built to ease trade and
                                      travel.
                                        Pezelac did attempt to revolt at one
                                                point during Tenoch II’s reign but
                                                 the Nexalans reacted with such a
                                                   brutal and swift retaliation that
                                                      all thoughts of rebellion quickly
                                                         faded. Tenoch II’s son Chimal
                                                        led the war effort and brought
                                                          back thousands of slaves and
                                                           sacrifices. In celebration,
                                                           Zaltec’s temple was once
                                                               again rebuilt to an even
                                                            greater height.
                                                       Chimal took the title
  of                                                       Revered Counselor after his
                                                        father’s death and led only
                                                       small skirmishes against the
                                                    Kultakans to capture more
                                                       sacrifices for the hungry gods.
                                             He was also known to expand trade
                                                   even further than any of the
                                               Revered Counselors before him.
                                Chimal even opened trade with the distant
                              nations of Payit, Far Payit and Otomi.
                                 The successful leadership and life of
                          Chimal was replaced with that of his weakling
                          son Totep. Totep partook of concubines and the
                           fermented drink known as octal rather than
  spend time governing the empire as the Revered Counselors
  before him. The reign of this eighth Revered Counselor only
  lasted a paltry six years before he was poisoned by his own
  war commanders.
  Zomoc was next to rise to the title of Revered Counselor.
  His reign saw military victories previously unmatched. Across
  dry lands and far to the southwest, Zomoc led a twenty year
  military campaign against the people of Kolan. The Kolan
  campaign was led by Zomoc’s own chief general Coyo. The
  Kolan fought long and hard, but Coyo eventually brought back
  a vast line of prisoners back from across the desert.
  Coyo was hailed as a great war-leader and his popularity
  surpassed that of even the Revered Counselor. Zomoc feared
  for his position so he fooled Coyo into offering his own heart
  in sacrifice to Zaltec.
  8
  
  Zomoc eventually went insane after Coyo’s death and spent
  his remaining years in debilitating paranoia. Some believe it
  was Coyo’s tonalli returned from the very maw of Zaltec to
  make Zomoc pay for his treachery.
  After Zomoc’s tortured death exactly one hundred years
  before the Golden Legion’s arrival, Izco ascended as the tenth
  Revered Counselor of Nexal. Izco and his son Izco II’s reign
  were relatively peaceful times in Nexal, though tribute was
  still taken in the form of sacrifice, slaves and wealth.
  The arts also flourished during this time and Zaltec’s
  pyramid was raised yet again. When a paltry thousand hearts
  were given to Zaltec in celebration of the passing of
  leadership to Izco II, however, Zaltec grew angry and caused
  Mount Zatal to erupt.
  The Feathered Wars were reinstated and this time ten-
  thousand hearts were offered to appease the Eater of Hearts.
  Pakli was selected to replace Izco II upon his death. Pakli
  immediately enacted war once again throughout the True
  World. Unwisely, he spread his forces way too thin by
  simultaneously attacking both the Kultakans and the Otomi
  (while trying to maintain control in Pezelac) and his fourteen
  years drained Nexal’s once vast wealth.
  Having suffered from frequent defeat, the Nexala elected
  another war leader named Chalco as the thirteenth Revered
  Counselor. This great war leader seemed to be the first who
  was truly up to the task of defeating the Kultakans.
  In the first days of battle, thousands were captured and
  Chalco seemed poised to take the Kultakan capital. The
  defenders, however, had a hero of their own.
  A warrior named Takamal rallied his people and though they
  suffered thousands of losses, the Kultakans still managed to
  hold their lands.
  The Otomis did not fare as well against the Nexalans, but
  they fled into the mountains rather than be subjugated.
  Chalco also sent numerous expeditions into distant lands to
  find evidence of the cultural roots of the Nexalans. The
  Pyramid of the Gods known as Tehwaca was sought out, as
  was the cave where Tecco first found the pillar of stone in
  which Zaltec manifested.
  Even the legendary Great Skyhome was sought by some of
  the more adventurous Nexalans. These explorers were said to
  have worked alongside some of the dreaded sea devils known
  as sahuagin in an attempt to find the Ship of the Gods.
  Very few of the explorers returned and those that did had
  little to report. One group of a thousand strong literally
  disappeared altogether while searching for Tecco’s cave.
  Chalco had his successes and failures. However, there is no
  disputing the fact that when he died and the title of Revered
  Counselor was passed onto his grandson Axalt, the empire
  was truly at its peak.
  Axalt fought relentlessly against the Kultakans but Takamal
  was always able to outmaneuver the fourteenth Revered
  Counselor. During Axalt’s reign a great aqueduct was built
  from Cicada Spring on Mount Popol all the way to the center
  of the city. The Aqueduct of Axalt may very well have been the
  greatest accomplishment of his reign.
  9
  
  The fifteenth and final Revered Counselor of Nexal was
  Axalt’s son Naltecona. Naltecona was a wise and brave
  military leader, but a new threat was soon to find its way to
  the True World and Naltecona’s reign was only to last a paltry
  twelve years.
  The Return
  Ten years before the coming of the Golden Legion, annual
  omens set into motion the inevitable demise of the Nexalan
  Empire. Naltecona built a grand palace for himself and the
  empire seemed to be at relative peace, but then the omens
  began.
  First, a great light appeared in the skies above Nexal for
  twenty days. At the very moment Naltecona witnessed the
  lights, the temple of Zaltec suddenly burst into flames and a
  great statue of Zaltec melted to a lump of molten rock. Tecco’s
  stone pillar remained safe deep in the pyramid itself, but this
  event gave “proof” to the priests that the gods were
  unsatisfied. The omen led Naltecona to order thousands more
  sacrifices and many captive Kultakans died upon Zaltec’s
  altars that year.
  The second omen came the following year. The sky turned a
  blood red color and it happened on the exact same day at the
  exact same time as the previous year’s omen.
  On the third year, again at the same time and day, Mount
  Zatal began to belch steam and ash. This omen lasted for a
  full twelve days.
  The fourth omen was reported by a hunter who claimed to
  see a deer with a plumed ring about its neck. The hunter said
  that the dear spoke to him and he emptied his mīcomitl quiver
  trying to slay it. The deer simply ignored each arrow
  according to the hunter, but Naltecona thought the man mad
  and put him to death.
  On the fifth year, Naltecona himself dreamed of a great
  canoe arriving from the east and it was at this moment that he
  began to suspect the omens were signs of the Return of Qotal.
  The annual omens continued. On the sixth year, a great
  sandstorm rose from the House of Tezca and took the form of
  a great pyramid. Capitulating to Zaltec’s priests who sought
  ever more sacrifices to appease the gods, Naltecona sent his
  nephew Poshtli to attack the Kultakans and the young Eagle
  Knight saw much success.
  On the seventh year, the top of Mount Zatal turned a deep
  crimson as if covered in blood. Naltecona’s child was born
  dead on the day of the eighth omen and the child’s skin color
  was a pale white not seen in the True World.
  The ninth omen saw three of the four lakes near Mount
  Zatal erupt with steam. Only Lake Qotal remained calm.
  The final omen was the grandest of all. A wyvern-like
  creature landed atop the pyramid of Zaltec, and on its chest
  was a smoky black mirror. In this mirror, Naltecona saw the
  coming of Cordell’s Golden Legion exactly one year before
  their actual landfall. The creature flew off, never to be seen
  again.
  10
  
  Cordell was a great military commander who was aided by his
  lover, an elf mage (later discovered to be a drow) named
  Darien. Cordell had defeated the great pirate army led by
  Akbet-Khrul for the Faerûnian nation of Amn and then set off
  on an expedition to the True World with five-hundred men he
  now named his “Golden Legion.”
  When they landed in Ulatos on the shores of Payit, Caxal,
  the Revered Counselor of Payit, did not quite know how to
  react. The daughter of the highest ranking cleric of Helm was
  captured and cruelly sacrificed soon after landing. This event
  precipitated a war, urged on by the young girl's father Bishou
  Domincus, and the Payit lost to Cordell’s five-hundred men
  rather easily. After his victory, Cordell established the fort of
  Helmsport nearby.
  After tasting the riches of the Payit and hearing rumors of
  the fabulously rich Nexal to the west, Cordell set his sight on
  continuing Maztica's conquest. With the help of Darien, who
  killed Takamal with her magic, the Golden Legion defeated
  the mighty Kultakans and subjugated their warriors in
  addition to the five-thousand or so Payit.
  Though Naltecona originally considered a peaceful
  welcome for the invaders, his advisors convinced him that war
  was the only route acceptable to the gods. Through treachery,
  the Nexala attempted to end the war early, but the duplicity
  was discovered and any hopes of defeating the Golden Legion
  were dashed.
  Cordell and his army entered Nexal and took all the treasure
  they could find, but Naltecona was allowed to live. A period of
  shaky peace was found but an attempt on Cordell’s life and
  the urgings of a high priest of Zaltec named Hoxitl increased
  tensions, leaving the standoff on the brink of violence.
  Hoxitl led a growing cult of fanatics known as the Cult of
  the Viperhand and their resentment of the foreign invaders
  grew with each passing day. The cultists eventually did attack,
  and Naltecona was one of the first casualties. The savagery of
  the cultists was on a level that the Golden Legion and their
  allies had not yet seen and many were slain or sacrificed on
  the altars of Zaltec.
  Helm’s cleric Bishou Domincus, like his daughter before
  him, was also sacrificed and upon his death the Night of
  Wailing had begun. In the chaos that followed, Bishou
  Domincus’ bloody corpse was seen disappearing into a mist
  that came at once from nowhere and everywhere.
  Mount Zatal erupted and the strange magics that were
  unleashed transformed the cult of the Viperhand into beasts
  formerly unknown in the True World. For the first time, orcs,
  ogres, trolls, and a dreaded creature known as the jagre
  walked upon Maztica.
  Cordell’s one-time lover Darien eventually had her true
  nature revealed. Darien, with the assistance of the Ancient
  Ones (similarly disguised or hidden drow), was a driving force
  behind the strife that had fallen upon the Mazticans and the
  Golden Legion.
  On the Night of Wailing, the drow became driders, and they
  too plagued the remaining humans. Those who managed to
  escape fled into the sands of the House of Tezca.
  When all hope had appeared to be lost, a far gentler god
  made his presence known. Qotal had finally and truly
  returned! His power froze a lake to allow far more humans to
  escape than otherwise might have.
  The Cloak of One Plume appeared in the hands of a woman
  from Palul known as Erixitl as well. This woman had seen the
  couatl, as the prophecy stated, and together all of the
  conditions had been met for Qotal’s return. Aided by Qotal’s
  intervention, the Mazticans and foreigners fled deep into the
  House of Tezca.
  During the march of these one-hundred thousand refugees
  from Nexal with what was left of the Golden Legion, a number
  of events occurred that would forever shape the future of the
  True World. Many of these events occurred simultaneously
  and included inhabitants of the continent that did not yet
  know of what had occurred in Nexal.
  The desert was home to a race of desert dwarves that had
  arrived in the House of Tezca centuries prior. These dwarves
  had been at war with the drow who would one day plague the
  True World. In an event known as the Rockfire, they were
  separated from their enemies and headed further through the
  Maztican Underdark from which they eventually emerged into
  the desolate sands of the deserts of Maztica. The dwarves had
  not had an easy existence in the desert, but they did know a
  relative peace. With the arrival of the beasts of the Viperhand,
  there was now a distinct possibility that the peace would be
  shattered.
  The dwarves knew the location of the fabled city of
  Tewahca and one of their chieftains, a warrior named Luskag,
  discovered that the obsidian mined near the city had the
  strength of steel. This fact would be important in the days to
  come, but in the True World’s farther future, the founding of
  this plumastone would prove world changing.
  11
  
  Now, with a material that could match the swords of the
  invading Amnians, the Mazticans would no longer be at such a
  blatant disadvantage.
  Other outcroppings of plumastone were soon to be found in
  the rest of the True World once the signs of its presence
  became fully understood. Luskag called to the other chieftains
  of the desert dwarves and brought them to the Sunstone. This
  magical lake of silver was found in the caldera of a volcano
  and could bring visions to those who stared into its waters
  during the suns rising. The chieftains all shared a similar
  vision, and they were convinced that they could not sit out of
  the coming battles.
  Poshtli, thought to have perished on the Night of Wailing,
  also revealed himself to Erixitl and her Amnian husband
  Halloran. In the form of a great eagle nearly the size of a man,
  Poshtli became perhaps the most well-known and powerful
  Eagle Knight ever known. Gultec, an honorable Jaguar Knight,
  also assisted the refugees in their march across the desert
  lands.
  Poshtli, Erixitl, Halloran, a young scout named Jahtli, and a
  dwarf legionnaire named Daggrande separated from the rest
  of the refugees and managed to locate the fabled City of the
  Gods. Here, they discovered Erixitl’s father Lotil, a blind
  plumaweaver of legendary skill along with Coton, one of the
  most devout of Qotal’s silent priests. Trolls of the Viperhand
  pursued the heroes to Tewahca while a battle raged between
  Zaltec and Qotal in the great pyramid of Tewahca.
  Qotal was weak and not yet fully formed in this world, so
  Zaltec prevailed against the Plumed Dragon. In the midst of
  the battle, the Cloak of One Plume was also thought
  destroyed, but this later proved to be untrue.
  The four companions eventually escaped Tewahca through
  hidden tunnels and were assisted by the ancient spirit
  wardens of the once great city. The trolls maintained a dogged
  pursuit and all was thought lost when they caught up to the
  heroes. With little hope of escape, Halloran and Daggrande
  made a last stand to protect his now many month pregnant
  wife and the rest of the companions. With no time to spare,
  the desert dwarves (known to 
  Mazticans as the Hairy Men of the 
  Desert) led by Chief Luskag 
  managed to turn the trolls 
  away.
  In the meantime, 
  the main army of the 
  beasts of the 
  Viperhand caught up 
  to the refugees from 
  Nexal. A powerful 
  defense against 
  the horde was 
  led by 
  Cordell, a 
  veteran 
  of the 
  Eagle 
  Knights 
  named 
  Chical, 
  and Tokol, 
  the son of the legendary 
  Kultakan leader Takamal. After 
  defeating charges of orcs and after 
  gravely (but not fatally) wounding
  the jagre Hoxitl, the fierce defenders managed to turn back
  the horde of monsters.
  Gultec had also broken from the refugees and traveled back
  to Tulom-Itzi in Far Payit at the call of his master Zochimaloc.
  When he arrived in Far Payit, he saw vast swaths of
  destruction in the jungle.
  The drow, who had been changed to driders by their cruel
  goddess Lolth and the magic of the Night of Wailing, led an
  army of giant ants within the jungle, though Gultec was not
  yet aware. When he reached his master, Zochimaloc bid him
  to prepare the defense of Tulom-Itzi but the wise Jaguar
  Knight knew that the peaceful defenders could not withstand
  the drider and ant army.
  Gultec advised fleeing into the jungle and Zochimaloc
  conceded. Under Gultec’s command, the Itza managed to slow
  the giant ants enough for their very young and very old to
  escape, though the loss in life was great. Finally, the Jaguar
  Knight decided to make a stand at a border ridgeline between
  Payit and Far Payit known as the Verdant Crest.
  Erixitl, Halloran, the desert dwarves and the remainder of
  their companions began to head east to the sea and once
  again north towards the jungles towards Ulatos and
  Helmsport. Separated from the others, Erixitl and Halloran
  were captured by savage halflings of the jungles who
  attempted to feed them to their Cat God (a Jaguar Lord).
  Halloran used what little magic he had to defeat the
  creature and this unexpected victory convinced the halflings
  that he was the big folk of a prophecy who would one day lead
  them out of the jungle. The growing army of humans, dwarves
  and halflings continued northward.
  Eagle Knights in Cordell’s army reported to him that more
  men from Amn began to arrive in ships back in Ulatos and
  Helmsport. Having now been away from their families for
  more than a year, many in the Golden Legion celebrated the
  news, but Cordell remained only hopefully optimistic.
                                    At the time he did not know that the
                                       army was led by Don Vaez and Bishou
                                          Domincus’ apprentice Pryat Devane
                                          who were determined to show that
                                            Cordell had in fact gone rogue. Their
                                                   intentions were opportunistic,
                                                                             and they sought
                                                                                to prove that
                                                                 Cordell was no longer
                                                                       loyal to the crown of
                                                                       Amn.
                                                               When these men landed
                                                              in Payit, they imprisoned
                                                                the few remaining
                                                                  warriors of the Golden
                                                                            Legion who had
                                                                                  remained in
                                                                                         Helmsport.
                                                                                           Don Vaez,
                                                                                             while
                                                                                             not
                                                                                             generally
                                                                                              liked by
                                                                                             his men
                                                                                             stood at
                                                                                             the head
                                                                                            of twenty
                                                                              five ships and far
                                                                   more men than Cordell.
  12
  
  The betrayal was eventually reported to Cordell by his Eagle
  Knights, but despite knowing what awaited him Cordell
  decided to return to Payit. The monsters of the Viperhand
  were once again on the march. This time, the beasts were
  headed east towards Payit and were led by none other than
  the titanic stony form of Zaltec himself!
  Gultec’s defense against the ants and driders was a truly
  valiant stand, and over a thousand ants had been slain. When
  all seemed lost, Zochimaloc sacrificed himself to channel the
  growing power of Qotal and collapse a mountain upon the
  marching insects. It is unknown if he has truly died, or in fact
  ascended to become something “different.”
  Halloran, Erixitl and their diverse contingent of warriors
  caught up to Gultec’s refugees shortly afterward and together
  they finished off what was left of the ant army.
  Defeated but not dead, Darien and her driders decided to
  turn to hishna magic. The target of her rage had become the
  chosen one of Qotal, Erixitl.
  All armies and players in this great epic converged upon
  Helmsport and the Twin Visages where Qotal was
  prophesized to return to the True World.
  Cordell was at first captured and imprisoned by Don Vaez
  when he reached Helmsport, but he eventually escaped with
  the help of former associates in Don Vaez’s employ.
  Eventually, the men of Don Vaez’s expedition proved to be
  more loyal to Cordell and more trusting in him to lead against
  the oncoming monsters.
  Halloran and his retinue also arrived, though he was
  carrying a sick Erixitl who had fallen to a mysterious ailment
  in the last days of her pregnancy. They did not know the
  cause, but Erixitl's condition was due to a hishna curse laid by
  the drider Darien.
  As the monsters approached, Halloran sought to bring Erixitl
  to the Twin Visages thinking it the only place where her
  mysterious curse could be broken.
  Led by the Zaltec monolith, the monsters arrived in
  Helmsport only days afterward. Cordell, while greatly
  outnumbered, held strong against the horde while he sent
  Vaez’s ships to return to waiting Kultakan warriors that
  Cordell had left behind.
  At the Twin Visages, Darien and her remaining driders
  assaulted a recently reawakened Erixitl, Halloran and their
  allies. All of the driders except Darien were slain by the
  powerful pluma magic of Lotil, though he too perished. Qotal
  also had finally returned to the True World as the Plumed
  Dragon and he and Zaltec commenced their epic battle!
  Cordell’s Kultakan reinforcements returned via Vaez’s ships
  and Hoxitl’s horde was finally turned back to Nexal. Cordell
  was hailed as a hero by Amnians and Mazticans alike, though
  the losses that had been suffered were great. The blood of
  monsters, desert dwarves, Amnians, Kultakans, Payits, and
  even the halflings all commingled in the fields of Helmsport.
  While Qotal and Zaltec’s battle raged, the True World was
  being torn asunder in this new godswar. The titanic battle was
  causing earthquakes, landslides and other cataclysmic events.
  Coton, the silent and devoted high priest of Qotal finally had
  had enough of the gods’ treatment of their mortal worshipers
  and he broke his vow of silence to admonish his own deity!
  Both Qotal and Zaltec stopped their battle momentarily to
  kill the man for his hubris, but before they could kill the
  blasphemer, Coton sacrificed himself and the still rampaging
  Darien.
  13
  
  The mixture of hishna and pluma slammed the door shut to
  the world that the gods had used to enter, and both Qotal and
  Zaltec were forced to return to their otherworldly domains.
  Maztica itself had a few decades of relative silence after the
  huge shakeup that had occurred following Cordell’s arrival. A
  connection had been established with the continent of Faerûn
  that would actually only exist for a few decades of time before
  the Spellplague tore Maztica from the world.
  During this time, Faerûnians from realms other than Amn
  began to visit the True World. Most notably, Waterdeep
  founded their own colonies and even the folk of Lantan sent
  colonists and traders. New cities and towns sprung up within
  this time - locales such as Qoral, New Waterdeep, Trythosford
  and Fort Flame.
  The cruel treatment of the native Mazticans by Helm’s
  clergy and worshipers caused rreparable damage in his faith
  leading to a decline in the god’s power.
  When the Spellplague came, the Mazticans were caught
  completely unaware. The skies changed from the azure of
  Toril to the metallic skies of Abeir. Earthquakes, similar to the
  ones which occurred during Zaltec and Qotal’s battle decades
  prior, once again tore the land apart.
  Village elders thought the gods were angry with them and
  many returned to the old ways of sacrifice. Thousands of
  foreigners were expelled or offered for sacrifice though
  sacrifice as a whole never quite returned to pre-Cordell levels
  outside of Nexal.
  In Nexal, the jagre Hoxitl still ruled with an iron fist and he
  sought only to ever please the Bringer of War. New beasts
  began to appear across Maztica.
  Great lizards with terrible fangs and claws savaged the
  humans and halflings of the jungles. Ancient evils, once
  forgotten, began to appear on the continent.
  Itzapaplotl, the dreaded Obsidian Butterfly, decimated
  villages and tortured entire populations that had been
  captured by her dreaded tzitzimitl. She no longer seemed
  bounded by the rules of the gods that long ago curbed the
  worst of her depredations.
  The worst thing of all was that the gods no longer answered
  the prayers of their faithful. On this new world and under a
  new sky, the gods no longer existed and the Mazticans
  despaired.
  Born of the great god Kukul so many thousands of years
  prior, however, mankind and the other races of the True World
  did not give up on survival so easily.
  The plumaweavers and hishnashapers of Payit and Far
  Payit developed greater and more powerful magics to survive
  in their newer, harsher world.
  Jaguar and Eagle knights, bolstered in strength by the
  discovery of plumastone, began to develop weaponry and
  combat techniques unmatched even by the Kultakans and
  Nexalans of old. The Faerûnians that remained had been cut
  off from their homeland and without continuing immigration,
  they began to naturalize in this once strange land.
  A century passed and the True World not only survived, but
  thrived.
  Just as equilibrium took hold, the skies have changed yet
  again. The few powerless priests who held onto the old ways
  have heard something in their dreams and meditations.
  If these whispers are correct, then the gods have once again
  returned to the True World.
  14
  
  Maztican Timeline
  I am sworn to silence by my station. I say nothing to the
  mighty of Nexal. Instead, my tale becomes the Chronicle of the
  Waning. As my immortal master, the Silent Counselor, so
  wills, I observe and record, a witness but not a participant to
  the unfolding of history. 
  Coton, Silent Priest of Qotal 
  Ironhelm Prologue
  Maztica has a history as long and as eventful as Faerûn itself,
  beginning far back in the Days of Thunder when the gods first
  came to ground, through numerous cataclysms and all the
  way to the modern day on Toril.
  This portion of the history chaptet attempts to catalogue
  major events both in the mortal and immortal world, and
  presents them in chronological order for easy reference. All
  dates are given in Dalreckoning (DR).
  c. –32500 DR: The Immortal Era Begins
  Deities from Aztec, Mayan and Incan mythologies send the
  greatest of their avatars to seek out a new world far from their
  home on an enormous ship in the form of a pyramid. The ship
  is given the name “The Great Skyhome.” 
  c. –32000 DR
  The gods arrive on Toril and land in the ocean far west of the
  main continent of the lush world. Eventually, they occupy
  lands in the west but upon their arrival, some avatars
  disappear for other lands, never to be seen or heard from
  again.
  Deep in the bowels of the Great Skyhome, the demoness
  Itzapaplotl emerges, having stowed away without the
  knowledge of any of the deities.
  The goddess once known as Coatlicue perishes upon
  arrival. Her massive bloated corpse disappears far
  underground where it begins to spawn terrible abominations
  that haunt the underground ways. 
  c. –31900 DR
  Itzapaplotl makes her presence known only to Zaltec, who she
  seeks out as a lover. He initially spurns her advances but
  temporarily relents, until he discovers her desire to steal his
  divinity.
  c. –31500 DR
  After many centuries of a relatively lonely existence on their
  new home the gods attempt to create “new toys to play with”
  and labor to create mankind. The gods are not satisfied with
  their first attempts. Man created from mud, wood and gold are
  all deemed failures before Kukul severs his own fingers. The
  fingers wriggle to life to all the gods’ satisfaction and begin
  populating Maztica. Rumors persist to this day that not all of
  the “failed attempts” have been destroyed.
  The First Man to stand is named Camazotz. He is initially
  favored amongst the gods (particularly Zaltec), but eventually
  deems himself greater than his creators and is subsequently
  struck down by Zaltec. He is raised back from the dead into
  unlife by the Zaltec’ Itzapaplotl and the First Man becomes
  the First Vampire. 
  c. –31000 DR
  Aearee empires (avian creator race) dominate Faerûn and
  many migrate to Maztica. Interactions between the aearee
  and the primitive, young race of humans are rare due to their
  geographical habitats, though when they do occur, they are
  generally peaceful.
  Camazotz makes a second play for power among mankind
  and learns how to coopt the souls of female humans who die
  in childbirth. These souls are sacred to all of the deities,
  though it is the elemental brothers Plutoq, Azul, and Tezca
  who issue their wrath upon the would-be-deity and his city
  known as Chacobben. Camazotz is thought slain and the city
  is buried in a great mudslide, effectively erasing it from
  history.
  Itzapaplotl’s duplicity is discovered in her resurrection of
  Camazotz and she is beset upon by the brothers as well, this
  time including her former lover Zaltec. She uses much of her
  power to rip great swaths of land and casts the molten rock
  into the sky. She escapes the god’s wrath by forming her Void
  Kingdom of Tamoacha upon this floating stone and occupying
  it forever more. Itzapaplotl kidnaps shepherd spirits of the
  dead known as zizimime and slowly transforms them into her
  subject star-demons. An edict is written where Itzapaplotl or
  her children may not come to ground as long as Kukul’s Eye
  (the sun) is upon the world. 
  c. –30000 DR
  As the Time of Dragons begins, the aearee empires collapse.
  The pattern continues in Maztica due to conflicts with
  powerful green dragons. Qotal, also known as the Feathered
  Dragon, reaches out to a tribe of decimated aearee and
  changes them into the fierce quetzaldaun, who are then able
  to overcome the greatest of green dragon threats. The
  quetzaldaun never reach the heights of power once reached
  by the aearee, but they no longer have fear of extinction. 
  c. –12000 DR
  Due to generous gifts from the gods, mankind begins to
  flourish and spread out. They advance from their primitive
  state to become inquisitive, honorable and loving, but the gifts
  also bring war and cruelty. Agriculture, particularly in the
  cultivation of mayz, becomes a driving force behind
  humanity’s success. Many towns and great cities are built,
  most in honor of the firstborn of the goddess Maztica, Qotal.
  The newfound piety is in part due to mankind’s appreciation
  for his gift of mayz.
  The sand elder giants arrive in the house of Tezca from a
  portal to an unknown desert plane or demiplane under
  circumstances which they either do not remember or do not
  care to speak of. 
  c. –8500 DR
  Zaltec creates the magic of fang, claw and venom known as
  hishna and introduces it as his own gift to mankind. War and
  cruelty reach new heights among the toys of the gods.
  Hishnashapers begin to appear at this time in addition to a
  breed of warriors known as jaguar knights. 
  c. –8100 DR
  After hundreds of years of never-ending war, the goddess
  Maztica gives her favored son Qotal the gift of pluma magic,
  which he passes on to mankind. Plumaweavers and eagle
  knights are seen for the first time. 
  15
  
  –8060 DR: The War of the Gods
  In a fit of rage over Maztica and Qotal’s “betrayal,” Zaltec
  murders his mother using a single blow from his darkness
  edged mācuahuitl. The weapon shatters and shards from its
  obsidian edge lodge into her body, birthing the first
  plumastone in the mortal realms of the True World.
  Zaltec takes Maztica’s heart and takes it with him to feed
  upon its energies to the current location of Mount Zatal. The
  heart’s inherent life magic is corrupted, spawning the terrible
  energy known as the Darkfire (alternatively, Darkfyre).
  Kukul disappears in despair over the death of his wife and
  disgust over the behavior of his sons.
  There is war among the gods. All the male gods side with
  Zaltec while the females side with the enraged Qotal. Humans
  create a great pyramid known as Tehwaca at the command of
  their gods where the war is set to occur.
  Sacrifice, which is a practice already common among the
  god’s worshipers, is brought to a new height as ten thousand
  warriors give their hearts to Zaltec. Qotal responds with a
  sacrifice of his own by freeing thirteen beautiful caged
  butterflies upon the pyramid. Qotal defeats Zaltec not long
  after battle is commenced.
  The mainland goddess Shar is drawn to the loss of the
  whole event and takes notice of Maztica. 
  -8059 DR
  Zaltec feeds from the Heart of Maztica, but it regenerates as
  quickly as it can be consumed. 
  -8055 DR
  Zaltec encounters a sarruhk named Mixcoatl, also known as
  the Viper, who pledges his service to the dark god in guarding
  and maintaining the Darkfire. The mountain grows rapidly
  and eventually becomes a volcano.
  -8051 DR
  Zaltec senses the interests of his brother gods outside the
  earthen walls of Mount Zatal. Their power manifests in the
  four lakes that surround the growing mountain. 
  –2225 DR: Diamond Eyes
  In the guise of a beautiful mortal woman known only as
  “Diamond Eyes,” Shar tricks Qotal into giving away some of
  his divinity. Qotal seeks aid from his hated brother Zaltec and
  together they easily recover his stolen power. Once the battle
  is over, the alliance ends as quickly as it began. Qotal is given
  a vision of his sister Kiltzi in which he recognizes her
  resemblance to Diamond Eyes and he lusts for her. 
  –1106 DR: Qotal’s Seduction
  For more than a thousand years after his vision of Kiltzi, Qotal
  observed mankind’s love and play and he grew increasingly
  jealous. The seed of lust Shar had placed in his mind
  germinated until he could no longer deny it. Against her
  wishes, Qotal took his sister Kiltzi and proceeded to fall into a
  deep slumber.
  The darkest rumors claim that a child was born of this
  union, but no evidence of the rumor’s veracity can be found.
  –1105 DR
  Kiltzi flees to her brother Zaltec in shame along with her
  sisters Watil and Nula. Terrible droughts, plagues and natural
  disasters decimate mankind as Qotal continues to slumber.
  –1095 DR
  A majority of the human race also turns to Zaltec who
  demands tens of thousands of sacrifices. The droughts and
  famine end as the gods once again begin performing their
  duties. 
  –812 DR: Departure of the Feathered Dragon
  Qotal finally awakens after centuries of slumber to a land all
  but dominated by the worship of crueler gods. He attempts to
  punish mankind by taking their speech, but his power is no
  longer what it once was and only his few remaining priests
  comply. Qotal begins a self-imposed exile, though he leaves
  the Prophecy of the Cloak of One Plume to indicate when he
  would return to the shores of the eastern land of Payit.
  Two massive faces are carved into a rocky bluff where Qotal
  sets off on brightly feathered canoe by his remaining
  worshipers. These faces become known as the Twin Visages. 
  c. 400 DR: Golden Age of the Payit
  Despite the absence of their patron deity Qotal, the nation of
  Payit in Maztica sees six hundred years of great peace and
  plenty beginning around this time. Ulatos, Tulom-Itzi, Pezel
  and Kultaka are all founded during this period. Nexal as a
  nation does not yet exist, but the Valley of Nexal is heavily
  settled. Written language is developed in Payit.
  As Payit progresses in the sciences and trade, more
  westerly peoples become increasingly warlike. Many new
  weapons and tactics for war are developed in these regions.
  Sea exploration which had begun in order to find greater
  and safer trade routes lead to many deaths, but also the
  populating of many of Maztica’s surrounding islands.
  The science and magic of astronomy is further developed by
  the Payit.
  16
  
  H’Calos the Star Worm falls to the world encased in an
  enormous egg-like meteorite in the Vale of Ixtzul in Far Payit.
  The creature is discovered by a minor chieftain named Osctl
  Sleeping Turtle who is the first to be consumed by the great
  beast as H’Calos emerges from the egg and causes vast
  destruction. The creature eventually falls into a deep slumber.
  418 DR Year of the Eagle’s Flight
  After years of migration, some aarakocra of Maztica arrive in
  mainland Faerûn more than thirty thousand years after the fall
  of the progenitor aearee race disappears. The quetzaldaun
  remain in the high places of Maztica with barely greater
  numbers than at the time of their creation.
  A great road is built by the Payit that connects Ulatos to
  Tulom-Itzi as trade reaches its height. 
  429 DR Year of the Cat’s Eye
  The people of the Valley of Ixtzul bind the creature H’Calos to
  his slumber, but also discover a means to control the creature
  for small periods of time. H’Calos makes an effective guardian
  for Ixtzul.
  431 DR The Year of the Hearth
  After countless ages of clawing his way to the surface,
  Camazotz unburies himself and flees into the True World
  night, thoroughly convinced that he is fated to grow beyond
  the gods. 
  c. 600 DR The guardianship of the eternal slumber of
  H’Calos passed onto a magically created race of ant-men
  known as the bacar, whose creation is sponsored by the last
  evered Counselor of the valley, Greyst Seven Cloud. Humans
  abandon the Valley of Ixtzul.
  Cualli and Itzamna Manik, married plumaweavers of great
  power create the plumazotl in a grand act of powerful
  plumaweaving. Tezca and Zaltec send xiuhcouatl to slay the
  plumaweaver for her hubris. 
  951 DR Year of the Empty Hourglass
  On her wedding day, the Princess Aliah of Ulatos is murdered
  after a failed kidnapping attempt by Teacal, the young prince
  of Tulom-Itzi. This event is said to mark the end of the Golden
  Age of Payit. 
  987: Year of the Flaming Dwarf: The Rockfire Disaster
  Seeking fortune in the west, dwarves travel tunnels under the
  Sea of Swords. They are pursued by drow and battle follows
  the dwarves throughout the long journey. Drow spells weaken
  the unstable walls of the Underdark and both magma and
  ocean water fills the Underdark. Many on both sides are killed
  but others flee further west, trapped under Maztica. The
  dwarves arrive in the Sands of Itzcala in Maztica while the
  drow travel farther south until they arrive in the foothills of the
  Axapoztlan Range. 
  1008 DR Year of the Treacherous Path
  In a cave hidden in the Axapoztlan Range, the shaman known
  as Tecco is confronted by the god Zaltec. Zaltec commands
  the shaman to lead the Maztican people south to conquer all
  the lands before them. Tecco carries the stone pillar from
  which Zaltec formed his avatar back to the Mazticans. 
  1038 DR Year of the Spreading Spring
  The Maztican tribe settles in the Valley of Nexal and allies
  themselves with the city of Tezat. They are led on this journey
  by Tecco’s grandson Cattl. 
  1060 DR Year of the Fantastic Spectacle: The Dawn of
  Nexal
  Cattl is slain by his son Ipana and the truce with Tezat is
  broken in an act of great betrayal. Ipana raids the city and
  destroys the temple of Tezca. He also returns to the Valley of
  Nexal with many sacrifices for their bloodthirsty god.
  Ipana changes the tribe’s name to the Nexala and its capital
  city, Nexal. Ipana becomes the first Revered Counselor of the
  Nexala.
  The cities of Azatl and Zokil are absorbed into the fledgling
  Nexalan Empire. Tezat continues to resist. 
  1095 DR Year of the Dawndance
  Despite thirty-five years of warfare and attempted subjugation,
  Tezat remains independent of Nexal. Ipana’s grandson Tenoch
  becomes the Revered Counselor of Nexal upon the death of
  his grandfather, and is no more successful than his
  grandfather in conquering Tezat. 
  1115 DR Year of the Haunted Herald
  Tenoch’s son Ipana II takes the title of Revered Counselor of
  Nexal after his father’s twenty year reign. Ipana II’s reign lasts
  twelve years. 
  1120 DR Year of the Perplexing Sphinx
  A great banquet is held to celebrate the sixtieth year of Nexal’s
  might by Ipana II and within a year all representatives from
  Tezat who attended sicken and die. Nexal finally overtakes
  Tezat due to the lack of strong leadership. 
  1127 DR Year of the Luminar Procession: The Reign of
  Ipana III
  Ipana II is murdered by the same poison used to overcome
  Tezat by his own nephew. Ipana II’s son, Ipana III takes the
  title Revered Counselor at only ten years of age. 
  1137 DR Year of the Falling Menhirs Ipana III’s reign is
  credited with introducing the ceremony known as the
  Feathered Wars, in which the armies of different cities would
  war simply to take captives for sacrifice to their hungry god
  Zaltec. 
  1138 DR Year of the Sharpened Teeth
  All of the captives are sacrificed and a second Feathered War
  is enacted. In this second war, many warriors of Ipana III’s
  own army are taken captive and sacrificed. This convinces him
  to seek war outside the Valley of Nexal to find suitable
  sacrifices. 
  1139 DR Year of Shining Waves
  Nexal, led by Ipana III, easily overcomes the small city states
  of Cordotl and Palul and then heads northwest to battle the
  Otomi. The battle lasts three years until the Nexala abandon
  the campaign. The fierce warriors of Kultaka are also forced
  to hold off Nexal’s predations, and manage to do so for a full
  two hundred years. 
  17
  
  1142 DR Year of the Sword’s Oath
  After his defeat, Ipana III moves westward to battle the
  isolated Huacli people, from which he takes the city of Ixtal.
  Soon after, the other city-states of the Huacli fall and become
  subjugated. The fresh flow of sacrifices comes annually from
  these city-states. 
  1178 DR Year of the Secret Rider
  After a reign of fifty-one years, Ipana III dies of old age and his
  grand-nephew Tolco takes the throne. 
  1179 DR Year of the Stalking Satyr
  Tolco leads Nexal’s armies into a humiliating defeat with the
  Kultakans and turns to Pezelac. Slaves and sacrifices are
  taken, but the battles grind to a stalemate and Pezelac is not
  subjugated. 
  1190 DR Year of the Poisoned Quill
  Despite greater losses, the Kultakans repulse a second
  invasion by Nexal’s forces when Tolco is slain. After their
  Revered Counselor’s death, the Nexalan army abandons the
  field of battle. Tenoch II, great-grandson of Ipana III becomes
  the sixth Revered Counselor of Nexal. His reign lasts a full
  twenty-one years and the Nexalans prosper under his rule.
  Many new roads are built and after a successful raid led by
  Tenoch II’s son Chimal; the pyramid of Zaltec was raised to
  the highest in all the nations of Maztica. 
  1211 DR Year of the Crimson Crag
  Tenoch II dies of natural causes and his son Chimal ascends
  to become the seventh Revered Counselor of Nexal. His
  eighteen year reign is marked by an increase in trade, even
  with nations as far as Payit for the first time in Nexal’s history.
  1229 DR Year of the Carrion Crow
  Chimal is replaced by his weakling and disinterested son
  Totep, whose reign as eighth Revered Counselor lasts a paltry
  six years. 
  1235 DR Year of the Black Horde
  A solar eclipse occurs this year, and the tzitzimitl of
  Itzapaplotl wreak havoc among mankind. Far Payit is hit
  particularly hard in villages surrounding Tulom-Itzi.
  Totep is poisoned and his death is rumored to have been
  caused by his own military leaders.
  Zomoc, one of Totep’s generals, assumes the title of ninth
  Revered Counselor. Zomoc immediately sends his chief
  general Coyo to begin a campaign of warfare against the
  Kolan tribes of the southwest coast across difficult terrain. 
  1255 DR Year of the Raging Flame
  After twenty years of constant warfare and frustration, Coyo
  finally subjugates the Kolan people and leads a long line of
  slaves and sacrifices back across the desert to Nexal. 
  1256 DR Year of the Dusty Throne
  Fearing Coyo’s threat to his throne, Zomoc magically coerces
  Coyo to offering his heart to Zaltec after a year of celebration
  and feasting. 
  1260 DR Year of the Broken Blade
  Zomoc dies in his sleep after years of paranoid insanity. Izco,
  nephew of Coyo ascends as tenth Revered Counselor of Nexal.
  The reign of both Izco and his son Izco II is marked by great
  advances in the artistic and cultural growth of Nexal. 
  1272 DR Year of the Shrieker
  In order to celebrate the passing of the title of Revered
  Counselor from Izco to his son and to consecrate further
  construction upon the pyramid of Zaltec, one-thousand hearts
  are offered to Zaltec. This paltry amount offends the god who
  awakens the Viper. The Viper uses the power of the darkfire
  to cause Mount Zatal to erupt and cause thousands of
  additional deaths. A grand Feathered War is enacted and ten
  thousand hearts are offered to Zaltec as the temple is re-
  consecrated. 
  1288 DR Year of the Roaring Horn
  After the death of Izco II, the great and venerable warrior
  Pakli is chosen as the twelfth Revered Counselor. Pakli
  immediately begins campaigns against the Otomi, the
  Kultakans and even mounts expeditions to rein Payit under
  Nexal’s control. The wars drain Nexal’s treasuries and end in
  disaster. Revolts form in various city-states, Pezelac and Kolan
  which Pakli spends his remaining years attempting to quench.
  1290 DR Year of the Whelm
  The Kultakans elect the young warrior Takamal as War Chief.
  1302 DR Year of the Broken Helm
  Chalco, a great warrior, is appointed thirteenth Revered
  Counselor of Nexal by nobles of the city with the hope that he
  will bring military glory back to the empire after recent
  humiliating defeats. Chalco attacks the Kultakans and sees far
  more success than Nexal had in the past, but the capital city
  of Kultaka rallies around Takamal and once again fights the
  invaders back. 
  1303 DR Year of the Evening Sun
  Chalco begins a new campaign against the Otomis, bringing a
  huge army formed in part by Huacli subjugated states. Chalco
  razes the Otomi’s capital city despite heavy losses. Many
  Otomi flee into the mountains, retuning only once Chalco has
  departed. 
  1306 DR Year of Thunder
  Chalco sends expeditions to find both the original cave from
  which Tecco first encountered Zaltec and to find the fabled
  City of the Gods, Tehwaca. The expeditions are not successful
  and most do not return. 
  1328 DR Year of the Adder
  Chalco dies and his young son Axalt ascends as fourteenth
  Revered Counselor of Nexal. His reign is often considered the
  peak of the Nexalan Empire. Nexal’s continued campaign
  against the Kultakans fail due in large part to the cunning of
  Kultaka’s own War Chief and Revered Counselor, Takamal. 
  1345 DR Year of the Saddle
  Axalt’s own son Naltecona leads the most successful forays
  into Kultaka as Axalt builds an aqueduct and a grand palace.
  Other than the Great Pyramid of Zaltec, the palace is the
  grandest structure in the whole valley. 
  18
  
  1350 DR Year of the Morningstar
  Naltecona ascends as the fifteenth Revered Counselor of
  Nexal after his father dies at a relatively young age. This time
  marks the end of the Rise of Nexal. 
  1351 DR Year of the Crown
  Naltecona orders yet another failed invasion of Kultaka. The
  first in a string of omens occurs this year which herald the
  coming of Cordell. Each year on the anniversary of the first, a
  new omen occurs, including the bursting into flames of
  Zaltec’s temple, the changing of the color of the sky to that of
  blood, and a twelve day eruption of Mt. Zatal. 
  1359 DR Year of the Serpent
  Cordell defeats the pirate captain Akbet-Khrul, earning the
  gratitude of the royal family of Amn. 
  1360 DR Year of the Turret
  As Cordell requests funding for an expedition to Kara-Tur that
  eventually leads him to the True World, three out of the four
  lakes in the Valley of Nexal begin to boil and emit steam. 
  1361 DR Year of Maidens: Discovery of the True World
  The Amnian general Cordell sets off with his Golden Legion
  from Amn and “discovers” the continent of Maztica. The
  Amnians defeat the native Payits and conquer the city of
  Ulatos. Helmsport is founded. Other Faerunian nations hear
  rumors of the newly discovered land. 
  1362 DR Year of the Helm: The Return of Qotal and The
  Night of Wailing
  In mighty Nexal itself, Cordell’s lieutenant Darien reveals
  herself to be drow and Cordell’s religious leader Bishou
  Domincus is sacrificed by Zaltec’s high priest, Hoxitl. This
  action and the will of both Zaltec and the spider goddess Lolth
  lead to the Night of Wailing. The dark magic of the darkfire
  transforms men and women who wear the mark of the
  Viperhand into terrible and vicious humanoids such as orcs
  and the new breed of shapechanging ogres known as jagres.
  Naltecona is slain this year as well. The combined forces of
  the Golden Legion and the remaining native Mazticans flee
  into the Sands of Tezca. They are led by a former Golden
  Legion commander known as Halloran, his wife and Chosen
  of Qotal Erixitl and the Eagle Knight Poshtli.
  The Prophecy of the Cloak of One Plume is fulfilled and
  Qotal returns to the world to battle Zaltec in the newly
  rediscovered city of the Gods, Tehwaca.
  Tukan is founded by the fleeing humans.
  Two battles between Zaltec and Qotal during this time,
  cause earthquakes and other natural disasters throughout the
  True World. There are many repercussions, one of which is
  that Chacobben reveals the tops of a number of its structures.
  One revealed temple is discovered by the cihuateteo and wife
  of Camazotz known as Yolyamanitzin who converts it into a
  tavern, which helps her feed her spawn. 
  1364 DR Year of the Wave
  The Golden Legion opens a new colony further west in
  Maztica known as Qoral. North of Kultaka, the Flaming Fist
  mercenary company builds Fort Flame, though they do not
  fare nearly as well as Cordell’s original mission. 
  1365 DR Year of the Sword
  Cordell refuses to allow trade ships from Waterdeep to dock
  at Helmsport. The ships continue north until they reach
  Maztapan Island and forms a colony inland known as New
  Waterdeep off the jungle coast north of Mount Plutoq. New
  Waterdeep forms a bond with their southerly Kultakan
  neighbors to Cordell’s displeasure.
  The Cloak of One Plume is discovered to have survived the
  Fall of Nexal and it is taken from the possession of the
  tlalocoatl (rain dragon) that had been its guard.
  The Waterdhavian colony expands northward and forms a
  second settlement known as Trythosford. The remaining
  Waterdhavian ships head home, and even though three sink
  on the journey, the remaining ships (five of the original twelve)
  dock in Waterdeep Harbor.
  The Tlincalli scorpionfolk of Maztica’s underdark finish a
  three year ritual in response to Cordell’s invasion transporting
  over a thousand scorpionfolk to Amn. The colony burrows
  deep to find the abandoned dwarven kingdom of Xothaerin
  and begin to modify the city for habitation. Once the city is
  cleaned out of its resident elemental creatures, the new
  settlement is dubbed Oaxaptupa. 
  1366 DR Year of the Staff
  Tensions flare between Cordell and the colonies of New
  Waterdeep over weapon trade agreements with the
  Kultakans. 
  1368 DR Year of the Banner
  Trade increases as both New Amn and Waterdeep compete
  for the highest profits. Some suspect sabotage as ships from
  New Waterdeep continue to sink en route. 
  1369 DR Year of the Gauntlet
  Kultakan invaders destroy New Waterdeep and force the
  survivors to flee north to Trythosford. Sahuagin attacks
  prevent aid from reaching shore. 
  19
  
  1370 DR Year of the Tankard
  An assassin is unsuccessful in murdering Cordell in his sleep.
  The jaguar knight assassin disappears before being captured
  and is never found.
  Fort Tussin is founded by New Amn along its western
  frontier. 
  1371 DR Year of the Unstrung Harp
  H’Calos the Star Worm is awakened by Mirandos of Helm and
  it destroys Ixtzul, Maju, Coxl, and everything in between
  before finally being confronted and defeated by the Golden
  Legion in the city of Patil.
  Alanza DaNosta, the acting captain of the Golden Legion in
  its battle with H’Calos, founds a colony along the east coast of
  the Bay of Coxi.
  The bacar guardians of the Star Worm, no longer being
  needed, freely roam the world without direction other than to
  serve their queens.
  1373 DR Year of Rogue Dragons
  New Waterdeep is resettled on Maztapan Island while the old
  site remains under Kultakan control. 
  1374 DR Year of Lightning Storms
  The tlincalli of Oaxaptupa raid Murann and the Trade Way.
  They demand reparations for the plundering of Maztica as
  they perform all manner of atrocities. 
  1376 DR Year of the Bent Blade
  Oaxaptupa is sacked by an uneasy truce of the Swordbelt
  Alliance. The alliance first discovers that the tlincalli are
  utilizing a portal to the Abyss for reinforcements from their
  demonic patron Obox-Ob. Remaining tlincalli escape into the
  Underdark wilds, but Oaxaptupa as an independent city state
  is no more. 
  1380 DR Year of the Blazing Hand
  A deadly plague kills the vast majority of horses that were
  brought to the True World practically overnight. The lack of
  transportation allows for the rise of an ancient tradition in the
  True World known as the pochteca – which is the name of
  influential traveling merchants who spend the vast majority of
  their lives going from settlement to settlement.
  The pochteca make contact with distant lands all over the
  True World, interconnecting Maztica, Anchorome, Lopango
  and even Katashaka in some rare cases. The leadership of
  Kolan is given to the greatest of these merchants, known as
  the Grand Pochteca. 
  1385 DR Year of Blue Fire
  As the goddess of magic is murdered, the Weave that is the
  source of all native magic on the planet of Toril unravels and
  one of the worst (if not the actual worst) upheavals in all
  history known as the Spellplague occurs.
  Maztica, potentially due to the otherworldliness of the
  magic of pluma and hishna, is spared most of the chaos that
  engulfs magic. However, tragically, the entire continent is
  shunted to the twin planet known as Abeir and replaced with
  the primal realm of dragons known as Laerakond back on
  Toril.
  Mazticans see the change as a shimmering of the blue sky
  which, after a few moments, becomes a steely gray. The
  crossing causes a brief moment of nausea in all who observe
  the change.
  The initial days of the Abeiran Maztica are wrought with
  confusion and social chaos as priests of every deity known
  lose connection to their gods. Zaltec, Tezca, Azul and even
  Plutoq’s priests order formerly unheard of numbers of
  sacrifices in order to appease what they think is simply the
  anger of their hungry deities. The priests of Qotal and his
  sisters do their best to stem the onslaught, but are rarely
  successful as they too are nearly powerless.
  The brunt of the attacks is suffered by foreign born men and
  women as priests convince the general populace that it is their
  presence that so angers the gods. New Waterdeep, Qoral, Fort
  Tussin and Trythosford are duly sacked, and the only
  settlements which still retain a significant population of
  Faerunians are Helmsport-Ulatos, Fort Flame and Tukan to a
  lesser extent.
  The famous Eagle Knight Poshtli disappears during the
  transition. 
  1386 DR Year of the Halfling’s Lament
  The demoness Itzapaplotl detects that the ancient edict that
  binds her to her Void Kingdom of Tamoacha does not hold
  true on Abeir. She sends her dreaded star demons – the
  tzitzimitl, down to the True World to torture and maim as they
  see fit. Star demons who capture folk for her own amusement
  are particularly rewarded. All races, nations and regions are
  targeted equally and even the Viperhand of Nexal feel her
  depredations.
  A rare few folk make pacts with Itzapaplotl for power and
  become her warlocks.
  1388 DR Year of the Tanarukka
  Men and women who formerly had no training in either pluma
  or hishna start to manifest spontaneous abilities. They
  become known as the nahuālli, and join Jaguar Knights and
  Eagle Knights in fighting the tzitzimitl. Gultec, the current
  leader of Tulom-Itzi in Far Payit organizes a battle that
  delivers a blow to Itzapaplotl’s star demons that they never
  fully recover from, but he dies in battle with the demoness
  herself.
  With a lack of divine magic, the magic of hishnashapers and
  plumaweavers becomes more influential and the magic of
  pluma and hishna is expanded by many. Hishnacasters and
  plumacasters emerge with powers that rival the wizards of the
  invading Amnians.
  1389 DR Year of the Forgiven Foes
  The first instances of encounters with plumed thunderers
  (dinosaurs) happens this year, mostly in the southern jungles
  of Far Payit. For the most part, they either do not reach the
  more populated regions or are turned back by heroes and
  defenders. Hunters who travel deeper into the jungles alone,
  however, often do not return.
  1487 DR Year of the Rune Lords Triumphant
  Maztica returns to Toril as the skies once again change back
  to bright azure and the sun returns to its golden yellow.
  The gods return and Zaltec is the first to awaken deep in
  the lowest chambers beneath Mount Zatal. Itzapaplotl seeks
  him out through one of her star demons known as the Runt.
  Zaltec forms an agreement to sponsor Itzapaplotl’s rise to
  divinity (though they never succeed).
  20
  
  Anxelli, a young woman of Far Payit meets Cualli, the ages old
  plumaweaver who created the plumazotl. Cualli trains Anxelli
  who becomes a powerful plumacaster and the Chosen of
  Qotal.
  Cualli gets to rejoin her husband Itzamna Manik in paradise
  as she is slain by a fiery minion of Tezca known as a
  xiuhcouatl.
  Anxelli eventually destroys the xiuhcouatl and the Runt and
  indirectly causes Zaltec and Itzapaplotl to fight in her Void
  Kingdom of Tamoacha. Zaltec, still weak from his recent
  awakening, is gravely wounded, and Itzapaplotl is apparently
  slain or at least thrust into the darkness of the void above
  Toril. Anxelli obtains the fabled Cloak of One Plume from an
  ancient tlalocouatl in Mount Zatal and becomes a great
  heroine of her time.
  Anxelli decides to travel from village to village to pass on
  the teachings of plumacasting.
  Though he has long remained somnolent in death, Hoxitl
  was resurrected by Zaltec shortly before his battle with
  Itzapaplotl. When Itzapaplotl was defeated, he somehow
  captured and absorbed her unutilized divine power and has
  become a deity in his own right. It is unknown if this was
  Zaltec’s intention and the gods have since become far more
  distant from the affairs of men.
  Hoxitl was revealed to not have been the only mortal who
  has ascended to divine status as the eagle knight Poshtli
  presented himself to the citizens of Helmsport as a radiant
  eagle nearly 60 feet tall that its citizens could barely look
  upon. Hoxitl and Poshtli represent evil and good jaguar or
  eagle knights respectively. 
  1488 DR Year of Dwarvenkind Reborn
  Incidentally, a few Faerûnians discover that Maztica has
  returned and their interest renews in trade. Mazticans as a
  whole, having been through centuries of upheavals however,
  do not welcome any sort of mass migration. Trade is mostly
  shunned and only the occasional visitor is allowed. Heroes are
  always welcome to help rid the True World of many of the
  horrors that have plagued it.
  Other Happenings
  The epic of Maztica is in not an exhaustive story nor does it
  cover every event of importance in the continent’s long history.
  In roughly chronological order other events of importance are
  detailed below, yet even with these, the full story is not told.
  The Origin of the Little People
  When mankind first took shape, they were given forms that
  pleased the more martial gods Qotal and Zaltec the most.
  Strong and imposing, humankind was practically bred for war.
  Kiltzi and her sisters, however, sought smaller things to play
  with and thus they took the molds that gave mankind their
  shape and forged life of their own. They created these beings
  in the shape of man, but far smaller - half sized in fact. They
  led their new playthings deep into the verdant jungles where
  neither their brothers, nor mankind would find them. In these
  jungles, the halflings of Maztica would remain hidden.
  The Devastation of H’Calos
  Over a millennia in the past, a great amber shard fell from the
  sjy to the Ixtzul Vale. People from all over the True World bore
  witness to this event and even heard the violent screech it
  made as it passed. A minor chief of the people of Ixtzul Vale
  named Osctl Sleeping Turtle was the first to find the object
  and he saw that it was in fact a great egg. This egg cracked
  before him and he saw a great serpent or worm inside. A
  wiser chief might have fled immediately, but Osctl approached
  the hatching creature in the hopes that somehow, it might
  increase his standing among the six other chieftains. For his
  curiosity, Osctl became the first meal of the great star worm
  known as H’Calos.
  Luckily for the True World, H’Calos’ awakening was a short
  lived one. After engorging himself on the inhabitants of nearby
  villages, the star worm settled into a great sleep underground
  in the valley of Ixtzul. The people knew of the creature but
  considered it a guardian of their land and built a city atop the
  creature’s resting place. For two centuries, the creature
  slumbered and did not wake to feed.
  Some say the Revered Counselor of the city of Ixtzul
  convinced the creature to settle as their guardian, others
  claimed that the creature was defeated in battle before its
  long rest. The truth became known many years later when it
  came to light that the last Revered Counselor of Ixtzul named
  Greyst Seven Cloud used a powerful staff to keep the creature
  in a perpetual state of slumber.
  H’Calos wasn’t the only threat to the valley however.
  Overpopulation destroyed the once fertile valley and it could
  no longer support its people. Greyst Seven Cloud determined
  that the valley was in fact doomed, yet it was his sacred duty to
  prevent the valley’s guardian from awakening to threaten the
  whole of the True World in its great hunger.
  Using the power of both hishna and pluma, Greyst forged
  great lines of magic that would keep the creature in its state of
  slumber perpetually. With the people gone, he knew there
  would need to be guardians, however. When he looked upon
  the ants at his feet he realized that they would be ideal and
  thus he created the bacar to forever guard the star worm.
  Mirandos of Helm, while burning Maztican scrolls in Maju,
  came across a particular scroll penned by a Maztican scholar
  eight decades prior. The scroll described the guardians and
  the cursed city of Ixtzul in fine detail and Mirandos believed
  she had found a road to great treasure and more importantly,
  power.
  Mirandos managed to enter the city and she enslaved the
  bacar guardians to her will using the staff looted from Greyst’s
  tomb. When the planet H’Catha (the rumored home of the star
  worm) rose into the sky one evening, Mirandos performed a
  ritual which freed the creature from its long slumber. Greatly
  miscalculating the power of the staff she attempted to use it to
  control the great beast but it only shattered and the creature
  was loosed upon the True World.
  Mirandos, like Osctl in ages past, was eaten as a reward for
  her hubris, and the star worm proceeded to destroy what
  remained of Ixtzul for a full month’s time. He then destroyed
  Maju, Coxl, and everything in between before finally being
  defeated by the Golden Legion.
  Alanza DaNosta, the acting captain of the Golden Legion in
  its battle with H’Calos, finally defeated the creature. She soon
  after founded a colony along the east coast of the Bay of Coxi
  once the battle was concluded.
  21
  
  Locations in Maztica
  T
  he True World of Maztica is a full continent for
  players to explore. There are hundreds of
  locations, mysteries to be solved and years
  worth of adventures. This chapter goes into
  some depth for geographical locations in
  Maztica, but it is by no means exhaustive.
  There is a huge variety of cultures across the True World. If
  one considers all of the humanoid races, the number actually
  becomes staggering. Most folk never even come into contact
  with members of other nations with the exception of the more
  cosmopolitan cities like Ulatos, Tulom-Itzi or Tukan.
  Nations tend to be less clearly defined in Maztica as they
  are in Faerûn. Borders are not as carefully delineated, nor
  does every village identify with the country in which it is
  located. For defensive purposes and the inevitable taxes that
  such service incurs, there is at least a modicum of national
  identification. Nexal, Kultaka, Huacli, Kolan, Pezelac, and
  Payit are the major regions to consider.
  The inhabitants of Far Payit, the Desert Dwarves, the Green
  Folk, the Tabaxi, the Dog People, and the Little Folk are all
  examples of populations that are simply too scattered to be
  considered an actual nation, but whose numbers are
  significant. Independent city states like Tukan, Tulom-Itzi,
  New Waterdeep, and Trythosford are also major players in the
  True World, but do not have the territory of the greater
  nations. The more well known regions of Maztica are
  described below.
  Huacli
  The Huacli nation is a nation of mountain valleys on the west
  coast of Maztica. With one notable exception, this collection of
  city-states was once firmly under the thumb of the Empire of
  Nexal. After the Night of Wailing, Nexal’s firm grip was broken
  overnight.
  Prior to the Night of Wailing, however, Otomi was the only
  city-state that maintained its independence. Most of the
  Huacli people were fierce warriors, but the Otomi in
  particular stood out.
  22
  
  23
  
  In the mountains closest to Otomi, there were massive
  deposits of copper, which they (and to a lesser extent, the
  other city-states) learned to smelt and forge weapons and
  armor. The metal was soft, but still superior to the obsidian
  blades and spears of the Nexala.
  After gaining full independence, the chieftains formed an
  alliance and a council with the Otomi at their head.
  Ethnically, the Huacli are a mixed bunch, but there is a
  strong streak of an independent tribe that is not known
  elsewhere in the True World. From these folk comes the
  language of the Huacli which is a mix of words and phrases
  from Nexalan and Téenek, a language unknown elsewhere.
  Other than in rare ancient scrolls, Téenek is no longer
  spoken in its pure form, and the new hybrid is known simply
  as Huacli. Those who speak Nexalan can understand about
  10% of Huacli, and the same is true in reverse. A large
  percentage of the Huacli ethnicity is also of the Dog People,
  particularly in the northern city-states.
  For most of their existence, the Huacli city-states have been
  independently governed by male chieftains. The chieftains
  pass their title on to their heirs upon death. If no heir is
  apparent, a new chieftain is often selected through
  widespread popularity.
  In Otomi, the chieftain has evolved into a nationwide ruler
  and he has adopted the name used in the more easterly
  nations. Huasteco is currently the Revered Counselor of
  Huacli, and he is in fact the first to use the title.
  Before the discovery of plumastone (and to a lesser extent
  the magically created hishnahide), the Otomi kept a jealous
  guard over their stores of copper. Though their forged
  weapons have not become obsolete, they do not have the
  same value they once held in a time when most weapons
  would shatter on contact with anything other than flesh.
  Copper is now freely traded throughout the True World and
  this has actually become somewhat of a boon to the Huacli.
  There are also well known artisans in Huacli who produce art
  that commands a high price elsewhere. For this reason alone,
  Huacli is a favored stopping point of various pochteca, despite
  the relative distance.
  The Huacli worshiped all of the deities with equal fervor,
  but much of this faith was lost during Maztica’s exile on Abeir.
  Plutoq’s worship has become ascendant among chieftains and
  males since the Return, however and Nula and Eha have
  become popular among many of the women.
  In the first decades of the arrival of the newcomers, the
  Huacli often mistook the newcomers as beasts of the
  Viperhand. Amnians and other Faerunians were slain on sight.
  There are few pureblooded Faerûnians remaining in the
  True World, but the Huacli have become a bit more
  cosmopolitan in recent years. Much of this has to do with the
  urgings of the pochteca, from which the chieftains often
  accept advice.
  Huacli has not always been occupied by its current
  ethnicities and in ages past there was a people known as the
  Zateca, whose ruined cities still dot the landscape.
  Not much is known of this ancient culture, but occasionally
  jade artifacts and ancient scrolls will appear in Otomi,
  discovered by the few who survive the horrors of their
  crumbling ruins.
  Kolan
  Kolan is another nation on the west coast of Maztica and is
  separated from the hot sands of the House of Tezca by the
  Chimatepec Mountains. Within these mountains and
  approaching the shores themselves lay fertile valleys. The four
  major cities of Kolan are quite independent and can be self-
  sufficient on their own. The climate and terrain of this
  southern nation is ideal for growing crops and the people
  generally have want for nothing.
  Baya, Guatl, Kolatl, and Cabez are the four major cities
  which are cut deep into cliffs on the shore lines, with
  dwellings accessible only through rope ladders, pulleys and
  elevators. Kolatl for example, exists entirely in a grand cliff
  overlooking the golden waters of the Bay of Kolan.
  Kolan has flourished in the last century, with new
  settlements growing and expanding eastward into the House
  of Tezca. Much of this growth is due to increasing trade with
  the desert city of Tukan, of which Kolan has developed a fine,
  but distant trade alliance. Ethnically, the Kolans are of both
  Green Folk and Maztican stock. Their language is also unique
  (known as Kolan), and it has more similarities to the
  languages of the Green Folk than it does actual Maztican.
  Those who deal in trade with Tukan are typically bilingual.
  Though they might be more frequent in Huacli, Kolan is the
  origin of the pochteca, and the closest thing the nation has to
  a leader is the Grand Pochteca. This old traveling merchant is
  known by no other name and is said to be welcome in almost
  every other nation. Forever enemies of Nexal and its terrible
  beasts, the Grand Pochteca is only not welcome among the
  beasts of the Viperhand.
  Though it was once a terribly poor nation after years of
  Nexalan abuse, Kolan has come far under the guidance of the
  Grand Pochteca. Many lesser pochteca serve him as spies and
  he knows more than most of major happenings throughout
  the True World.
  Sacrifice remained a common practice in Kolan for far
  longer than it had in other nations, mostly due to its isolation
  from the foreign influence of Faerûnians. However, when
  Maztica became part of Abeir and the gods disappeared, the
  need for sacrifice disappeared as well. The Grand Pochteca
  does not approve of the practice, but since the return of the
  gods and their clerics, it has made a slow return in some
  parts.
  Kultaka
  Kultaka is as it has always been; a nation of warriors. Despite
  their proximity, Nexal’s grand empire had never fully
  conquered the Kultakans and without the Kultakan army,
  Cordell could never have defeated Nexal.
  The land itself is a fertile coastal plain separated from the
  water by a vast salt marsh inhabited by lizardfolk, sahuagin,
  and worse.
  The greatest threat to the nation is still in Nexal and
  without the Kultakans; the beasts of the Viperhand would
  surely plague the rest of Maztica in far greater numbers.
  Kultaka is eternally at war with these creatures, but they
  continue to control the upper hand and orc blood flows freely
  upon its plains.
  24
  
  Kultaka is unusual in its form of leadership for the region in
  that they are almost always under the command of a war
  chief, rather than a Revered Counselor. Icnoyotl is the current
  war chief and is a direct descendent of Takamal and Tokol,
  said to be the greatest warriors ever seen in the True World.
  Kultakans speak Kultakan, which is a harsher, deeper
  sounding language related to Maztican. Typical Kultakans are
  able to speak both languages despite the fact that the
  Kultakans have limited contact with other nations.
  Kultaka used to have a significant portion of their
  population worship Zaltec. After the Night of Wailing,
  centuries of conflict with the Viperhand, and the gods’
  subsequent disappearance and reappearance, his worship is
  has dropped dramatically. The other cruel gods such as Tezca
  and Azul are still popular however and though sacrifice is
  officially banned (a law left over from the days of Amnian
  dominance), it still occurs in remote temples.
  A century ago, large veins of gold were found in Kultaka’s
  mountains. They have yet to run out and a community of
  dwarves has sprung up within the mines. These dwarves
  consider themselves natives of the True World but are in fact
  nearly an equal mix of the ancestors of dwarves from Faerun
  and desert dwarves who came from the Sands of Itzcala. The
  dwarves consider Kultaka their home and defend it alongside
  their human brethren in continuous war.
  Hishna magic is ascendant in Kultaka, and some of the best
  hishnashapers and hishnacasters in the True World are
  known to reside here. The hishnahide spell was developed in
  Kultaka before spreading to the world at large and the gold
  from the mines is often used to power castings of this spell.
  Kultakan warriors are outfitted better than any others in
  Maztica.
  Nexal
  Once the greatest empire in the whole of the True World;
  Nexal is now the dreaded domain of monsters.
  Small streams of lava pour forth from Mount Zatal today,
  but the dark slopes of the volcano stands as a reminder of the
  devastation that occurred over a century ago, and whose
  repercussions are still felt today.
  Orcs are now the dominant species of Nexal; cruel and
  violent, they have cut the hearts from hundreds of thousands
  of captured Mazticans in the previous century. Though no
  longer human, the orcs hold to the old ways of Maztica more
  consistently than any other remaining nation in their love of
  this cruel practice.
  Troll and ogre overseers keep the unruly orcs in line, though
  they themselves frequently have difficulty controlling their
  base urges.
  The trolls and ogres are commanded directly by powerful
  shapeshifters known as jagres. The jagres are led by their
  semi-divine immortal leader Hoxitl, who is Chosen by Zaltec.
  Man is not welcome in Nexal. For a time, evil men and
  scoundrels could at least eke out a pitiful existence among the
  cruel beasts, but when the skies changed and Zaltec’s voice
  grew silent, every last man and woman was brought to Mount
  Zatal for sacrifice. Now, none remain – Nexal now solely the
  land of the Viperhand.
  Were it not for the common cause of war and raiding, Nexal
  would implode in on itself, but as it stands, Hoxitl’s semi-
  divine power is enough to keep the worst destructive impulses
  in check.
  25
  
  Were they not so fecund, the population of Nexal might not
  have lasted as they have. The beasts are incessantly raiding
  nearby nations and war with Kultaka is perpetual. As it was
  when Nexal was a human land, the Nexalans have yet to best
  that nation of warriors.
  Nexalan was once the common tongue of the True World
  since the empire had spread so far. Since the empire’s
  downfall, Nexalan itself has now come to be known as
  Maztican. Ironically, the current inhabitants of Nexal are
  rarely literate in this language of their own origin.
  Zaltec has and will always be ascendant in Nexal. The
  worship of no other gods is accepted or tolerated. Even during
  his silence, the beasts continued his rites. Hoxitl managed to
  convince an entire population that their god was angry with
  them, and this was the cause of his silence. The jagre’s
  immortality and power was a sure sign that he was the voice
  of Zaltec. Now that Zaltec has returned, “proof” has been
  given.
  Payit
  Payit is a great nation whose invasion by Amn nearly cost it its
  identity, but has bounced back all the stronger for its trials.
  There is intense national pride these days and the original
  invaders have mostly integrated or died off.
  Today, Payit once again excels in leading the True World out
  of dark days with its research into pluma magic and the fine
  talismans of pluma created by its artisans.
  When Maztica was sent to Abeir, Itzapaplotl visited her
  worst depredations on the Payit and the Faerunians who had
  once defiled it themselves. Without the plumaweavers, jaguar
  and eagle knights of Ulatos, many more would have suffered.
  Helmsport and Cordell’s old estate still exists near Ulatos,
  but the only other obvious reminders that the Amnians settled
  here is the skin coloration of the locals. Some Faerûnian
  traditions remain, particularly in the celebration of some
  holidays and certain foods found nowhere else in Maztica.
  Horses disappeared after a virus wiped out the majority of
  their population and it was discovered that the creatures
  known as hakuna favored horse flesh above all others. Attacks
  on the trade roads by these creatures became all too frequent
  and the use of horses as a pack animal or traveling companion
  became more trouble than it was worth.
  Outside of Helmsport and Ulatos, Payit itself is a mix of
  patches of jungle, woodlands, grass plains, and vast swaths of
  agricultural land. Trade routes can be found everywhere
  leading into Kultaka and Pezelac.
  Payit still has smatterings of the Faerûnian common speech
  but it has been dying as a language with Payit and Maztican
  becoming the more dominant languages. It is not unusual for
  natives of Helmsport or Ulatos to in fact be fluent in all three.
  While estates of the Amnian invaders once dotted the
  countryside, Itzapaplotl’s raids and time itself has seen many
  of these fall into ruin or disrepair. The locals do not seem to
  care very much about that current state of affairs.
  Payit is ruled by Coaxoch, a relatively young Revered
  Counselor who some claim is the greatest plumaweaver alive.
  Others claim that this is impossible given her young age and
  the fact that many of her talismans were actually simply taken
  from the treasury.
  The worship of the foreign god Helm was once growing in
  Payit but it has since morphed into a cult known as the Cult of
  Hunab-Kuum. Qotal and his sister Kiltzi officially have the
  most worshipers and the most beautiful temples, but the Cult
  is growing in popularity. The leadership of the cult is now
  firmly entrenched in Cordell’s old estate.
  Pezelac
  Pezelac has always had difficulty finding its own identity in a
  region surrounded by powerful and aggressive nations. There
  are few truly native folk of Pezelac, though there were a few
  indigenous folk. Mostly, Pezelac is a conglomerate of all the
  surrounding nations such as the Payit, Kultakans and
  Nexalans that fled from their ruined homeland.
  With the growth in trade of the recent century, Pezelac has
  grown in wealth despite the barren nature of the land itself. Its
  capital city, also named Pezelac, has grown to rival Ulatos and
  Tukan in its cosmopolitan nature. There are few goods sold in
  Maztica that cannot be found in the city’s marketplace. As in
  Huacli and Kolan, the pochteca thrive here and even the Little
  Folk and Desert Dwarves can be found in its markets.
  The common Maztican tongue (formally Nexalan) is the
  primary language spoken in Pezelac, but particularly in the
  capital city, all languages can be heard being spoken.
  Pezelac is not known for its fierce warriors but its close
  proximity to Nexal has forced it to find potent means of
  protection. Pezelac’s newest Revered Counselor, the first
  woman to ever hold the title in fact, is an incredibly clever old
  sorceress named Tonatzin. She has reached out to the
  neighboring nations of Kultaka and Payit to petition for
  protection against the beasts of the Viperhand. In exchange
  for lucrative trading rights, both nations have responded with
  significant contingents of warriors, including a thousand-
  strong atlatl-wielding unit from Kultaka and eagle knights
  from Payit.
  26
  
  The nahuālli also first started appearing here in the
  scrublands soon after the True World was brought to Abeir.
  The beasts of the Viperhand have difficulty overcoming the
  versatile magics of these spellcasters.
  With the exception of Zaltec, the entire Maztican pantheon
  is worshiped in Pezelac. There are also numerous less known
  deities that are typically worshiped in small communities in
  the countryside. Once a fervent nation, the silence of the gods
  and the influx of wealth has tempered their devotion.
  Far Payit
  Far Payit once had great cities with pyramids that rivaled the
  pyramid of Zaltec in Nexal during that nation’s heyday. These
  pyramids had a slightly different architectural style than the
  rest of Maztica and tended to be tall and narrow.
  Most of these cities now lie in ruin. The jungle has crept
  back into the structures and the eerie howls of beasts
  permeate the old marketplaces. The people have long since
  moved back into small villages within the jungles
  It was and is still a jungle nation, only occasionally opening
  into clearings set aside for the cultivation of mayz and other
  crops. There are mountains as well, typically jutting straight
  from the jungle floor and high above the canopy. These
  mountains are said to hold many ancient secrets and very few
  who enter their hidden tunnels come back out alive.
  There is almost no military remaining in Far Payit, but the
  villages typically have some well-known defenders or heroes.
  Far Payit was hit the hardest when the True World was
  brought to Abeir because great fanged, spiked and taloned
  lizards began to show up in the jungles nearly over night.
  Villages without powerful defenders were destroyed while
  others had to remain in constant vigil. The situation got
  continually worse until the skies changed yet again. Today, the
  lizard threat has abated slightly.
  Tulom-Itzi and Maxal remain the only cities of note in Far
  Payit, yet there are hundreds of small villages scattered
  throughout the jungle. Tulom-Itzi is the cultural center of the
  local people who are known as the Itzas, and great magics of
  pluma and hishna have been developed within its walls. Maxal
  was utterly destroyed by the great star worm H’Calos, though
  it was subsequently rebuilt by the determined Itza. H’Calos’
  hitherto unknown offspring known as H’Calans have plagued
  any who dare enter Far Payit’s underdark.
  The Itzas, despite their trials, are known to be some of the
  kindest and gentlest folk in the True World. Sacrifice or
  slavery is not permitted here and Zaltec’s worship is
  practically unknown. Qotal is ascendant and remained so
  even during his long bouts of silence. The Itzas speak Payit,
  though most villages have at least one elder that can speak
  Maztican as well.
  The Itzas do not have revered counselors or even tribal
  chieftains. Rather, they tend to follow the advice of the wisest
  or occasionally the most powerful among their populations.
  Far Payit is known for its incredible variety of beautiful
  plumage which plumaweavers from all over Maztica send
  pochteca to come and trade for. They will often bring
  plumastone to assist Far Payits local heroes in defending their
  villages.
  27
  
  The terrible lizards which populate the jungles also have
  fangs and claws that are highly prized by hishnashapers. Far
  Payit’s artisans in fact, are well known for their workmanship
  and many unique talismans have been created here. Other
  than this, the Itzas are not generally known for their trade
  goods. The people have all they need and are mostly entirely
  self-sufficient.
  Tukan
  Tukan has remained a bastion of hope for the True World in
  the past century. It was founded out of desperation as Qotal
  led the refugees of the Night of Wailing across the desert to a
  newly formed lake in the desert grand enough to support the
  100,000 or so men and women.
  Tukan has a similar layout to Nexal. The inhabitants are
  mixed but are mostly native Mazticans. Tukan is also unique
  in that it has the largest population of desert dwarves known
  in the True World, and even a significant population of the
  Little Folk!
  Trade occurs mostly with Ulatos, but the distance and
  proximity to Nexal and its beasts have led Tukan and its
  pochteca to seek trade elsewhere. There have been a number
  of overtures made to Kolan in general and Otomi specifically.
  Tukan’s architecture is a blend of traditional Maztican
  pyramids and Faerunian estates. The estates have fallen out
  of favor in recent years and few new ones are erected, but the
  ones which have already been built remain in good repair.
  All of the gentler gods are worshiped in Tukan but Tezca
  and Azul also have a significant following. Human sacrifice is
  banned and those who ignore the ban are mercilessly hunted
  down, even by members of their own faiths.
  The current Revered Counselor is an aged cleric of Qotal
  named Tuahemoc. Tuahemoc is said to have been descended
  directly from the famous eagle knight Poshtli.
  Tuahemoc was the first to claim that Poshtli had ascended
  to serve at the right hand of the Plumed Father, and he has a
  number of shrines to his ancestor in addition to Qotal’s.
  The Dog People
  The Dog People are a savage folk who live in the Sands of
  Itzcala. They are semi-nomadic and generally live in small
  villages of 50-500 individuals in these northern wilds.
  The Dog People are intolerant of most others with the
  exception of the Otomi, whom they share some ancestry. For
  generations, the Dog People were captured and sacrificed by
  Mazticans and this has left them defensive and resentful.
  Trespassers in their lands are now generally caught and
  tortured.
  Often, an individual will be bound and buried up to their
  necks in sand and dirt near the mounds of a nasty breed of
  fire ant that inhabits this part of the True World.
  Occasionally, the Dog People will be suitably impressed by
  a person or group at which point they are accepted into the
  tribe. The Dog People are extremely loyal to their own kind
  and this extends to those who are so fortunate.
  The Dog People have curious superstitions about the desert
  dwarves which they share common lands, and though they are
  not allies, they tend to leave the dwarves alone. Conflicts and
  misunderstandings do occur, however.
  The only people that the Dog People trade with are the
  Otomi, and even this is rare. There is very little that they want
  or have to offer, but the occasional curious item is found in the
  desert from civilizations far more ancient.
  The gods of the Dog People are generally not gods at all, but
  rather local animal and ancestral spirits. They do not
  understand the concept of gods as actual divine beings.
  The Dog People speak their own language, and
  occasionally Huacli.
  The Green Folk
  South of the House of Tezca, before entering the strange and
  mountainous land of Lopango lays the jungles of the Green
  Folk. Though their lands are not vast and their populations
  are not great, their isolation has kept them safe from
  aggression.
  The Green Folk lands are littered with ancient temples and
  ruins that are complete mysteries. Not even the greatest of the
  Green Folk elders knows from where they came or who built
  them.
  The Green Folk are not as cruel as the Dog People can be,
  but they too tend to kill trespassers. They have very little
  magic, however, and are easily impressed by flashy displays.
  Magic with impressive optics can send entire villages running,
  or it could cause them to drop in awe of the caster. Even most
  pluma and hishna magic is unknown to them.
  In the jungles, all that is needed is provided, and the Green
  Folk do not participate in trade. They speak their own
  language and ethnically do not appear similar to any other
  Maztican humans. They tend to be exceptionally short when
  compared to the average Maztican.
  The Green Folk worship what is thought to be the Maztican
  pantheon, but the names are wildly different. Calor, for
  example, is the name given to a deity in the myths of the
  Green Folk that appears quite similar to Azul.
  The Little Folk
  The Little Folk of Maztica are also known as jungle halflings
  or the Little People. They are a savage race of halflings with
  little similarities in culture to their Faerûnian counterparts.
  The different tribes have many opposing origin stories but the
  general belief is that they were created by Kiltzi.
  The Little Folk were once located only in the jungles of Far
  Payit, but have since spread to others, and they occasionally
  come into conflict with the Green Folk.
  One particularly large tribe of jungle halflings was led by
  Halloran into the war against the beasts of the Viperhand over
  a hundred years ago. Halloran, the halflings claimed, had been
  destined to lead them “out of the jungle,” and the prophecy
  has since come true. Many halflings now live in Ulatos, Tukan
  and even as far as Trythosford.
  The majority of jungle halflings still live deep in Far Payit
  along mountain bases and they rarely come into contact with
  humans. Most still hold to their old ways and when humans
  are captured (usually unlucky Itzas), they will sacrifice their
  victim to some form of local “god.” Most commonly, the local
  god is in fact a jaguar lord or other monstrosity which they
  keep in a pit in the village center.
  The Little Folk are also known for their powerful poison
  known as kurari. This is a highly effective paralyzing poison
  ideal for hunting and taking down “big folk.”
  Jungle halflings who intermingle with humans speak their
  own language and the language of whatever local culture they
  have adopted. The tribes who follow the old ways generally
  only speak their own language.
  28
  
  Chiefs rule their tribes with an iron fist and tolerate little
  dissension. In fact, conflict usually leads to the offending party
  being thrown into the pit of their god.
  The Desert Dwarves
  The Desert Dwarves are not a nation per se, but they have a
  significant population and have become the dominant people
  of the sizeable lands of both the House of Tezca and the
  Sands of Itzcala.
  The desert dwarves were once exploratory miners from
  tunnels under the Moonshae Isles who were ambushed by
  drow in the year 987 DR. The drow used powerful magics
  which unleashed magma from below and ocean water from
  above. This effectively cut both groups off from each other and
  the pathways back to Faerun’s underdark.
  This event came to be known alternatively as the Rockfire
  Disaster or the Rockfire Cataclysm, and it stranded the
  dwarves in Maztica.
  The dwarves first emerged in the Sands of Itzcala but have
  adapted well to their desert environment and have spread to
  all the deserts of Maztica. Their greatest population is in fact
  in the House of Tezca.
  The desert dwarves tend to dwell in caves or crags in small
  communities of no more than a few hundred. In the House of
  Tezca their leaders are known as chieftains, and in the Sands
  of Itzcala they are often referred to as cragwardens.
  The Desert Dwarves of the Sands of Itzcala tend to remain
  hidden and aloof when it comes to other Maztican nations.
  They often come into conflict with the Dog People of the
  wastes, but this dislike rarely leads to open warfare, and the
  two races generally avoid each other.
  When the dwarves encounter other humans, they react
  accordingly to the given situation. An entire community of the
  desert dwarves has moved into the gold-laden mines in
  Kultaka and joined their Faerunian cousins to form a newer,
  larger, and far richer community.
  In the desert, the dwarves will secretly observe travelers for
  many days before contact and will know a good bit about the
  players’ tendencies. This branch of dwarves has also come
  into conflict with the scorpionfolk from lands beneath the
  sands.
  The desert dwarves from the House of Tezca were once
  known to other Mazticans as “The Hairy Men of the Desert,”
  but that old moniker is rarely used these days.
  Led by the great warrior Luskag, this branch fought
  valiantly against the beasts of the Viperhand at the conclusion
  of battle for Helmsport.
  Though there are many chieftains, Luskag still lives, and he
  is widely considered the “Chieftain among Chieftains.” Should
  the dwarves ever make race-affecting decisions, they would
  surely follow this charismatic leader’s direction.
  Luskag’s clan also is credited with the discovery of
  plumastone near the city of Tewahca and this has made him
  popular and welcome everywhere but Nexal.
  Luskag’s clan still mines the material and though it has
  since been found elsewhere (as well as being magically
  created), the plumastone of Tewahca is by far the most
  popular.
  The desert dwarves are not particularly religious but have
  managed to merge the pantheons of Maztica and the dwarves.
  Dumathoin is popular, but Plutoq also seems to appeal to
  these stone loving people.
  The Tabaxi
  The jaguar men of Maztica populate the jungles and at one
  time had only fleeting encounters with mankind. When the
  encounters did occur, they often erupted in violence,
  particularly when the tabaxi were answering to a jaguar lord.
  The Green Folk have always known to avoid the tabaxi, but
  the newer, more adventurous humans in Maztica are rarely so
  wise. The jaguar-folk have responded to the frequent
  trespasses by trespassing themselves, and it is not uncommon
  to see tabaxi in the streets of the more cosmopolitan cities
  these days.
  The tabaxi occupy just about every known jungle in Maztica
  but are typically located far from other settlements. They build
  tree homes which they find easy to climb into, but aggressors
  have severe difficulty locating.
  There are three main groups of tabaxi. The tribes which
  interact with humans the most are powerful hunters, but
  typically leave sentient species alone. They will trade for
  weapons in the nations of men, usually bringing rare pelts
  from the jungles. It is from this stock that most tabaxi who
  have traveled to foreign lands comes.
  Jaguar lords rule over a large percentage of tribes and these
  jaguar men are both aggressive and cruel. They are more than
  willing to eat manflesh, saving the choice parts for their lord.
  Lastly, there are the ocēlōtl. This enigmatic race is an
  offshoot of the tabaxi, but has more in common with the
  smallish cats known as ocelots than they do the proud
  jaguars.
  29
  
  They are even more reclusive than the jaguar folk and only
  rarely leave their hidden jungle domains. There are rumors
  that the ocēlōtl command a strange magic unseen elsewhere
  in Maztica.
  Tabaxi worship the Maztican pantheon but do not use the
  same names as mankind.
  The Quetzaldaun
  Many believe it was to Maztica where the progenitor race of
  bird men known as the aeree once fled. The aeree either
  became or created the aarakocra which populate Toril and
  can sometimes be found in Maztica, though it is said there are
  many more in Anchôromé to the north.
  The aarakocra have suffered the predations of dragons
  throughout the world, driving them to extinction in some
  areas. Such was the case for large tribes in the True World.
  Dragons followed the aarakocra from Faerûn and destroyed
  their nests with a sadistic glee.
  Some aarakocra began to abandon their gods and seek a
  new lord, one who would save them from the extinction
  promised by the dragons and ironically, a draconic god
  answered their plea.
                        Qotal took pity on the bird-folk but he is not an
                        easy god who breeds complacency in those he
                        chooses. Qotal offered the aarakocra a choice;
                        he would equip them with the tools needed to
                        defeat the dragons if they would only worship
                        him forevermore. The aarakocra agreed and
                        were changed into the quetzaldaun, powerful
                        new bird-folk whose keen senses and powerful
                        forms were able to destroy the dragons that
                        plagued them.
                It is because of the quetzaldaun that dragons are
               almost nonexistent in the True World (the               rain
  dragons known as tlalocoatl tend to leave them               alone),
  and even during the days following the               Spellplague
  they had a major hand in keeping the               powerful beasts
  at bay.
          Quetzaldaun have other enemies however, and many
         have been forced to leave their homes and enter the
         lands of mankind. The populations of hakuna exploded
         when Maztica returned from Abeir, and the quetzaldaun
         have recently lost many nests.
  To this day, the pact with Qotal has stood even though the
  god was silent when Maztica was on Abeir, but other deities
  are making inroads. Whether or not this trend continues as
  the quetzaldaun come into contact with other cultures or not
  remains to be seen as does any repercussions from Qotal.
  Places of Interest
  Maztica has secrets and mysteries that remain unexplained
  and in many cases unexplored. The following places of
  interest make excellent locations for adventure and
  exploration.
  Azatl (Nexal). Azatl shares a similar history to Tezat in the
  days since the Night of Wailing. Knowing that they are as
  likely to be killed and eaten in Tezat by the trolls; the more
  numerous orcs have taken this city as their own. Perhaps
  because of the influence of Hoxitl and other jagre (who
  maintain a strong presence in this city), the orcs are
  surprisingly organized and can mobilize in case of a concerted
  attack.
  The Bay of Shoals (Pezelac). This shallow bay in Pezelac
  has a great variety of wildlife and rare plants. It is known for
  its mangaroo trees which form mazes in the bay formed of
  small islands. It is rumored that there is lost magic
  somewhere in one of these mazes, but only from the writings
  of one of Cordell’s legionnaires who went mad shortly after
  his return to Helmsport.
  Canoes are the only boats small enough to navigate the
  shoal, but the enormous crocodiles that live within the bay
  keep traffic low.
  The Caves of Far Payit (Far Payit). The underdark
  permeates the True World much as it does mainland Faerûn.
  Unlike Faerûn, the entrances are rare and only known to few.
  In Far Payit however, there is a system of caves with far more
  obvious connections. The cave system is remarkably intricate
  and contains equal portions of underwater caverns.
  In general, these caverns are thought to be uninhabited by
  intelligent races and remain ripe for exploration or even
  occupation.
  30
  
  The Fountain of the Gods (Far Payit). When the Little Folk
  first came out of the jungles they spoke of the legends of the
  Fountain of the Gods; an artifact created by the deities at the
  dawn of mankind’s emergence as the dominant species of the
  True World. The Little Folk claim that it was made to test the
  will of man and to reward bravery where it was deserved.
  It is also a place of death, and friendly Little Folk know
  better to go anywhere near it. The terrible lizards that have
  populated the jungles in the past century are particularly
  active here. Also, the most savage and cruel of the Little Folk
  guard the jungles within dozens of miles of the Fountain’s
  hidden location. They are said to sacrifice all who approach –
  even other Little Folk – to their enormous crocodilian god.
  The ruin in which the Fountain lies is also inhabited by five
  Jaguar Lords who are said to have been given immortality and
  a spark of the divine themselves.
  In a hundred years of searching, not a single survivor has
  ever returned from an expedition to the Fountain of the Gods.
  Itzcatli (Bay of Cordell, Payit). Not much is known of this
  underwater kingdom of sahuagin who are mostly by their
  moniker “sea devils.” The sahuagin frequently raid the shores
  near their kingdom in the Bay of Cordell and even further
  north into the Bay of Balduran.
  Itzcatli was responsible for nearly destroying Trythosford
  about 50 years ago, before a troupe of paladins wiped out the
  invading forces. Though the sea devils were turned back, the
  paladins were also killed nearly to a man and the order has
  never recovered. The fabulous weapons and armor carried by
  the paladins were lost at sea. The sea devils also indirectly
  prevented reinforcements from reaching New Waterdeep
  when it was razed by Kultakan raiders over a century ago.
  In the distant north of Anchôromé, the sahuagin remain a
  relentless thorn in the side of the people of Fort Flame, which
  makes it difficult to pinpoint where the actual kingdom has its
  base and primary population center.
  Kultaka City (Kultaka). The Kultakans are indisputably the
  greatest warriors (as a whole) in Maztica and their capital city
  is representative of this fact. The community sits on a steep
  rocky outcropping which is extremely difficult to climb. The
  city to this day has only fallen once to invasion despite
  hundreds of attempts through the centuries of its existence.
  Lake Pezel (Pezelac). This shallow lake was discovered to
  have a significant population of plesiosaurs that prey on
  boatman who stray too close to its center reaches. The lake is
  excellent for fishing however, and most fishermen have found
  that they are left alone if they stay close to its shores.
  Maxal (Far Payit). Maxal is known to be one of the few
  Maztican cities with a “naval” presence. It is the second
  largest city in Far Payit, but it is better known for having the
  highest population of the Itza people in the True World.
  The “ships” of Maxal are actually large canoes, but this
  mode of transportation is ideal for trade up and down a coast
  where the jungles can be quite hostile. Maxal has gone so far
  as to occasionally trade with the far off Green Folk, but
  terrible sea lizards including vicious families of plesiosaurs,
  have made this journey a difficult one.
  The city itself is located on a large cliff overlooking the sea,
  and is said to have one of the most pleasing views in all of the
  True World.
  Mount Zatal (Nexal). The magic of the Night of Wailing
  spewed forth from Mount Zatal with the confluence of godly
  magics and the power of sacrifice. The transformative power
  was spent but hot lava still poured from the mountain for
  decades following that awful evening.
  Mount Zatal had gone relatively cold when the True World
  became part of Abeir and to this day the mountain is avoided
  by all but the beasts of the Viperhand. It is said that a massive
  complex lies underneath the mountain populated by fire
  newts, orcs, and far worse. As the gods reawaken, rumor has
  it that Zaltec himself stirs beneath the mountain.
  Nexal City (Nexal). Nexal is a ruin and has been so for well
  over a hundred years, but it is occupied. The orcs, trolls and
  jagre still sit within dilapidated buildings worshiping their
  cruel god Zaltec who has only recently begun to answer their
  prayers once again.
  The homes and pyramids are unrecognizable from the days
  of the height of the Nexalan Empire, and the fighting in its
  streets is nearly continuous. It is testament to the fecundity of
  the beasts of the Viperhand that they still survive in such great
  numbers.
  Nexal is ruled from the old Temple of Zaltec by the jagre-
  turned-demigod known as Hoxitl. This immortal being is said
  to share in the divinity of his dark god, and that without him,
  the beasts would lose what little organization they have.
  Great treasure is rumored to still lie in the depths of Nexal
  and it is unknown whether Hoxitl has recovered what was
  buried on the Night of Wailing so many decades ago.
  Olbi (Sands of Itzcala). The strange ruins of Olbi are
  hidden in the desert known as the Sands of Itzcala. The Dog
  People are said to know of its location, but they avoid it for
  fear of an unknown darkness that lingers within.
  The ruins are older than Tewahca and are a series of caves
  carved by unknown hands with very little resemblance to
  architecture found elsewhere in the True World. There are
  images of Maztican gods throughout the caverns however and
  rumors abound of powerful magic and plentiful gold.
  The Salt Marsh (Kultaka). The salt marsh of Kultaka is
  teeming with horrors including numerous sahuagin from the
  Itzcala undersea kingdom. It is used as a training ground for
  new jaguar and eagle knights who often return with trophies
  from these fell creatures.
  The Sunstone (House of Tezca). The desert dwarves
  know of a strange lake of silver located in the crater of a lone
  volcano. The lake is over 600 feet in diameter from shore to
  shore and looks like a massive circular mirror.
  The origin of the Sunstone is completely unknown but its
  powers are well documented. If one sits upon its shores and
  meditates on the lake as the sun crests the volcano’s caldera, a
  vision of things to come might be given to the seeker. If the
  intelligence behind the Sunstone feels that the seeker’s
  motives are not pure, however, it might strike them dead on
  the spot or send them far away from its shore. Touching the
  lake itself is assuming too much and one of these effects
  always occurs should an offender attempt to do so.
  Tewahca, The City of the Gods (House of Tezca). The city
  of Tewahca was built in the Immortal Era as a staging ground
  for a planned battle of the gods. A city sprung up to assist in
  this express purpose in the middle of the desert and following
  the battle, the people dispersed just as quickly.
  What remained was a wonder of the desert which had not
  been found by man for many centuries. The desert dwarves
  however knew of the city and its enormous Pyramid of the
  Gods. It was fully rediscovered by mankind preceding a
  second battle between Qotal and Zaltec.
  The city itself contains many hidden treasures from the
  Immortal Era and is guarded by undead known as the spirit
  wardens.
  31
  
  While not necessarily evil, the spirit wardens do not take
  kindly to intruders unless they are given an offering of magic.
  There are various other undead creatures such as shadows in
  the crypts of the city as well and should the wardens be
  placated, they have even been known to protect travelers from
  this evil.
  Not far from the city, massive outcroppings of a natural, red-
  hued plumastone can be found. The desert dwarves, led by
  their chieftain Luskag, mine the precious material. The
  dwarves leave the dead alone and generally stay clear of the
  city.
  Tezat (Nexal). Tezat, along with Zotil and Azatl, was one of
  the four cities at the center of the Nexalan Empire before it all
  came down on the Night of Wailing. Briefly, the beasts of the
  Viperhand allowed humans to enter Nexal and while still
  unsafe, many managed to eke out a violent existence in Tezat.
  When Zaltec stopped answering prayers, however, Hoxitl
  declared that humans were naught but food for Zaltec, and
  every human remaining in Tezat was brought to Zatal to be
  sacrificed.
  Now Tezat is the domain of trolls. There is barely a
  remaining intact building in the whole of the city, and the
  place smells of offal. There is little reason to attempt to enter
  Tezat, but it is told that there are treasures here that remain
  from the days of the Empire.
  Tulom-Itzi (Far Payit). The cultural center of the Itza
  people and the capital city of Far Payit, Tulom-Itzi is a truly
  wondrous city. No other city in the whole of the True World
  has such prominent displays of gardens, topiaries and
  beautifully carved architecture.
  The city itself is surrounded on all sides by jungle and there
  are no roads which lead directly to it. People still brave the
  jungles to visit the city however, whether for its abundance of
  rare feathers for pluma magic, the kindhearted nature of its
  native people, or just the sheer beauty of the city itself.
  Once long ago, a road did travel directly to Ulatos, but that
  road is long since disappeared.
  The jungles around Tulom-Itzi are kept relatively safe for
  travel by patrols that are often led by a plumaweaver or
  plumacaster and numerous jaguar knights. The terrible
  lizards of the southern jungles are only somewhat 
  active in the area.
  Giant fire ants led by the powerful drider Darien once
  destroyed the city, but it has recovered remarkably. 
  Remnants of these ants still live in the surrounding 
  forests and the Itzas cannot seem to eradicate 
  them once and for all.
  The Twin Visages (Payit). Outside of Tehwaca, 
  the Twin Visages are considered perhaps the 
  greatest holy site for Qotal’s faithful. It was here 
  that Qotal battled Zaltec after returning to the 
  True World before he was betrayed by his high priest 
  Lotil. Some say that Qotal has since forgiven the tonalli of
  Lotil, having not realized that the battle was causing so much
  havoc elsewhere on the continent.
  The Twin Visages take the form of two 30 foot high faces,
  one male and one female on a 300 foot bluff overlooking a
  beautiful lagoon full of coral.
  The Twin Visages also stands as a symbol to the Mazticans.
  It was here that Cordell first landed 
  before his plundering of the True World.
  The Mazticans were conquered by so few because they did
  not stand together that day, and the Twin Visages remind
  natives what they cannot allow to occur once again.
  The Ulatan Marsh (Far Payit). Across the bay from Maxal
  is a swamp of disease and decay which is sometimes known
  as the Great Salt Marsh. This dangerous place is known for
  its diseases, massive crocodiles and another nation of
  sahuagin that may or may not be related to the Itzcatli. The
  marsh frequently floods and the sahuagin use these times to
  hunt deep within the center of the marsh. For the most part,
  these sahuagin stay clear of human kingdoms, but in the
  marsh, all living beings are considered meat for consumption.
  Ulatos (Payit). Ulatos and its satellite town of Helmsport
  were the capital and center of the Amnian invasion of the True
  World. Once, the city was bustling with folk of many
  nationalities and sights that had never before been seen in
  Maztica. When Maztica became part of Abeir, its inhabitants
  were abruptly cut off from the mainland. While terrible in
  many ways for the True World, the shift did bring about some
  positive change. Without a connection to their home, it was
  the Amnians who began to naturalize. There are remnants of
  those long ago days, but traces of Amnian (and to a lesser
  extent some Waterdhavian and Calishite) culture have slowly
  disappeared. Ulatos is now firmly back in the hands of the
  Payit. Through interbreeding with the invaders, the Payit of
  Ulatos have coloration unknown elsewhere in the True World.
  Cordell’s old nearby estate has been kept up over the last
  century and now houses the young Revered Counselor of
  Payit, Coaxoch.
  Zotil (Nexal). On the Night of Wailing, the city of Zotil was
  submerged in lava that was spewed by the eruption of Mount
  Zatal. For many years the ruin sat quiet, but the dead no
  longer sleep soundly. Zotil is avoided even by the beasts of the
  Viperhand.
  32
  
  Religion
  M
  aztica, their gods, and the afterlife to
  which they are connected is different
  from the folk of mainland Faerûn. While
  the Outer Planes are the same,
  particular metaphysical "regions" are
  set aside for the True World's departed.
  The Planes
  Maztica’s planar cosmology is a part of the Great Wheel
  cosmology of greater Toril, but its locations stand apart from
  these planes in remote regions that are difficult to reach.
  The souls of Mazticans and those who worship the
  Maztican deities are known as tonalli and upon the moment of
  death, they arrive in a grand temple. This temple lies atop a
  pyramid that stretches beyond the range of vision. The skies
  are a sterile, pure white light that bathes the pyramid in a
  surreal glow. This makes it difficult to look beyond the edges
  of the pyramid, and even the immediate vicinity is given a hazy,
  dreamlike quality. This pyramid is known as the Great
  Pyramid, but is actually a part of the Outlands.
  From the haze, spirit-beings known as zizimime come forth
  to guide the tonalli to a realm which better represents the
  soul’s disposition in life. The gods themselves have multiple
  domains and worshipers of many alignments may come face
  to face with their god as they spend eternity despite the plane
  their tonalli resides.
  Tonalli who had a true neutral outlook in life are directed by
  the zizimime to stay where they are as the temple slowly
  changes around them to their permanent domain of rest in a
  region of the Outlands known as Maztlan. Other souls that
  have at least some tendency towards neutrality are led onto
  the next platform which directionally corresponds to their
  alignment. These platforms have the following names.
  Direction
  Alignment
  Name
  Great Wheel Plane
  N
  LN
  Itzli
  Mechanus
  E
  NE
  Mictlan
  Hades
  S
  CN
  Mayel
  Limbo
  W
  NG
  Xilen
  Elysium
  Some spirits are then instructed to stay at which point their
  surroundings change, while others continue on further still.
  The spirits who are instructed to continue moving go onto one
  of the following at the base of the Great Pyramid.
  Direction
  Alignment
  Name
  Great Wheel Plane
  N-NW
  LN (G)
  Tlalocan
  Arcadia
  N-NE
  LN (E)
  Tlatocalli
  Acheron
  E-NE
  NE (L)
  Exbal Ken
  Gehenna
  E-SE
  NE (C)
  Zompantli
  Carceri
  S-SE
  CN (E)
  Xipetlan
  Pandemonium
  S-SW
  CN (G)
  Tochitl
  Ysgard
  W-SW
  NG (C)
  Xitonco
  The Beastlands
  W-NW
  NG (L)
  Catlampa
  Bytopia
  Purely lawful good, lawful evil, chaotic evil or chaotic good
  tonalli are led directly to the corners of the great pyramid and
  arrive in one of the following planes based on their alignment.
  Direction
  Alignment
  Name
  Great Wheel Plane
  NW
  LG
  Tlaxcautli
  Mount Celestia
  NE
  LE
  Xibalba
  The Nine Hells
  SE
  CE
  Teotli Itic
  The Abyss
  SW
  CG
  Teotecan
  Arborea
  Tonalli have no choice as to where they end up regardless of
  whom they claim to worship. There are many who paid lip
  service to Qotal in life but whose disposition led their souls to
  the pits of Xibalba to their unpleasant surprise. The following
  descriptions give a brief overview of each planar region.
  Maztlan
  When the Great Pyramid fades and the zizimime leaves a
  neutral spirit to its fate, the tonalli sees a massive island
  surrounded on all sides by an endless sea. Seven caves dot
  the landscape which are said to be the homes of all spirits
  before birth. A specter of the mother goddess Maztica is said
  to inhabit the island as well.
  Itzli
  Itzli is a plane of endless outcroppings of obsidian and
  plumastone. Spirits live here in echoes of their mortal
  existence. Regimented an organized wars between the tonalli
  are relatively common and those who break rank are said to
  be devoured by some foul being of chaos as punishment.
  Upon each new morning (a yellow-red sun rises and sets
  over the glassy fields), the souls are reborn, no matter their
  fate on the previous day.
  Mictlan
  Also known as the true “Land of the Dead,” Mictlan was long
  thought the final destination for all souls. It is a hell of nine
  levels that must be traversed over many years of travel. The
  levels range from fields with winds of flesh scraping knives to
  rivers of blood packed with swimming jaguar-spirits. The first
  level, however, is rather plain and only inhabited by spider and
  owl-like beings.
  It is unknown what becomes of tonalli who complete the
  journey, but a demon-being is known to occasionally assist
  stranded spirits. This spirit is known by the name Xolotl.
  There is also said to be a king and queen of Mictlan known as
  King Mictlantecuhtli ("Lord of the Underworld") and his wife,
  Mictecacihuatl ("Lady of the Underworld").
  33
  
  Mayel
  Mayel is a plane of swirling winds and tempestuous storms. A
  spirit can spend an eternity here being thrown around in
  permanent cyclones that only rarely fluctuate in strength. Eha
  maintains a zone of calm here where those faithful to her in
  life can spend eternity without fear of the powerful winds.
  Mayel himself is the name of a once human consort of Eha
  who holds significant sway among the spirits.
  Xilen
  This heavenly paradise consists of endless fields of mayz on
  an island of abundance. Children who have yet to form their
  own morality before death end up here and are tended by
  angelic zizimime known as Ihuilcacpatlani. Xilen has plant life
  seen nowhere else in the multiverse, some of it highly magical.
  There are fruits that bear milk for the children and others
  that calm minds infected with madness. It is because of the
  former that Xilen has also been given the name, “The Heaven
  of Milk Trees.”
  Tlalocan
  This heaven was oddly created by the cruel god Azul to please
  his wife before her name was lost to the ages and he became
  bitter and cruel. The realm rains constantly, but it is a warm
  and gentle rain that often continues even when bright
  sunshine fills the sky.
  Tonalli here rest well, but are eternally drenched by the
  rains.
  Tlatocalli
  Tlatocalli could be confused for an obsidian-free extension of
  Itzli for the endless wars that rage across its surface. The
  battles here, however, tend to be crueler but no less organized.
  Spirits who slay their enemies here enjoy making them suffer
  beforehand.
  Frequent and powerful earthquakes are common and can
  change the outcome of a battle in moments.
  Exbal Ken
  This terrible plane is a realm of gore and sacrifice. Exbal Ken
  was in fact, the name of the first antihero to sacrifice another
  human being to placate the gods. Spirits here continue on
  without their hearts and frequently without their heads, but
  they feel the pain of their sacrifice eternally.
  When new spirits arrive on this hellish plane, they rarely
  last a day without being brought to the altar.
  Zompantli
  This is a realm inhabited by as many evil undead as there are
  tonalli. Walls, homes, and even the flora and fauna all seems
  to be composed of disembodied skulls. Most are silent but
  many scream eternally or speak forever in maddening riddles.
  Xipetlan
  Also known as the Flayed Land, this realm is a desert which
  lies in eternal darkness. Sandstorms powerful enough to rip
  the skin from flesh tear through the desert and give this realm
  its common moniker.
  Tezca is said to dwell here often when he is not attending
  his duties. The lack of sun and fire discomforts him, but he is
  said to reside here anyway in recompense for some long past
  transgression.
  Tochitl
  This is the primary home of the goddess Nula and she enjoys
  her time here more than in any of the other planes. It is full of
  animals and the tonalli that come here eventually become
  animals themselves, though they have the capabilities of
  awakened beasts. There are many powerful predators here,
  including giant sized versions of common creatures. When
  she is here, Nula is tended by the largest of these specimens.
  Xitonco
  Xitonco is a pure pastoral wilderness full of game and gentle
  weather. With the exception of the occasional roc, there is
  little to fear on this plane. The spirits too are generous and
  welcoming. They are often blissfully unaware of their own
  existence as spirits and cannot be convinced otherwise,
  despite evidence to the contrary.
  Catlampa
  The most honored dead of the Maztican continent, even
  beyond the greatest of warriors, are women who die in
  childbirth. Even the darker and cruel gods respect the
  sacrifice they have given. By the decree of the entire pantheon,
  women who pass in such a way may forgo their eternal fate
  and be brought to Catlampa.
  Catlampa is a desert, but it is not barren, nor is it overly
  uncomfortable. In fact, massive lakes split the desert with
  oases of pastoral heaven. The mothers and any other tonalli
  whose disposition earned them a place in this heaven are
  allowed to occupy the vast swaths of land alone. They are also
  given the powerful wings of an eagle so that they might fly the
  vast distances to greet their neighbors.
  Tlaxcautli
  This favored home of Qotal stands as a massive pyramid of its
  own. Spirits who come here are often visited by angelic beings
  in the form of giant eagles. They enjoy frolicking with children
  on the steps of the pyramid despite lawful and often
  regimented nature.
  There is eternal peace here among the masses and the
  spirits only ever show eternal love for each other.
  Xibalba
  A massive ball game similar to the one popular among
  Mazticans is played here eternally by both spirits and the
  occasional deity. The penalty for failure is sacrifice and
  eternal oblivion. Victors are consigned to one of ten demon
  lords who then hideously transform the victors.
  These unique creatures come in pairs and are known as
  Xiquiripat (Flying Scab) and Cuchumaquic (Gathered Blood),
  who sicken a tonalli’s blood; Ahalpuh (Pus Demon) and
  Ahalgana (Jaundice Demon), who cause a tonalli’s body to
  swell up; Chamiabac (Bone Staff) and Chamiaholom (Skull
  Staff), who transform their spirits into skeletons; Ahalmez
  (Sweepings Demon) and Ahaltocob (Stabbing Demon), who
  repeatedly stab their spirits until they are naught but a bloody
  mess.
  34
  
  Finally there is Xic (Wing) and Patan (Packstrap), who caused
  spirits to cough up blood for the remainder of eternity. Xibalba
  is a terrible place of no hope.
  Teotli Itic
  Similar to Mictlan, Teotli Itic consists of nine layers of hellish
  landscapes. Pits of fire, acid and burning blood are
  unavoidable in a spirits eternal journey on this plane. Many
  are grabbed by demonic zizimime and buried up to their
  necks while swarms of ants bite at their faces for years on
  end.
  Teotecan
  Teotecan is a vast mountain where Kiltzi, the goddess of love
  frequently resides. It is a pleasant realm of gentle mountain
  forests, few predators, and little cruelty.
  There are rumors of something terrible living in the forests
  however; a devourer of souls that does not venture far from
  the place where Qotal once violated his sister’s trust. Kiltzi
  herself does not speak of the darkness, but the spirits believe
  it is a disease that can affect the whole of the plane if left
  unchecked.
  35
  
  Maztican Deities
  Deity
  Alignment Domains
  Symbol(s)
  Azul, giver of rain, taker of breath
  LE
  Death, Tempest
  Rain, Ice, Octal, Fish, Frog
  Eha, wind sprite
  CN
  Life, Tempest
  Clouds, smoke, steam, wind, flutes and horns
  Hoxitl, lord of the viperhand
  CE
  Death, War
  Snarling displacer beast
  Kiltzi, giver of health, growth, nourishment,
  and Love
  CG
  Life
  Flower buds, pregnant women, babies, rainbows,
  the moon
  Mictlāntēcutli and Mictecacihuatl, lords of
  Mictlan
  NE/LN
  Death
  Skeleton, bone throne, skull with headdress
  Nula, guardian of animals
  CN
  Nature
  Jaguar, Hummingbird, Snake, Buzzard, Monkey
  Plutoq, master of earth and stone
  LN
  Knowledge,
  Nature
  Mountain peaks, Obsidian, Copper, Adobe, 
  Dust, Jade, Turquoise, Clay and Pottery
  Poshtli, the great eagle
  LG
  Light
  An eagle with outstretched wings
  Qotal, the feathered dragon, the plumed
  father
  LG
  Life, Light
  A plumed dragon or serpent
  Tezca, ruler of sun and fire
  CE
  Light, War
  Flame, the Sun, Fireflies, Snakeskin, Lava, Smoke,
  Fire, Lizards
  Watil, guardian of plants
  NG
  Nature
  Lily Mayz, Cactus, Leaf, Blossom
  Zaltec, bringer of war and eater of hearts
  CE
  Death, War
  Hearts, Skulls, Macas, Knives, Bloody Hand, 
  Talons, Fangs, Jaguars, Rattlesnakes
  Dead Deities
  Deity
  Alignment
  Domains
  Symbol(s)
  Kukul, ancient father of the gods
  N
  Knowledge, Life, Shaman
  Stars, meteors, gold
  Maztica, mother of life, the world
  N
  Life, Nature, Shaman
  Mountains, Soil, Silver
  Cōātlīcue, the serpent mother
  CE
  Trickery, Death, Shaman
  Skirt made of snakes
  Gods
  The main nine gods of the Maztican pantheon are described
  below with their given alignment, suggested domains and a
  description of their symbols.
  In addition, a number of lesser and dead gods are provided,
  though their worshipers are either few, or no longer exist.
  This list is by no means comprehensive and there are
  countless local gods and racial gods that remain off this list.
  Azul
  Azul is a cruel deity whose existence is crucial to the survival
  of the True World and the flourishing of its people. He is the
  god who commands the spirits such as the chac and the
  tlalocoatl to bring the rains and if he stays his hand, it can
  mean drought and famine.
  He appears as a smiling cherub, yet the god holds an
  ancient shame and secret which has led him down the darker
  path. When foreign men came to Maztica they were nearly as
  horrified of Azul's priesthood as they were of Zaltec's because
  Azul's preferred sacrifice was of innocent children who were
  often drowned in a ritualistic pool.
  Cōātlīcue
  Cōātlīcue has been a dead goddess since the very first days of
  the Immortal Era, yet somehow she maintains a small
  presence within the True World. She once appeared as a witch
  or shaman who wore numerous fetishe, but her most defining
  feature was her living skirt of terrible serpents.
  Cōātlīcue's corpse is said to lie somewhere deep under the
  earth where no man has tread. The caverns for miles around
  are rumored to have a chittering sound that can be
  maddening and there are strange creatures known as the
  koatlican which guard their goddess' corpse from all
  trespassers.
  36
  
  Eha
  Eha is a smoky, insubstantial goddess of wind. Her impossibly
  long hair flows about her body and it is Eha who is said to
  bring breath to newborn children thus her role as a goddess of
  life.
  Eha also has domain over the winds, but her control over
  weather is considered more gentle than what Azul or Tezca
  bring to the world. Eha is generally regarded as a gentle
  goddess, despite the fact that she has sided both with Zaltec
  and Qotal in their past battles.
  Hoxitl
  Hoxitl was once Chosen of Zaltec who maintained his faith
  and sacrifice from the days of Cordell and all the way through
  the Spellplague, despite the fact that he could not hear the
  voice of his terrible deity.
  Zaltec abuses his greatest servant and has both taken and
  returned his living heart in the past, but since Maztica's return
  to Toril and Zaltec's awakening, the powerful jagre has
  ascended to a demigod of sorts. None worship Hoxitl alone,
  yet he is accepted as the patron of the Beasts of the Viperhand
  and the mouth of Zaltec when the Eater of Hearts himself
  does not choose to speak.
  Kiltzi
  Kiltzi is the undisputed and beloved goddess of love and joy.
  She is respected by all, and with perhaps the only exception of
  the Beasts of the Viperhand, she is respected by all beings.
  Even they admit she is a necessary part of the world and a
  priestess of Kiltzi might be the only human that could find
  herself let be when attempting to cross the land of Nexal.
  Kiltzi's flock focuses on healing the sick, performing wedding
  ceremonies and welcoming children into the world. she
  herself is often depicted as a beautiful and pregnant woman.
  All women who die in childbirth as ushered by her personally
  into Tlaxcautli, the most honored and finest of heavenly
  realms.
  Kukul
  It is said that when Kukul left the world because of the death
  of his wife Maztica, he left behind his body as well in the form
  of the gold that can be found throughout the continent. He
  was the creator of mankind, a god of the sun, and the father of
  all other deities. He is now believed to reside within the sun
  itself, which is known today as the Eye of Kukul. The
  demoness Itzapaplotl cannot enter the realms of mankind as
  long as he stares upon the world, so Kukul certainly still
  wields some bit of power.
  As a "dead god", he no longer formally has any worshipers
  and there is no sacrifice given in the name of Kukul, but
  Maztican elders, sages, chroniclers and users of magic still
  occasionally mutter a prayer to the great father long thought
  dead.
  Maztica
  Maztica's death at the hands and mācuahuitl of her son Zaltec
  was a terrible blow to the pantheon of the Maztican gods and
  the mortals of the living world. She, more than Eha, Kukul or
  any of the other deities was the true mother of life and she
  was beloved by all.
  Though the elder goddess is dead, she is said to live on
  through the land itself, and a her spirit is still said to roam the
  Outlands realm of Maztlan. Her woship still exists on the
  tongues of druidic folk and shamans of the more remote
  tribes. Even the Dog People of the northern deserts are said
  to revere her, though not always in name.
  Mictlāntēcutli and Mictecacihuatl
  While they once had much greater standing among men, the
  married god and goddess of death have retreated into the
  bowels of Mictlan and are not active among the people who
  call them patrons. Instead, the god and goddess quietly deal
  only in the matters of the dead and together they are said to
  guide the skeletal spirits known as the zizimime.
  The worshipers of the lords of Mictlan tend to quietly
  collect the bodies of the dead and dispose of them in proper
  ways so that they may enter the proper regions of the afterlife
  whether that be a heaven or hell. They are also responsible for
  making sure bodies do not pollute or spread disease among
  the living folk.
  Nula
  Nula is the only deity that does not have a commonly depicted
  anthropomorphic form other than the Plumed Dragon
  himself. She has many depictions, but the most common by
  far is that of a wise, long-limbed monkey.
  Nula is wild and known for her hilarious antics, but she
  does not afford the respect garnered by many other deities.
  Mazticans in general are more reliant on plant life than
  animal life for survival.
  Coastal communities tend to sacrifice parts of their catch to
  her and occasionally throw trinkets into the sea believing that
  they end up in the hands of the goddess.
  37
  
  Plutoq
  Like Zaltec, Plutoq's form is gigantic and stony, but takes the
  appearance more of an elemental than a titanic statue. Plutoq
  is a powerful god who goes about his own way and has
  remained neutral in many of the conflicts of the gods in the
  past. If one deity were to gain his abject approval, the scales of
  balance would most certainly tip.
  Plutoq is the lord of the earth and is particularly undisputed
  among the mountains. He is a patron in Huacli and to a lesser
  extent Kolan, but he is universally respected elsewhere.
  The god is not bloodthirsty, nor does he refuse the
  occasional sacrifice to ensure his blessing.
  Poshtli
  Poshtli was widely regarded as the greatest eagle knight of all
  time and his mighty abilities extended far beyond what a
  typical eagle knight was capable of. Secretly, and unknown
  even to him, in the time before the Spellplague, Poshtli had
  been made Chosen of Qotal in part to counter the power and
  influence of Hoxitl in the valley of Nexal.
  Poshtli has ascended under Qotal's blessing and is now
  himself the patron of eagle knights. Like Hoxitl to zaltec, he is
  thought to be the mouth of Qotal who has taken a step back in
  his involvement in the world of mankind.
  Qotal
  Qotal is the Plumed Father and Feathered Dragon. his
  appearance is reminiscent of the grandest of dragons, though
  his frill of brightly colored plumage differentiates his
  appearance from most other than the little known mirage
  dragon of the Feywild.
  More than any other deity, Qotal abhors sacrifice and his
  priests work to eradicate it from the stubborn cultures of the
  True World as a holy mission.
  Qotal has not always been such an innocent god and he has
  done some terrible things in the past, but he is growing more
  aware of his own actions and learns with every mistake that
  he has made. Today, after the long silence while Maztica was
  confined to Abeir, Qotal listens carefully and intently to the
  prayers of his faithful. Gone is the petty, jealous deity of ages
  past.
  Tezca
  This titan of fire resides in a great pool of fire and magma in
  the tunnels of the Flayed Land, Xipetlan. He is usually
  depicted as being surrounded by his corrupted flame couatl
  servants known as the xiuhcouatl, though just as often, one is
  depicted as being his actual weapon of choice.
  Tezca, like his brother Azul, is believed to be an evil that is
  necessary to the survival of the True World, and thus he is
  tolerated and placated even in the most holy bastions of the
  more gentle gods. Tezca is believed to have taken over the
  responsibilities afforded to the god of the sun when Kukul
  passed from the world. Without Tezca's blessing, its life giving
  warmth would not even be visited upon the world.
  Tezca is not well received by Qotal or Zaltec and has been
  known to oppose both deities under differing circumstances.
  His practices, however, share much in common with the
  darker brother.
  Watil
  Watil is the benign goddess of the flora of the True World. She
  is often depicted as a lush and sensuous female that shares
  much in common with her sister Kiltzi, though her hair and
  face is typically framed in the white petals of a lily.
  Watil refuses sacrifice, though she is often believed to be
  beholden to her brother Azul, who has a demanding and
  abusive relationship with his sister. Watil has never given up
  on Azul, however and she maintains a quiet strength in the
  face of the cruel god that is widely respected among other
  deities.
  Watil is served by both druids and clerics who are always
  the best horticulturalists. Some have developed plants with
  bizarre and useful powers and many have plant-like guardians
  that serve loyally.
  Zaltec
  Zaltec is a terrible and wholly evil god who hungers eternally
  for the sacrifice and consumption of the hearts of mankind.
  He is often depicted as a titanic stone statue with a bloody
  maw into which every heart ever given to him has been
  thrown. This appearance has certainly been confirmed as the
  god himself has made appearances on the mortal world in the
  past.
  He is the eternal enemy of his brother Qotal and stands for
  the diametric opposite of whatever his brother has stood for.
  Despite this abject hatred, they have had to work together on
  occasion and will always do so should a foreign power
  attempt to make forays into the True World. Together, they
  have thwarted Shar, Lolth, and to a lesser extent even Helm
  together.
  Zaltec is the slayer of the mother goddess Maztica and
  patron of the Beasts of the Biperhand. Hoxitl sits at his right
  hand, but the god does not treat his greatest servant well. In
  the deepest caverns of Mount Zatal, his stony form is said to
  brood where it has ultimate control over a power known as
  the Darkfire.
  Other Deities
  There are literally dozens of other deities, most of them local,
  among the people of the True World. Some of the more well
  known beings that are worshiped (though it is unnown if they
  are true deities) are the 400 Rabbits, said to be the patrons of
  drinking and the drink known as octal. Priests of Azul dispute
  that claim and believe octal is in fact a gift from their own god.
  An enigma among some of the folks of Helmsport and
  Ulatos is a phenomenon known as Hunab-Kuum. This "god"
  has a small cult-like following and his worship is believed to
  be an amalgamatin of a small local deity, along with tenets of
  Helm and even the great overpower Ao. There are vast
  similarities between Hunab-Kuum and the cult of Ao which
  one time held some popularity in the overseas city of
  Waterdeep.
  Itzapaplotl has worshipers of her own, but mostly warlocks
  take her as a patron and make pacts with the demoness. In
  her ambitions to become a true goddess, she encourages
  actual worship more often than not, and her dark desires are
  on par with those of her one-time lover Zaltec.
  38
  
  Character Options
  N
  ew subraces, classes and subclasses are all
  part of what makes Maztica special. At one
  time, Mazticans did not have the sheer
  power to stop the onslaught of a foreign
  invasion, but no more. Characters in
  Maztica have as much power as their
  Faerûnian counterparts. 
  Races and Subraces
  Humans might currently be the dominant race in Maztica, but
  there are many others to choose from who interact with
  humans on a daily basis. The invasion of Amn made some
  significant changes in mankind’s culture and some parts of
  the True World have become more cosmopolitan. This is
  particularly apparent in integrated cities like Tukan, Ulatos
  and Trythosford.
  Many of the more common races have subraces unique to
  Maztica. The jungle halflings known as the little folk, the
  fierce desert dwarves, the Jaguar and Ocēlōtl offshoots of the
  tabaxi, the quetzaldaun aarakocra andeven the various human
  cultures are described in this section.
  Humans
  Mankind is known for its ability to adapt and survive. In a
  world with beholders, dragons, and even the dreaded
  Tarrasque, the fact that humans can be found nearly
  everywhere gives testament to this extraordinary ability.
  Maztica is no different. There are many origin myths in the
  different cultures but the most common one involves the
  wisdom of the great sun god Kukul. The gods failed in a
  number of attempts to create beings to honor them. Men of
  clay, wood and gold were created but each in turn
  disappointed their creators.
  Kukul, the Father of the Gods, understood their folly and
  realized that if they were to create beings that would truly
  worship them, it would require a sacrifice. So Kukul took his
  great mācuahuitl and severed his own fingers. When the
  fingers struck the earth, they began to wriggle and crawl;
  eventually standing and honoring the gods from which they
  were created.
  While many share this origin story, every man or woman is
  not the same in Maztica. There are many different ethnicities;
  each with their own appearance, passions and culture.
  Mazticans
  Due to their predominance in the lands of Nexal prior to the
  Night of Wailing, the Faerûnian newcomers to the True World
  once believed there to be only two ethnicities of men in
  Maztica, the Maztican and the Payit. The typical Maztican
  man or woman has a rich brown skin tone and jet black, fine
  hair.
  Originally, these folk came from the northern wilds of the
  True World, but were led to the valley of Nexal by their dark
  god Zaltec. Since then, their language (Maztican, once known
  as Nexalan), culture and outlook has spread all over the
  continent. Maztican is the common tongue of the True World.
  Male Names. Acalan, Coatl, Naltecona, Nochehuatl, Tolco 
  Female Names. Ahuiliztli, Erendira, Meztli, Teiuc 
  Kultakans
  The Kultakans share much in physical appearance with the
  Mazticans, but are generally taller and more muscular. They
  are bred from birth to be warriors and for generations the
  weakest were left to die in the wilds (not even being fit for
  sacrifice). 
  Male Names. Acamapichtli, Takamal, Quautli 
  Female Names. Citlali, Citlalmina, Hutamana, Pochilli,
  Quixitl 
  Payits
  The Payits have similar skin tone and hair coloration to the
  Mazticans, but are generally softer in body. There is a high
  frequency of light skin tones and eyes appearing due to
  generations of interbreeding with Amnians and
  Waterdhavians. 
  Male Names. Atl, Cuauhtémoc, Tetuahemoc, Xiupilli 
  Female Names. Centehua, Erixitl, Hucilli, Quinapotl 
  Itzas
  The Itzas are the fun loving, gentle folk who live primarily in
  the jungles of Far Payit. Short and lean, they are generally
  self-sufficient and unassuming. It is still rare to find an Itza
  outside of their small villages in the jungle. 
  Male Names. Chimapopoca, Huitzilin, Itzli, Itzcoatl, Tochtli 
  Female Names. Chalchiuitl, Itzla, Teyacapan, Xilonen 
  39
  
  Dog People
  The dog people are the savage folk of the northern wilds,
  badlands and desert. Long haired and lean, their skin can be
  described as having more of a coppery tone than brown. The
  dog people were persecuted for centuries by Mazticans, and
  they rarely offer any kindness in return. There is also little
  variation in male and female names. 
  Dog People Names. Achak, Adohi, Apiatan, 
  Bemidii, Edensaw, Enyeto, Gaagii, Hakan, Igasho, Moab, 
  Mojag, Nahele, Niyol, Onida, Pilan, Sani, T'iis, Viho, 
  Wakiza, Zyanya
  The Green Folk
  The green folk live in the far southern jungles of Maztica,
  though some of their physical traits can be found in the nation
  of Kolan. They are a tall jungle folk, often adorned in earthy
  tones and paints. Their skin tone is brown, but not nearly as
  dark as their northern neighbors. The Green Folk are easily
  recognizable on the rare occasions that they enter cities like
  Tukan. 
  Male Names. Chicomecoatl, Matlal, Tlaloc, Tototl 
  Female Names. Centehua, Cozamalotl, Tlacotl 
  Dwarves
  Since Cordell’s invasion of the True World, dwarves have
  become relatively commonplace. There are both shield and
  gold dwarf communities (particularly near gold mines), but no
  type of dwarf is more populous than Maztica’s own subrace of
  desert dwarves.
  Desert Dwarves
  Desert dwarves are descended from clans of shield dwarves
  that were exploring for new veins of gold ore but were
  ambushed by drow and trapped underneath the True World.
  When they emerged, they did so in the great deserts of
  Maztica and despite their hardships, they managed to thrive in
  their new home.
  The desert dwarves are very similar in appearance to the
  shield dwarves of northern Faerûn, but their skin has the
  appearance of being perpetually sunburned. This condition
  has no detrimental effects, however and is simply an
  adaptation to their sunbaked environment.
  Desert dwarves have all the standard dwarven traits plus
  the following.
  Desert Dwarf Traits
  Desert dwarves have all the standard dwarven traits plus the
  following.
  Ability Score Increase. Your Constitution increases by 1.
  Extra Language. You can speak, read and write one other
  language of whatever group is closest to you geographically.
  Enhanced Desert Stamina You can ignore the detrimental
  effects of the first two levels of Exhaustion, but levels are still
  gained and you suffer the effects of levels 1, 2 and 3 once you
  reach the 3rd level of Exhaustion.
  Desert Dwarf Metabolism Your body retains water better
  than most and you are able to survive on half as much water
  as normal.
  Desert Dwarf Vision You lose your darkvision, but gain
  advantage on all Wisdom (Perception) checks that rely on
  sight in bright light conditions only.
  Halflings
  Halflings originated in Maztica completely independent of
  their origins elsewhere. There are some Faerûnian halflings in
  Maztica but these are exceedingly rare. Far more populous
  are the Little Folk; jungle-dwelling halflings who envenom
  their arrows with a powerful paralytic poison known as kurari.
  Little Folk
  The little folk of Maztica live deep in the jungles throughout
  Maztica and with the exception of a few tribes, are generally
  hostile to outsiders. They are said to have been created by the
  goddess Kiltzi in the Imoortal Era of the True World.
  Little Folk Traits
  Short Ones have all the standard halfling traits plus the
  following.
  Ability Score Increase. Your Constitution increases by 1.
  Short One Fortitude. You receive advantage on all saving
  throws against poisons and natural diseases.
  Quetzaldaun
  The hakuna were particularly ornery this time of year and
  Huitzi knew she would need to be vigilant in defense of her
  nest. Twice before had the dragon-horse come to steal and eat
  her precious eggs and twice she hurled the creature’s broken
  bodies to the rocks below.
  Huitzi had found her home a few moons past following the
  death of her husband. Now the last of his offspring was set to
  hatch and the growing boys in her nest had yet to find their
  first flight.
  Huitzi scanned the horizon and saw the glint of the sun off
  of many golden scales. Three hakuna approached and she
  was certain that she couldn’t handle the odds. Huitzi turned to
  prepare her children but then the two eldest emerged from
  the cave. Oh, how Aaracotl and Xiatem resembled their father!
  With a look of grim determination in their eyes and a spear
  embedded with razor sharp obsidian, her children spoke
  nearly in unison. “Mother, we stand ready to fight beside you.
  Do not fear for us.”
  In the highest mountains and cliffs of the True World dwells
  a race of bird like humanoids that have been practically
  unknown for generations. Similar in many ways to aarakocra,
  yet also different in not so subtle ways, these bird folk are
  more akin to eagles than to parrots. They are the quetzaldaun.
  The eagle folk claim that they indeed were once of the
  progenitor race of creatures from which the aarakocra were
  created, but the god Qotal blessed them long ago with their
  current powerful forms.
  The quetzaldaun avoided humanity for untold generations
  but recent events have left many without a home. Harboring
  an intense hatred for all dragonkind, these humanoids have
  found that mankind can be excellent allies in the quest to
  preserve what is left of their once proud culture.
  Whether they are an offshoot or whole separate species to
  the aarakocra now is left to sages to debate. However, a
  complete set of character statistics is included on the
  following page so that the quetzaldaun are a playable race.
  40
  
  Aarakocra Playable Race
  Original statistics for aarakocra as a playable race
  can be found here.
  https://media.wizards.com/2015/downloads/dnd/
  EE_PlayersCompanion.pdf
  Cliff Dwellers
  The quetzaldaun have managed to remain hidden from
  mankind for so long because they lair in the most remote
  reaches of the highest mountains. Deep tunnels are often dug
  into the sides of the steepest cliffs where only those with the
  ability to fly can reach. Climbing in such regions is far too
  treacherous.
  Unlike aarakocra who tend to dwell in large communities
  (or “rookeries”), the quetzaldaun are fairly independent and
  live in smaller, tight families. Elders claim this is a survival
  adaptation from ancient days when dragons wiped out entire
  communities of their predecessors, the aeree.
  Devout and Grateful
  The quetzaldaun were saved from extinction and changed into
  their current forms ages ago by the Plumed God Qotal. This
  part of their history is well known and passed down through
  the generations. Quetzaldaun pray thanks to the god in daily
  observances and it is a rare eagle folk that does not worship
  the Feathered Dragon.
  It is ironic to many that the quetzaldaun are so fanatical in
  their devotion to this draconic god considering that in all other
  cases, dragons and their kin are the sworn enemies of the
  quetzaldaun.
  Quetzaldaun Names
  The quetzaldaun have names similar to other humanoids in
  the True World, but each has a root or single syllable that
  means “eagle” in one of the local languages. Family names are
  generally similar to both male and female first names with the
  syllables quet- or qot- appended to the front. For example,
  Quetaquitl is the name of a well-known (and rather large)
  family. 
  Male Names. Arascotl, Aquitl, Arvidotl, Cuauhtemoc, 
  Ethonitl, Mokotl, Orelipochtli, Xiatem 
  Female Names. Akilina, Arnaudl, Aquilitil, Delinipactli, 
  Quetzaldaun Traits
  Your quetzaldaun character has the following traits in
  common with all other quetzaldaun.
  Ability Score Increase. Your Dexterity score increases by
  2, and your Wisdom also increases by 1.
  Age. Quetzaldaun are not known to live terribly long lives.
  They are considered to have reached maturity at a very young
  age. Anywhere from 6-8 years old a quetzaldaun attempts its
  “first flight” and is forever after considered an adult. In rare
  instances a young quetzaldaun fails to be ready and can end
  up dead or severely injured. Quetzaldaun can live to 60 years
  but rarely go beyond that limit.
  Alignment. Quetzaldaun follow the edicts of their god Qotal
  strictly and even eagle folk who are raised outside of a
  quetzaldaun family feel the deity’s pull. Therefore, most tend
  towards an inherent goodness and maintain a generally lawful
  outlook. There are certainly exceptions to this tendency.
  Size. Quetzaldaun are tall but light. A typical adult stands
  anywhere from 6 to 7 feet tall, yet might only weigh 120 lb.
  The weight is mostly attributed to their hollow bone structure
  as the eagle folk in no way appear frail.
  Speed. Your base walking speed is 30 feet. 
  Flight. You may fly at 40 feet, To use this speed, you can’t be
  wearing medium or heavy armor.
  Eagle Eyes. Quetzaldaun vision is outstanding. They can
  see three times the distance of humans in near perfect detail.
  They also gain advantage on Wisdom (Perception) rolls based
  on sight.
  Fear Resistance. Quetzaldaun have advantage on any
  saving throw against a fear effect.
  Dragon Foes. Quetzaldaun gain advantage on all Wisdom
  (Survival) checks when attempting to track a dragon or any
  dragon kin, as well as Intelligence checks to recall information
  about them.
  Talons. You are proficient with your unarmed strikes, which
  deal 1d4 slashing damage on a hit.
  Language. You can speak, read, and write Maztican, Auran
  and Draconic.
  41
  
  Tabaxi
  His maca had long since been lost, but with his powerful
  claws, Ichtaca felt no fear. In fact, using the weapons of man
  made him feel less feral, less tabaxi! His quarry passed
  beneath him, a great taloned lizard of the deep jungles. Its
  pack had preyed on his clan too long so he and seven other
  warriors set out to hunt the hunters. All but he had been slain,
  and the lizard pack had been reduced to this last, the largest
  of them all.
  In perfect silence he stalked his prey from the trees. Silence
  was not enough, however, as the wind turned and the predator
  suddenly began to sniff vigorously. With a snarl it turned in
  Ichtaca’s direction.
  In the deepest jungles of Maztica, a race of cat folk has kept
  mostly to themselves and their territory. Devotees to the life of
  a predator, these tree-dwelling folk have perfected the art of
  hunting, but do not often extend their predations into human
  lands. In their wisdom, the shamans of the tabaxi have
  advised their charges to keep far from the other intelligent
  races of the True World.
  For ages, the tabaxi followed their advice, but when
  mankind made himself known to them and started to appear
  in tabaxi lands, traditional wisdom began to change. Many
  tabaxi have since begun to abhor the worship of their old gods
  and have traded their feral nature in for a more civilized
  existence. Most of these tabaxi have fled to the east to the
  foreign land of Faerûn, where they live amongst humans even
  more strange than those they have encountered in the true
  world.
  Yet some of the cat-folk have chosen to remain, and those
  are the cat-folk described here. These subspecies are still
  found almost exclusively in the jungles of Maztica and remain
  unknown to foreign folk. The two subraces in question are the
  fierce jaguar folk and the contemplative ocēlōtl.
  Tabaxi in Faerûn 
  Volo's Guide to Monsters has given statistics for the
  playable race of tabaxi. The tabaxi indicated here
  have the same base statistics, with notable changes
  specific to the jaguar folk and the ocēlōtl. The
  differences represent different subspecies of tabaxi
  that have remained behind while many tabaxi have
  traveled abroad to greater Faerûn.
  Tabaxi, as they appear in VGtM are also located in
  Maztica, but in lesser numbers these days.
  The Jaguar Folk
  The jaguar folk of Maztica thrive in harsh conditions where
  nearly everything that moves must eat or be eaten. Typically
  led by either wise elder shamans or at their most debased by
  cruel jaguar lords, the tabaxi are almost always loyal to their
  clan. Laws are almost unnecessary, but should a tabaxi sin
  against his own, the punishment is almost always fatal.
  These tabaxi are the consummate hunters. Their greatest
  warriors are able to take down prey many times their size,
  sometimes using only what the gods have given them. These
  proud creatures are willing to work in groups or alone, but
  they rarely, if ever shy away from a challenge. It is a great
  mark of shame for tabaxi to run from a threat and doing so
  has a tendency to make them quite ornery.
  Brave does not mean stupid, however, and tabaxi will
  sometimes take days to plan a hunt correctly. Their natural
  camouflage, senses, cunning and weaponry makes them
  generally the mostsuccessful predators in their territory.
  Jaguar Folk Names
  Tabaxi have their own language that incorporates numerous
  growls which are difficult for others to pronounce. Clan
  names always use specialized syllables that require practice
  to speak and are impossible to record.
  The younger, adventurous tabaxi typically adapt names
  similar to their newer companions.
  Male Names. Igrrtaca, Mirrintic, Otrri, Patrrli, 
  Tezcacoatl, Tlacelel, Tupac, Yorrotl, Zarrtic 
  Female Names. Cuarritl, Citlarri, Eztlii, Izerr,
  Nene, Patrri, Tlarri, Yarretzi, Zuma, Zyanya 
  The Ocelot Folk (Ocēlōtl)
  The ocelot folk are a smaller, gentler subrace of tabaxi that
  are known to be the most reclusive of all. The race as a whole
  remains hidden from the eyes of humanity, with the exception
  of some of the Green Folk in the southern jungles.
  Ocēlōtl are known for their strange powers as well, and are
  known to use the magical powers of psionics. They are are a
  contemplative creature that sees no reason to ever leave its
  jungle homes. Only the rarest individual develops a
  wanderlust, and these are generally looked down upon by
  their elders. They are never welcomed back, particularly if
  they bring groups of humans with them.
  Tabaxi Traits
  Your tabaxi character has the following racial traits.
  Ability Score Increase. Your Dexterity increases by 2.
  Age. Tabaxi have lifespans equivalent to humans.
  Size. Tabaxi are taller on average than humans and
  relatively slender. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. You have a cat's keen senses, especially in the
  dark. You can see in dim light within 60 feet as if you were in
  bright light, and in darkness as if it were dim light. You can't
  discern color in darkness, only shades of gray.
  Feline Agility. Your reflexes and agility allow you to move
  with a burst of speed. When you move on your turn in combat,
  you can double your speed until the end of the turn. Once you
  use this trait, you can't use it again until you move 0 feet on
  one of your turns.
  Cat's Claws. Because of your claws, you have a climb speed
  of 20 feet. In addition, your claws are natural weapons, which
  you can use to make unarmed strikes. If you hit with them,
  you deal slashing damage equal to 1d4 + your Strength
  modifier, instead of the bludgeoning damage normal for an
  unarmed strike.
  42
  
  Cat Folk Traits
  The following additional traits are afforded standard cat folk
  tabaxi as they appear in Volo's Guide to Monsters.
  Ability Score Increase. Your Charisma increases by 1.
  Alignment. Tabaxi tend toward chaotic alignments, as they
  let impulse and fancy guide their decisions. They are rarely
  evil,with most of them driven by curiosity rather than greed or
  other dark impulses.
  Cat's Talent. You have proficiency in the Perception and
  Stealth skills.
  Languages. You can speak, read, and write Common and
  one other language of your choice.
  Jaguar Folk Traits
  The following additional traits are specific to the jaguar folk
  tabaxi. As one of the jaguar folk, you tend to be stronger than
  other tabaxi.
  Ability Score Increase. Your Strength increases by 1.
  Alignment. Jaguar folk tend towards chaos though they can
  be quite loyal to their clans and its fairly well defined
  hierarchy. Their concerns are rarely similar to the petty
  obsessions of man, but clans ruled by a jaguar lord often sink
  into the depths of evil.
  Increased Claw Damage. Your claws deal slashing damage
  equal to 1d6 + your Strength modifier instead of the standard
  1d4 + your Strength modifier.
  Jungle Camouflage. When hiding in a jungle surroundings,
  you are proficient on your Dexterity (Stealth) check.
  Ocēlōtl Traits
  The Ocēlōtl are known for their sharp wit and maneuverability
  in the treetops.
  Ability Score Increase. Your Intelligence increases by 1.
  Alignment. As the kinder of the tabaxi subspecies, you tend
  more towards good than the others.
  Quick Climber. Your climb speed increase to 30 feet.
  Classes
  Maztica and the True World were once fully ignorant of the
  powers that resided in the larger planet of which they were a
  part. When Cordell and his Golden Legion landed on the
  shores of Payit over a century past, they were wholly
  unprepared for the raw power of the Faerûnian wizards and in
  particular the drow wizard Darien.
  The destruction she wrought, and the visible might of the
  many that followed had been a terrible bane for the True
  World at the time, but the lessons she inadvertently taught the
  people might have prevented even greater catastrophe in
  hindsight.
  As always, the great artisans known as plumaweavers and
  hishnashapers have kept Maztica’s unique culture thriving.
  They practice a form of magic that has grown greatly in power
  due to necessity and the desire to avoid a repeat of Darien’s
  devastation. If Darien were alive to this day, she would not be
  pleased with her legacy.
  The growth of magic did not stop with the artisans,
  however. When the skies changed and Maztica became part of
  the unknown world of Abeir, the gods stopped answering the
  calls of their faithful. The void in power needed to be filled to
  stop the new threats that plagued the world. Using techniques
  mimicked from Faerûnian wizards, plumaweavers and
  hishnashapers began to record their magical workings into
  great feather quilts or to etch them into the bones of various
  predatory animals.
  Research and experimentation became a part of the life of
  these new native wizards and soon they became known as the
  plumacasters and hishnacasters of the True World.
  As always, the brave eagle and jaguar knights continued to
  protect their charges, though they no longer retained the close
  connection to Qotal and Zaltec that they once had. The gods
  had disappeared and instead of guarding the temples of their
  demanding deities, they began to find other reasons for the
  existence of their respective lodges. The first true Maztican
  “adventurers” came from this brand of warrior, and like the
  artisans, they too learned new techniques and grew in power.
  Finally a whole new type of Maztican caster arose once the
  True World touched upon the world of Abeir. These
  spontaneous casters were able to touch upon a world of
  spirits and find animal-like mirrors of themselves whom they
  could bring back to the world of mortals.
  43
  
  The animal spirits were known as the nahuālli, and so too
  were the casters who brought them from the Spirit World. In
  addition to their spirit companions, nahuālli were the only
  casters known who could call upon the powers of both pluma
  and hishna, though they would not master either.
  Out of the Maztican culture also grew a rogue that had long
  been known in the True World, but had never been able to
  fend for themselves quite like they were now. These traveling
  traders were known as pochteca, and they became a force in
  their own right. Perhaps they could not stand toe to toe with
  an eagle or jaguar knight, but their clever minds would more
  often than not compensate for their lack in physicality.
  Now that the gods have returned and the sky is once again
  the clear blue of Toril, so too have the priests of these gods. In
  Nexal, where the beasts of the Viperhand endured, the
  strongest and most intelligent of the creatures maintained the
  old traditions of sacrifice and slavery. The clerics of the
  brighter deities took an oath of silence in honor of their
  missing patrons and patronesses, which they continue to
  honor despite the Return.
  A common saying throughout the True World has always
  been that, “the people shall endure.”
  Necessity in the ever-changing world has driven Mazticans
  to adapt and they are more capable than ever. The Golden
  Legion would have barely made it past the shores of the Twin
  Visages had they arrived in the modern Maztica.
  The Artisan of Maztica
  The wise old man holds his most recent weaving aloft in front
  of the rampaging orcs. He turns the blanket of finely spun
  feathers in his hand and colors pour forth. The foul beasts of
  the Viperhand are no match for his powerful magic and every
  one of them stand transfixed by the display.
  The tzitzimitl smiled in wicked glee when naught but a
  single female stood between it and the group of human
  children. They would make fine tribute to his mother
  Itzapaplotl. The female raised a staff adorned with various
  fetishes and multiple jaguars appeared as if summoned from
  thin air. Too late this star demon realized its folly.
  Sometimes feared, sometimes loved, the Maztican artisan is
  almost always appreciated for the protection they afford. Wise
  and powerful, the artisans give hope to the common man in a
  dangerous world.
  Talented Crafters
  As their name implies, artisans are crafters with many
  similarities to to the artificers of other realms. The typical
  artisan spends the vast majority of their downtime developing
  great talismans of pluma or hishna magic.
  When battle eventually comes and the enemy does not fall
  to a barrage of arrows or stones, these items can turn the tide
  of battle.
  Devoted Guardians
  Though many live as hermits outside of the major centers of
  population, the artisans almost always chose a community
  which they feel is under their protection. The size of the
  community is not generally proportional to the power of the
  artisan and woe to the attacker who believes a small jungle
  village to be easy plunder.
  Creating an Artisan
  Though many artisans feel perfectly content to remain in their
  home villages or cities, there are many reasons for one to
  become an adventurer. You need to decide for your character
  exactly what this reason is. Is she motivated by increasing her
  power? Does she believe that they are serving their
  community better by exploring the world? Perhaps there is a
  specific threat which they want to end?
  Many artisan adventurers quest to find inspiration in their
  craft and some even do so to collect rare feathers
  (plumaweavers) or the fangs and talons of terrible beasts
  (hishnashapers).
  Quick Build
  You can make an artisan quickly by following these
  suggestions. First, Wisdom should be your highest ability
  score, followed by Dexterity. Choose the hermit background
  whether you are a plumaweaver or a hishnashaper. As a
  plumaweaver, choose the cantrips featherweaving, ray of frost,
  tickle and the first level spells bird charm and feather darts.
  As a hishnashaper, choose jaguar claw, net, shocking grasp
  and the 1st level spells cat charm and obsidian shards.
  Class Features
  As an artisan of Maztica, you have the following class features.
  Hit Points
  Hit Dice. 1d8 per artisan level
  Hit Points at 1st Level. 8 + your Constitution modifier
  Hit Points at Higher Levels. 1d8 (or 5) + your Constitution
  modifier per artisan level after 1st
  Proficiencies
  Armor. Light Armor
  Weapons. Simple weapons, tlahhuītōlli (plumaweaver) or 
  ahtlatl (hishnashaper)
  Tools. Artisan’s bag
  Saving Throws. Dexterity, Wisdom
  Skills. Choose four from Animal Handling, Arcana, History,
  Medicine, Nature, Insight, Perception, Sleight of Hand,
  Survival 
  44
  
  Equipment
  You start with the following equipment in addition to the
  equipment granted by your background.
  • (a) An ahtlatl with 20 yāōmītl or (b) a tlahhuītōlli with 20
  arrows
  • A component pouch 
  • An artisan’s bag
  Spellcasting
  The talented and dexterous fingers that allow you to create
  such amazing talismans also allow you to manipulate the
  powerful forces of pluma or hishna.
  Cantrips
  At 1st level, you know three cantrips of your choice from the
  artisan spell list. You learn additional artisan cantrips at
  higher levels as shown in the Cantrips Known column of the
  Artisan table. If you are a plumaweaver, you may not choose a
  cantrip with a hishna tag, and if you are a hishnashaper, you
  may not choose a cantrip with a pluma tag.
  Spell Slots
  The Artisan table shows how many spells you have to cast for
  spells of 1st level and higher. To cast one of these artisan
  spells, you must expend a spell slot of the spell’s level or
  higher.
  You regain all expended spell slots when you finish a long
  rest.
  Spells Known of 1st Level and Higher
  You know two 1st-level spells of your choice from the artisan
  spell list. The Spells Known column in the Artisan of Maztica
  table shows you when you learn more artisan spells of your
  choice.
  Each of these spells must be of a level for which you have
  spell slots. When you gain a level in this class, you can choose
  to replace one of the artisan spells you know with another on
  the artisan spell list. This spell must also be of a level for
  which you have spell slots.
  If you are a plumaweaver, you may never choose any spells
  with the hishna tag, and if you are a hishnashaper, you may
  never choose any spells with a pluma tag.
  Spellcasting Ability
  Wisdom is the spellcasting ability for your artisan spells
  because the power in your magic relies on you to weave magic
  into the world using your devotion to your craft. You use your
  Wisdom whenever a spell refers to your spellcasting ability.
  In addition, you use your Wisdom modifier for setting the
  saving throw DC for an artisan spell you cast and when
  making an attack roll with one.
  Spell Save DC = 8 + your proficiency bonus +
  your Wisdom modifier
  Spell attack modifier = your proficiency bonus +
  your Wisdom modifier
  Spellcasting Focus
  You can use your artisan's bag as your spellcasting focus for
  your artisan spells.
  Artisan Archetype
  Choose an artisan archetype, which describes the source of
  your power and the type of crafting you will undertake.
  Choose either plumaweaver or hishnashaper. Both are
  detailed at the end of this class description.
  Your choice grants you features when you choose it at 1st
  level and again at 7th, 11th and 15th level.
  Craft Talisman
  Crafting talismans of pluma and hishna are the main abilities
  of artisans and their great works are known throughout the
  True World. There are four levels of ability for crafting
  talismans. At 2nd level an artisan may craft a minor talisman,
  at 9th level they may craft normal talismans, at 17th level,
  major talismans can be crafted and finally at 20th level, the
  artisan may make a legendary talisman.
  Minor talismans are one shot items, which have a single use
  and then become inert. Such magical items may emulate a
  spell of levels 1 or 2 which is on the artisan's spell list. As long
  as the crafter has an artisan’s bag, the cost in making the item
  is negligible. A crafter may have no more than five minor
  talismans crafted at any given time.
  When the artisan reaches 9th level he is able to craft
  normal talismans which are similar to common, uncommon
  or rare magic items. Common items take a day, uncommon
  items take a week, and rare items take a month to craft.
  Normal talismans cost half the amount to craft as a normal
  magic item. There is no limit to the number of normal
  talismans the artisan can craft, but each uncommon or rare
  talisman must have attunement as a requirement. The artisan
  may also attune to one additional item as long as one is a
  talisman.
  At 17th level, the artisan can now create items similar to
  very rare magic items. The items take three full months to
  craft but cost one-half the normal amount to do so. There is
  no limit to the number of major talismans the artisan can
  craft, but each major talisman must have attunement as a
  requirement.
  At 20th level, the artisan may spend a full year crafting an
  item of such magnificence, that it will be spoken of in legends
  for years to come. The Cloak of One Plume, for example, was
  an act of legendary plumaweaving said to have been created
  by Qotal himself. Using this ability is the crowning
  achievement of an artisan’s lifetime and can only be done
  once. A price cannot be put on the actual construction as the
  artisan must gather the rarest of feathers from the most
  magical of creatures (for a plumaweaver), or the fangs, claws
  and venom of the most terrible beasts (for a hishnashaper).
  Artisans may continually craft even while adventuring. In
  brief moments of peace between encounters, the hands of an
  artisan continually work to create their marvelous items.
  Artisans do not need to continually focus on the task in order
  to craft.
  Crafting talismans is actually therapeutic to an artisan and
  when one is in the process of creation, the artisan gains
  advantage on any save against psychic damage or to recover
  from any type of magical or nonmagical disease.
  45
  
  The Artisan of Maztica
  Level Proficiency Bonus Features
  Cantrips Known Spells Known   1st    2nd    3rd    4th    5th  
  1st
  +2
  Spellcasting, Artisan Archetype
  3
  2
  1
  —
  —
  —
  —
  2nd
  +2
  Craft Minor Talisman
  3
  3
  2
  —
  —
  —
  —
  3rd
  +2
  Ranged Weapon Bonus +1
  3
  3
  2
  1
  —
  —
  —
  4th
  +2
  Ability Score Improvement
  3
  4
  3
  1
  —
  —
  —
  5th
  +3
  —
  3
  4
  3
  2
  —
  —
  —
  6th
  +3
  Long Ranged Weapon Spell
  3
  4
  3
  2
  —
  —
  —
  7th
  +3
  Artisan Archetype Feature
  3
  5
  4
  2
  —
  —
  —
  8th
  +3
  Ability Score Improvement
  4
  6
  4
  3
  —
  —
  —
  9th
  +4
  Craft Talisman
  4
  6
  4
  3
  1
  —
  —
  10th
  +4
  —
  4
  7
  4
  3
  2
  —
  —
  11th
  +4
  Artisan Archetype feature
  4
  8
  4
  3
  3
  —
  —
  12th
  +4
  Ability Score Improvement
  4
  8
  4
  3
  3
  1
  —
  13th
  +5
  Ranged Weapon Bonus +2
  4
  9
  4
  4
  3
  1
  —
  14th
  +5
  —
  4
  10
  4
  4
  3
  1
  —
  15th
  +5
  Artisan Archetype Feature
  4
  10
  4
  4
  4
  1
  —
  16th
  +5
  Ability Score Improvement
  4
  11
  4
  4
  4
  2
  —
  17th
  +6
  Craft Major Talisman
  4
  11
  4
  4
  4
  2
  —
  18th
  +6
  —
  4
  11
  4
  4
  4
  2
  1
  19th
  +6
  Ability Score Improvement
  4
  12
  4
  4
  4
  3
  1
  20th
  +6
  Craft Legendary Talisman
  4
  13
  4
  4
  4
  3
  2
  Ranged Weapon Bonus
  As part of their training, both plumaweavers and
  hishnashapers become excellent marksmen with specific
  ranged weapons. Plumaweavers train in the use of the
  Maztican war bow known as the tlahhuītōlli. At 3rd level
  plumaweavers receive a +1 bonus to hit when attacking with
  one of these weapons. At 13th level, this bonus increases to
  +2.
  Similarly, the hishnashaper receives the same bonus when
  using an ahtlatl.
  Long Ranged Weapon Spell
  At 6th level an artisan gains a spell which increases the range
  of their preferred weapon. Plumaweavers can cast arrowflight
  once in between short or long rests without using a spell slot.
  Hishnashapers receive all the same benefits with the spell
  spearflight.
  Artisan Archetypes
  Upon creation of an artisan, the source of the artisan’s power
  must be decided. The two brands of magic are wholly different
  and determine the majority of abilities. The ranged weapon
  bonus, the long ranged weapon spell, the types of talismans
  they can create, and the spells on their spell list are all
  affected by this initial choice.
  In addition, the artisan has the following abilities based on
  which archetype is chosen.
  Plumaweaver
  Artisans who choose to become plumaweavers revel in the
  soft down and secret power of life that resides within feathers.
  They are consummate weavers and their hands are constantly
  working. After a time, the fingers of a plumaweaver become
  calloused and thick skinned.
  46
  
  Bird Charmer
  At 7th level a plumaweaver gains becomes attuned to the
  natural world of avians and can communicate with all such
  creatures. Bird calls become entirely understandable to the
  plumaweaver and the avians can understand the plumaweaver
  as well. In addition, any attempt to charm a bird or bird-like
  creature (determined by DM) has advantage.
  Devoted Guardians
  At 11th level a plumaweaver is immune to all fear affects
  when acting in defense of his home, community or friends.
  Incubator
  At 15th level, a plumaweaver is under the effect of the spell
  incubator. This may only be used once per year, and the
  incubation chamber must be created as described in the
  spell’s description at full cost.
  The Hishnashaper
  Hishnashapers draw power from claws, fangs, talons, stingers
  and other natural attack forms given to a variety of creatures.
  Typically, they wear such small fetishes all about their person
  as decoration, but on many occasions, the fetish is actually an
  item of true power.
  Virulence
  At 7th level, the hishnashaper can add poison to the damage
  caused by the cantrip jaguar claws. This is an additional 2d4
  poison damage, but a successful Constitution save (against
  the hishnashaper’s spell DC) will only amount to half damage.
  This damage increases to 4d4 poison damage at level 11 and
  6d4 poison damage at level 15.
  Fearsome Appearance
  At 11th level, a hishnashaper’s features change subtly to
  become more predatory. All normal beasts must make a
  Wisdom save (DC 8 + the hishnashaper’s Wisdom bonus), or
  they will suffer disadvantage when attacking the
  hishnashaper.
  Natural Poison immunity
  At 15th level a hishnashaper is immune to all poisons which
  are derived from the natural venoms of creatures. They gain
  advantage on saving throws against all other poisons as well.
  47
  
  Artisan Spells
   
  Cantrips (0 Level)
  Dancing Lights
  Featherweaving [pluma]
  Jaguar Claws [hishna]
  Light
  Message
  Net [hishna]
  Ray of Frost
  Shocking Grasp
  Tickle [pluma]
  True Strike
  1st Level
  Ambush [hishna]
  Animal Friendship
  Animal Senses [hishna]
  Arrowflight [pluma]
  Bird Charm [pluma]
  Cat Charm [hishna]
  Color Spray
  Cool [pluma]
  Create or Destroy Water
  Elevate [pluma]
  Expeditious Retreat
  False Life
  Feather Darts [pluma]
  Feather Fall
  Fisher's Luck [pluma]
  Hishnahide [hishna]
  Identify
  Jaguar Pounce [hishna]
  Longstrider
  Obsidian Shards [hishna]
  Plumastone [pluma]
  Snake Charm [hishna]
  Speak with Animals
  Spearflight [hishna]
  Stoneflight [pluma]
  Stonefoot [pluma]
  Talonblade [hishna]
  Tezca's Touch [hishna]
  Venomblade [hishna]
  Warmth [pluma]
  2nd Level
  Animal Messenger
  Barkskin
  Breathsense [pluma]
  Continual Flame
  Eagle Flyby [pluma]
  Gentle Repose
  Guardian Owls [pluma]
  Gust of Wind
  Heartsense [hishna]
  Hold Person
  Huntsman's Call [hishna]
  Kiltzi's Love [pluma]
  Locate Animals or Plants
  Magic Weapon
  Mirror Image
  Scalesnare [hishna]
  Scrollsee [hishna]
  Slashing Plumage [pluma]
  Stonefall [hishna]
  3rd Level
  Bafflement [pluma]
  Bestow Curse
  Blossom [pluma]
  Breath of Qotal [pluma]
  Exhausting Wave [hishna]
  Eyes of the Jaguar Lord
  [hishna]
  Feign Death
  Gaseous Form
  Haste
  Hypnotic Pattern
  Hypnosis [hishna]
  Magnificant Headdress
  [pluma]
  Nondetection
  Protection from Hishna
  [pluma]
  Protection from Pluma
  [hishna]
  Remove Curse
  Sending
  Slow
  Water Breathing
  Water Walk
  Windrider [pluma]
  Zaltec's Fury [hishna]
  4th Level
  Blight
  Confusion
  Control Water
  Fabricate
  Giant Eagle [pluma]
  Greater Invisibility
  Hallucinatory Terrain
  Locate Creature
  Pestilence [hishna]
  Stoneskin
  5th Level
  Awaken
  Breathweird [pluma]
  Creation
  Dream
  Geas
  Hold Monster
  Insect Plague
  Legend Lore
  Omen [hishna]
  Path of the Pochteca [pluma]
  Passwall
  Plutoq's Strength [hishna]
  Seeming
  Pluma Spells
  Cantrips (0 Level)
  Featherweaving
  Tickle
  1st Level
  Arrowflight
  Bird Charm
  Cool
  Elevate
  Feather Darts
  Fisher's Luck
  Plumastone
  Stoneflight
  Stonefoot
  Warmth
  2nd Level
  Breathsense
  Eagle Flyby
  Guardian Owls
  Kiltzi's Love
  Slashing Plumage
  3rd Level
  Bafflement
  Blossom
  Breath of Qotal
  Magnificant Headdress
  Protection from Hishna
  Protection from Pluma
  Windrider
  4th Level
  Giant Eagle
  5th Level
  Breathweird
  Path of the Pochteca
  6th Level
  Great Screech
  Incubation
  Mayz of the Plumed Dragon
  7th Level
  Power Word Blind
  Ward of Esmeralda
  8th Level
  Wind Warrior of Eha
  9th Level
  Avatar of the Plumed Dragon
  Hishna Spells
  Cantrips (0 Level)
  Jaguar Claws
  Net
  1st Level
  Ambush
  Animal Senses
  Cat Charm
  Hishnahide
  Jaguar Pounce
  Obsidian Shards
  Snake Charm
  Spearflight
  Talonblade
  Tezca's Touch
  Venomblade
  2nd Level
  Heartsense
  Huntsman's Call
  Scalesnare
  Scrollsee
  Stonefall
  3rd Level
  Exhausting Wave
  Eyes of the Jaguar Lord
  Hypnosis
  Protection from Pluma
  Zaltec's Fury
  4th Level
  Pestilence
  5th Level
  Omen
  Plutoq's Strength
  6th Level
  Swarm Form
  7th Level
  Heartripper
  Obsidian Tomb
  8th Level
  Soulmerge
  9th Level
  Avatar of Azul
  Hishna Curse
  48
  
  Cleric Domain
  The clerics of the True World choose a wide variety of
  domains with the most common being War (Zaltec) and Life
  (Qotal). The Maztican Shaman however is a new domain
  which is used primarily by some of the more savage clerics,
  particularly the tabaxi and the Dog People.
  Maztican Shaman
  Rather than worship a specific god, you revere the spirits of
  your ancestors or the spiritual energy of the world itself. The
  spirits are your close, trusted friends and you can see them
  wherever you go, even if others cannot.
  Shamans are usually prominent members of a tribe, but
  sometimes they take to the road and become loners, or are
  adopted into another group. Your connection to the Spirit
  Realm allows you to summon a spirit companion to the
  physical world that aids you in your endeavors. As the need
  arises, you can call on other spirits for assistance and each
  has its own personality and abilities.
  Bonus Spells
  When you choose this domain at 1st level, you gain the
  druidcraft cantrip if you don’t already know it. In addition, you
  receive bonus spells noted on the Maztican Shaman Domain
  Spells Table.
  Maztican Shaman Domain Spells
  Spell
  Level  Spell Names
    1st  cure wounds, speak with animals
    3rd  animal messenger (takes form of spirit companion),
  locate animals or plants, see invisibility
    5th  revivify, speak with plants (speaks to spirits which
  inhabit plants), spirit guardians
    7th  death ward, locate creature
    9th  commune with nature, mass cure wounds
  Spirit Companion
  You have an animal spirit companion chosen from this list:
  Bear, Boar, Cougar, Coyote, Eagle, Lion, Monkey, Owl,
  Panther, Snake, Tiger, Vulture, Wolf, or Wolverine (Work with
  your DM to create other spirit types, if desired). your spirit
  companion has the statistics shown along with the following
  qualities.
  Your spirit companion cannot be healed. When it drops to 0
  hit points it disappears, leaving behind no physical form.
  During a short rest you can perform a brief ritual that restores
  all the spirit’s hit points or causes it to manifest again at full
  hit points. During a long rest, you can dismiss your current
  companion and choose a different one.
  Your companion acts independently of you, but it always
  obeys your commands. In combat, it rolls its own initiative
  and takes its own actions on its own turn. It can use the
  following actions: Dash, Disengage, Dodge, Hide, and Search.
  While you are within 120 feet of your companion, you can
  communicate with it telepathically. Additionally, as an action,
  you can see through your companion’s eyes and hear what it
  hears until the start of your next turn, gaining the benefits of
  any special senses it has. During this time you are deaf and
  blind with regard to your own senses.
  Finally, when you cast a spell with a range of touch, your
  companion can deliver the spell as if it had cast the spell. Your
  companion must be within 120 feet of you, and it must use its
  reaction to deliver the spell when you cast it. If the spell
  requires an attack roll, you use your attack modifier for the
  roll.
  49
  Spirit Companion
  Small or medium fey, unaligned
  Armor Class 13 (natural armor)
  Hit Points 12 +3 hp per level beyond 3rd
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 12 (+1) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
  Saving Throws Add your proficiency bonus to Dex
  and Wis saves
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses passive Perception 12
  Languages Same as yours
  Challenge 0 (0 XP or 10 XP if it does damage)
  Incorporeal Movement. The spirit companion can
  move through other creatures and objects as if they
  were difficult terrain. It takes 5 (1d10) force damage
  if it ends its turn inside an object.
  Animal Specific Trait. Spirit companions have the
  following traits based on their form:
  Bear: +1 AC, +1 HP per level, proficient in
  Athletics
  Boar/Wolverine: Resists all damage, proficient in
  Constitution saves
  Cougar/Lion/Panther/Tiger: Speed 40 ft.,
  darkvision 30 ft., proficient in Acrobatics,
  Athletics, Stealth, reduce falling distance by 20 ft.
  Coyote/Wolf: +2 AC, proficient in Perception,
  Survival, can track by scent as a 1st-level ranger.
  Eagle/Hawk: +2 AC, Speed 5 ft., fly speed 60 ft.,
  proficient in Perception.
  Monkey: +2 AC, climb speed 30 ft., proficient in
  Sleight of Hand.
  Owl: Speed of 5 ft., fly speed 50 ft., darkvision
  120 ft., proficient in Perception.
  Snake: +5 initiative, darkvision 30 ft., proficient in
  Perception.
  Vulture: Speed 5 ft., fly speed 40 ft., proficient in
  Perception, Survival, can track by scent like a 1st
  level ranger. 
   
  
  Spirit Boon
  Choose one of the following spirit boons. You can select a
  different spirit boon any time you are allowed to choose a
  different spirit companion. If your companion takes the Dodge
  action, you lose access to the spirit boon until it is no longer
  dodging.
  Guardian Spirit. Your spirit companion can use its
  reaction to take half the damage of an attack or spell that
  damages a creature adjacent to it.
  Harrier Spirit. Your spirit companion can use its reaction
  to cause an adjacent opponent to have disadvantage on an
  attack roll.
  Protecting Spirit. When you damage a creature with an
  attack or spell, your spirit companion can use its reaction to
  grant temporary hit points equal to your Constitution bonus to
  a creature adjacent to it.
  Assisting Spirit. Your spirit companion can use the Help
  action.
  Watcher Spirit. Your spirit companion functions as if it had
  the see invisibility spell active at all times.
  Channel Divinity: Calm Undead
  You lose the Turn Undead ability and gain Calm Undead. As
  an action, you present your symbol and invite the undead
  spirits to return to the Spirit Realm where their ancestors
  await them. It is identical to Turn Undead except that undead
  creatures that fail the saving throw are stunned for 1 minute
  or until they take damage. While stunned, the creature
  ponders its past life and its current actions.
  Shaman of 5th level or higher gain the Destroy Undead
  feature as normal, however the spirits of undead destroyed by
  a shaman depart peacefully for the afterlife.
  Channel Divinity: Call Spirit Companion
  As your action, you dismiss your current spirit companion (if
  present) and summon a different spirit companion anywhere
  within 30 feet. It can be the same type and grant the same
  boon, or you can change one or both.
  Healing Spirit
  Beginning at 6th level, your healing spells are echoed by your
  spirit companion. Whenever you cast a spell of 1st level or
  higher that restores hit points, your spirit companion or
  another creature of your choice adjacent to it regains hit
  points equal to 2 + the spell’s level.
  Vicious Spirit
  Beginning at 8th level, your spirit companion can use its
  action to make a melee attack. Its attack modifier is equal to
  your Wisdom bonus plus your proficiency bonus. On a hit, it
  deals damage equal to your Wisdom bonus.
  If you are good or neutral, the damage is radiant. If you are
  evil, the damage is necrotic.
  Spirit Realm Ambassador
  Beginning at 17th level, you and your spirit companion resist
  necrotic damage. You always function as if you had the
  sanctuary spell active, however it only affects undead. If your
  actions end the sanctuary effect, it is reinstated at the end of a
  short rest.
  Finally, once per day you can use the etherealness spell as a
  ritual, affecting only yourself and your spirit companion.
  Paladin Sacred Oath
  When Maztica was invaded long ago by the forces of Amn, it
  was the brave eagle and jaguar knights that had nearly turned
  the tides of battle in favor of the natives.
  These paladin sacred oaths produce the most well known
  and exclusive True World warriors. All know to fear the
  Mazticans wearing their famous armor.
  Oath of the Eagle Knight
  Once associated exclusively with the temples of Qotal, upon
  his disappearance (for a second time), the eagles branched out
  and became far more secular. They still hold to their ancient
  traditions however, and much of the power afforded the class
  is still granted by Qotal. Joining the eagle lodge is one of the
  highest honors given to a Maztican warrior.
  Poshtli, a hero of the past centuries, was widely known as
  the greatest eagle knight of all time and when he flew off into
  the sky never to be seen again in mortal form as Qotal
  sponsored his rise to divinity.
  Eagle Armor
  At 3rd level an eagle knight is given his eagle armor from the
  artisans of his lodge. This armor will be the focus of many of
  his future powers and is always the eagle knight's most valued
  possession.
  Should the armor be lost, the eagle knight can petition his
  lodge for a new set. However, this is a huge embarrassment
  regardless of the surrounding circumstances and the lodge
  will always require the eagle knight to complete a major task
  before replacing the eagle armor.
  50
  
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Paladin Level
  Spells
  3rd
  bird charm, cool
  5th
  eagle flyby, animal messenger (bird)
  9th
  breath of Qotal, protection from hishna
  13th
  giant eagle, greater invisibility
  17th
  breathweird, hold monster
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Resistant Armor. As an action, you can imbue your armor
  with the resilience of the Plumed Dragon, giving it extra
  ability to protect you from harm. Your armor gives you
  resistance to one damage type of your choice for 10 minutes.
  Retaliatory Armor. As an action, you imbue your armor
  with the will of Qotal which seeks to defeat your enemies. The
  first time you are hit by a melee weapon attack, your armor
  sends forth a wave of force as a reaction in a 10 foot radius
  doing 10 (3d6) force damage to all enemies in range.
  Eagle Shape
  At 7th level you may use an action to assume the shape of a
  giant eagle once between every short and long rest. The eagle
  knight may only transform while wearing his eagle armor.
  This ability lasts a number of hours equal to one half of your
  eagle knight level rounded down. Your statistics are replaced
  with the statistics of the giant eagle except you retain your
  personality, alignment, Intelligence, Wisdom and Charisma.
  You also assume the hit points and Hit Dice of the giant eagle,
  but if you fall to 0 hit points, you revert to your human form
  (possibly resulting in falling damage). Any excess damage is
  subtracted from your hit point total.
  Any other benefits of your class are kept except you also
  assume the senses of the giant eagle. You cannot cast spells in
  this form, and your equipment merges with your giant eagle
  form.
  You may not cast spells in your giant eagle form or use your
  Channel Divinity ability, but active spells remain.
  Your eagle armor gains a +1 bonus at this level when you
  are wearing it.
  Armor Dancing
  At 15th level you may choose to perform a ritualistic dance
  once between short and long rests. This ability is a reaction to
  taking weapon damage and halves the damage of the attack
  against you. When you assumes the form of a giant eagle at
  this level, you provoke no attack of opportunity when flying out
  of enemy reach.
  Your eagle armor gets a +2 bonus when you are wearing it.
  Countenance of Qotal
  At 20th level you can use the great screech spell once between
  long rests with a duration of 2 minutes. The superimposed
  eagle head in the spell description takes on more of the
  features of a dragon if you are in eagle form and the sound
  that emanates is as much a roar as it is a screech.
  Your armor gets a +3 bonus at this level when you are
  wearing it.
  Oath of the Jaguar Knight
  Jaguar knights were once the primary defenders of temples to
  the evil god Zaltec, but their dedication has always been
  circumspect at best. In fact, despite the enmity of their
  respective deities, jaguar knights have always had a healthy
  respect for their eagle knight counterparts.
  When the gods disappeared and the skies changed, the
  jaguar knights split almost completely from their roots with
  the Eater of Hearts and only a few (particularly the beasts in
  Nexal) continue the old ways, but Zaltec continues to supply
  the divine power necessary for many of their abilities.
  Like Poshtli of the eagles, Gultec is a legend among the
  jaguar knights. They aspire to the levels of greatness and
  heroism shown by this greatest of all jaguars.
  Jaguar Armor
  At 3rd level an jaguar knight is given his jaguar armor from
  the artisans of his lodge. This armor will be the focus of many
  of his future powers and is always the jaguar knight's most
  valued possession.
  Should the armor be lost, the jaguar knight can petition his
  lodge for a new set. However, this is a huge embarrassment
  regardless of the surrounding circumstances and the lodge
  will always require the jaguar knight to complete a major task
  before replacing the jaguar armor.
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Paladin Level
  Spells
  3rd
  cat charm, obsidian shards
  5th
  animal messenger (cat), scalesnare
  9th
  Zaltec's fury, protection from pluma
  13th
  greater invisibility, pestilence
  17th
  hold monster, insect plague
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Supple Armor. As an action, your armor become supple
  and aids your movement. Your walking speed increases by 10
  and you gain advantage on Dexterity saving throws for 10
  minutes.
  Fearsome Armor. As an action, you imbue your armor with
  the will the fearsome countenance of Zaltec. The first time an
  enemy makes a spell or melee attack against you it must make
  a Wisdom saving throw (against your spell DC) or freeze with
  fear, ruining the spell or attack.
  Jaguar Shape
  At 7th level you may use an action to assume the shape of a
  Maztican jaguar once between every short and long rest. The
  jaguar knight may only transform while wearing his jaguar
  armor.
  This ability lasts a number of hours equal to one half of your
  jaguar knight level rounded down. Your statistics are replaced
  with the statistics of the Maztican jaguar except you retain
  your personality, alignment, Intelligence, Wisdom and
  Charisma.
  51
  
  You also assume the hit points and Hit Dice of the Maztican
  jaguar, but if you fall to 0 hit points, you revert to your human
  form (possibly resulting in falling damage). Any excess
  damage is subtracted from your hit point total.
  Any other benefits of your class are kept except you also
  assume the senses of the Maztican jaguar. You cannot cast
  spells in this form, and your equipment merges with your
  Maztican jaguar form.
  You may not cast spells in your Maztican jaguar form or use
  your Channel Divinity ability, but active spells remain.
  Your jaguar armor gains a +1 bonus at this level when you
  are wearing it.
  Armor Dancing
  At 15th level you may choose to perform a ritualistic dance
  once between short and long rests. This ability is a reaction to
  taking weapon damage and halves the damage of the attack
  against you. When you assume the form of a Maztican jaguar
  at this level, you provoke no attack of opportunity when
  moving out of enemy reach.
  Your jaguar armor gets a +2 bonus when you are wearing it.
  Claws of Zaltec
  At 20th level you can use the heart ripper spell once between
  long rests. Your hands have a ghostly set of bloody claws
  superimposed over them.
  Your armor gets a +3 bonus at this level when you are
  wearing it.
  Roguish Archetype
  Even the kindliest of the nations and regions in Maztica have
  strict, if not brutal punishments for crime. It is not unusual to
  find a thief sentenced to death by hanging or stoning on the
  spot when convicted. The native Mazticans rarely use prisons
  so punishment must be swift and efficient.
  Because of this deterrent, thievery has always been kept to
  a minimum, with notable exceptions among foreigners.
  However, the skills of a rogue have certainly found importance
  elsewhere in the True World.
  The Pochteca
  The pochteca are traveling merchants of the True World. They
  trade their goods from one side of the continent to the other
  and a venerable pochteca has seen more of the True World
  than any other dozen folk combined.
  Pochteca are also consummate spies and are greatly valued
  by Revered Counselors and other rulers. Typically, a pochteca
  has a standing just below most nobles in Maztican society and
  harassing one is often punished with swift death.
  Natural explorers, the pochteca are ideal for an adventuring
  party.
  Direction Sense
  At 3rd level, you always inherently know which directions are
  north, south, east or west. You also gain advantage when
  making a Wisdom (Survival) check in order to not become
  lost and to forage while doing so.
  Tool Use
  You gain proficiency in the use of a disguise kit and herbalism
  kit when you reach 3rd level.
  Expert Traveler
  At 9th level you gain blindsight out to a range equal to your
  normal sight. You do not require light in order to be perfectly
  aware of your surroundings. You also learn two new
  languages due to all the time spent in foreign lands.
  Built for Speed
  You can dash as a bonus action for your turn when you reach
  13th level. Also, difficult terrain no longer affects your
  movement.
  Uncanny Awareness
  At 17th level, you can no longer be surprised and you have
  advantage when rolling for initiative.
  Sorcerous Origin
  Sorcerers have not always been known in Maztica and few
  have had the bloodlines to allow for the manifestation of that
  kind of power. As in many instances, however, the True World
  has changed greatly in the previous few centuries.
  Nahuālli
  When Maztica was torn from Toril over a century ago, the
  pervasive magics of pluma and hishna divided and combined
  in unpredictable ways.
  Most of the raw, unleashed magic was lost into the ether,
  but some found its way deeper into the world of spirits and
  from there into the souls of unborn children. These children
  found that they could tap into the powers of both magics.
  Their tonalli also twinned, forming an animal-like spirit-half
  which are also known as nahuālli (but is usually referred to as
  a “spirit twin”). Generations of these sorcerous men and
  women have now come and gone and no one can predict
  when or where these blessed folk might appear.
  Pluma and Hishna Practitioners
  Nahuālli are identified early by their uncanny ability to
  manipulate the forces of both pluma and hishna. A nahuālli
  may choose spells or cantrips from either the pluma or hishna
  tag to add to their spells known at each level.
  Spirit Twin
  At 1st level, you travel into your dreams to the world of spirits
  and meets your spirit twin. You coaxes this being to
  accompany you to the land of mortals in order to serve you.
  This early connection is very similar to the connection a
  caster may have with a familiar from the find familiar spell.
  The spirit twin can appear in the form of a bat, tapir,
  constrictor snake, mastiff, jaguar, poisonous snake or wolf.
  The spirit twin may only choose one of these forms but
  otherwise acts the same as a familiar. Thus, it always obeys
  your commands; it can communicate telepathically with you
  within 100 feet, and can temporarily be dismissed or recalled
  from the Spirit Realm with a bonus action.
  Your spirit twin may also deliver touch spells of as if you had
  cast them. The spirit twin is either a celestial, fey or a fiend
  and cannot be slain. If the spirit twin would otherwise have
  been killed by an attack it is banished to the Spirit World
  where you may once again summon it in your dreams during a
  long rest.
  Having a spirit twin does not prevent you from also having a
  familiar.
  52
  
  The spirit twin may travel whatever distance from you that you
  wish on the same plane, however, it does not generally like to
  do so.
  Spirit Twin Shapechanger
  Starting at 6th level, your spirit twin can shapechange as a
  bonus action on any round into one of the shapes listed under
  Spirit Twin above.
  It may also change into the form of a brown bear, dire wolf,
  giant eagle, giant spider or reef shark.
  Advanced Spirit Twin
  Starting at 14th level, choose one of your known spells. You
  may transfer the ability to cast this spell to your spirit twin. If
  it does cast the spell, the spirit twin uses one of your spell
  slots just as if you had cast the spell yourself and as long as
  the spirit twin has this ability you are incapable of casting the
  transferred spell yourself.
  The spirit twin does not need to use verbal or somatic
  components to cast a spell, but material components must be
  in the possession of the sorcerer. If the spell description
  indicates the components are consumed, they disappear from
  you possession as if you had cast the spell yourself.
  Your spirit twin may not summon a familiar of its own. After
  a long rest you may swap the transferred spell for another
  which you know. At this point, the spirit twin is also better at
  keeping itself alive and can become invisible as an action on
  its turn. If it then takes an attack action, the invisibility is
  dropped. It must use an additional action to become invisible
  once again.
  Shared Soul
  Beginning at 18th level, your spirit twin becomes so in tune
  with your own spirit that the two of you almost become one.
  Add the hit points of your spirit twin (based off of whatever
  form it is currently using) to your own and then divide the
  resulting hit points among the two of you.
  If the spirit twin changes shape, adjust the hit points
  accordingly. An extra hit point from an odd total goes to the
  sorcerer. The spirit twin however, is now resistant to all forms
  of magical damage and therefore any spell damage other than
  piercing, slashing or bludgeoning made against it by a spell. As
  a reaction when you take damage, you can dismiss the spirit
  twin to transfer all of its remaining hit points to yourself. If
  this reaction is used, however, the spirit twin may not be
  summoned again until after a long rest.
  Warlock Patron
  Warlocks have long existed in Maztica but with the rise of
  their patron, have recently played a far more prominent role.
  The Obsidian Butterfly
  The demoness, goddess, or completely unique entity known
  as Itzapaplotl has long granted power to those who make a
  pact with her. This being, who is alternatively known as the
  Obsidian Butterfly, has unknown motivations and the depths
  of her evil is uncertain.
  Warlocks who make a pact with the Obsidian Butterfly are
  given great power, but her dark plans are sure to one day
  involve those who make a pact with her.
  Expanded Spell List
  The Obsidian Butterfly lets you choose from an expanded
  spell list when you learn a warlock spell. The following spells
  are added to the warlock spell list for you.
  Obsidian Butterfly Expanded Spells 
  The Obsidian Butterfly lets you choose from an expanded list
  of Spells when you learn a Warlock spell. The following Spells
  are added to the Warlock spell list for you.
  Spell Level
  Spells
  1st
  jaguar pounce, talonblade
  2nd
  scalesnare, stonefall
  3rd
  * exhausting wave, eyes of the jaguar lord*
  4th
  fire shield, pestilence
  5th
  breathweird, flamestrike
  Mark of the Obsidian Butterfly
  Starting at 1st level, Itzapaplotl makes her presence known by
  emblazoning her symbol permanently on your forehead. This
  symbol forever brands you as an outcast but also causes all
  within sight of the brand to fear you.
  All creatures in sight of the brand must make a Wisdom
  save against your warlock spell DC or become frightened by
  you.
  They may attempt to save again at the start of each of their
  turns and once they have successfully saved they do not need
  to again for a full day.
  You are not able to suppress this ability, but the mark can be
  covered with a simple hood or hat.
  53
  
  Star Fire
  Starting at 6th level you may enact a wreath of bright white
  and blue flames around yourself as a reaction to taking
  damage. These flames shed bright light in a 10-foot radius and
  lasts for 10 minutes or until you use an action to dismiss
  them.
  The flames erupt with a bright flash from the damage and
  cause 2d8 fire damage to your attacker.
  This ability can only be used once between short and long
  rests.
  Conjure Tzitzimitl
  Starting at 10th level, you may call forth a star demon of
  Itzapaplotl to serve you which materializes in a space adjacent
  to you. The tzitzimitl serves your wishes as long as your
  concentration isn't broken or until an hour has expired at
  which point the creature disappears in a puff of smoke.
  The tzitzimitl is not generally friendly to you but it must
  follow your commands explicitly. Careless commands can
  allow the tzitzimitl to betray you if not worded properly. This
  ability can only be used once between long rests.
  Vision of Tamoacha
  The torture chambers of the void realm of Tamoacha are
  horrors than few minds can accept. Starting at 14th level, as
  an action you may project a vision of this hellish location to
  any creature that can see your mark.
  This creature takes 8d10 psychic damage and must make a
  Wisdom save against your warlock spell DC or become
  paralyzed. The creature remains paralyzed until it is
  successful on the Wisdom save which it may attempt once at
  the start of each of its turns. This ability can be used once
  between short and long rests.
  Wizard Arcane Traditions
  At one point the artisan was the prominent caster of Maztica.
  There is no denying their power or contribution to culture in
  the True World, but magic for magic’s sake was never their
  sole purpose.
  When the Golden Legion came, the practice of recording
  spells in tomes and scrolls of papyrus was introduced.
  Research into the inner nuances of pluma and hishna magic
  grew as well, and with it so did the level of power involved.
  Soon, plumaweavers and hishnashapers had to begin
  devoting all their time to the study of magic and actual
  crafting fell by the wayside. Within a few short decades, the
  plumacasters and hishnacasters were born.
  The Plumacaster
  Pluma magic is the magic of feathers created by the goddess
  Maztica herself and bestowed upon mankind by her son Qotal.
  You are trained as a wizard in the ways of the foreigners who
  arrived long ago, but you have managed to stay true to the
  native magics of your homeland. All spells with the pluma tag
  are added to your class spell list.
  The magic you command is of a level not seen in previous
  generations and many of your fellow Mazticans look upon you
  in awe. As a pioneer in your craft, you also forever seek to
  develop new spells and find magic in the most hidden corners
  of the True World.
  Pluma Magic Savant
  Beginning when you select this type of magic at 2nd level, the
  gold and time you must spend to copy a spell with the pluma
  tag is halved.
  Variant Familiar
  At 2nd level, you add the find familiar spell to your spellbook if
  it is not there already. When you cast find familiar, you may
  choose to summon a plumazotl bird or a corollax in lieu of the
  other choices given in the spell description.
  Light as a Feather
  At 6th level, you can cast feather fall as a reaction to falling 30
  feet or more without using a spell slot. You may also add the
  spell to your spellbook if you do not already have it. This use
  of the spell, however, has a range of self only.
  Avian Conjuration
  At 10th level, you can double the number of bird or bird like
  creatures you conjure when you cast a conjuration. This
  cannot be used on spells with an instantaneous duration, such
  as find familiar.
  54
  
  Bird Wings
  At 14th level, you gain the ability to sprout the colorful wings
  of a parrot from your back. You gain a flying speed equal to
  your current walking speed and you can create these wings as
  a bonus action on your turn. You may keep these wings
  indefinitely until you dismiss them as a bonus action on your
  turn.
  You may not wear armor while your wings are manifested
  and clothes worn on the back are typically ruined if worn
  while the wings sprout.
  This ability may only be used once between long rests.
  The Hishnacaster
  The magic of talons, claws and venom was a gift given to
  mankind by the god Zaltec, the Eater of Hearts. Like the
  practitioners of pluma, you have learned much from the
  invading Faerûnians, but have incorporated the power of the
  True World.
  Your magic is often violent and unforgiving, but such is the
  necessity when living in a cruel land. You constantly seek to
  find and create new spells to add to your repertoire. The level
  of power you command was once nonexistent among your
  people.
  Hishna Magic Savant
  When you select this type of magic at 2nd level, the gold and
  time you must spend to copy a spell with the hishna tag is
  halved. All spells with the hishna tag are added to your class
  spell list.
  Mighty Leaper
  At 6th level, on your turn as a bonus action, you may cast the
  spell jump on yourself without using a spell slot. For the
  duration, your appearance becomes noticeably cat-like and
  your skin becomes spotted like that of a jaguar. You also add
  the spell jump to your spellbook for free.
  Feline Conjuration
  At 10th level, you can double the number of cats or cat like
  creatures you conjure when you cast a conjuration. This
  cannot be used on spells with an instantaneous duration, such
  as find familiar.
  Hishna Striker
  When you reach 14th level and cast a spell which requires a
  successful attack roll, you may add your Intelligence modifier
  to the amount of damage caused. You also gain advantage on
  the attack roll. You may use this ability once between short
  and long rests.
  New Feats
  A number of new feats can be taken by natives of Maztica or
  characters that are trained by a Maztican.
  Ahtlatl Master
  Prerequisite: Proficiency with martial weapons
  You master the use of an ahtlatl, allowing you to utilize the
  best qualities of both types of ammunition no matter which
  you use. You gain the following benefits:
  Increase your Strength score by 1.
  When using an ahtlatl with a tlacochtli dart, your range
  increases to 80/150.
  When using an ahtlatl with a yāōmītl arrow, you increase
  the damage to 1d10 piercing.
  Feathered Familiar
  Prerequisite: Ability to cast the find familiar spell
  You have an attunement to the special creatures of the True
  World. You gain the following benefits:
  You increase any of your ability scores by 1.
  When you cast the find familiar spell your familiar may
  take the form of a corollax or chickcharnee.
  Your telepathic connection to your familiar, including the
  ability to use its senses, extends to 150 feet.
  Featherweaver
  Prerequisite: Wisdom 13 or higher
  While you do not boast the same skills as a plumaweaver, you
  have picked up some of their tricks. You may use the cantrip
  featherweaving at will.
  You also may identify any pluma talisman as if you had cast
  the spell.
  Mācuahuitl Master
  Prerequisite: Proficiency with martial weapons
  You have mastered the difficult balance in wielding a
  mācuahuitl one handed. You may wield a mācuahuitl with one
  hand and still use its two-handed damage (1d10).
  Maztican Magic
  Trained in the ways of Maztican spellcasters, you can use one
  form of their potent magics. You gain the following benefits:
  Increase your Intelligence, Wisdom or Charisma score by
  1, to a maximum of 20.
  You choose a form of Maztican magic, either pluma or
  hishna, and add spells with that tag to to your class spell
  list.
  You add the Maztican language to your known languages.
  Sharpclaws
  Prerequisite: You must have a claw attack either as a natural
  attack or a feature from a spell or class.
  Your claws harden and dig deeper wounds. You deal an
  additional 1d4 slashing damage to any damage you do with
  claws. At 4th level and every four character levels thereafter
  you deal +1 additional hit point of slashing damage..
  Talisman Wielder
  You have a special connection to the magical talismans
  created by plumaweavers and hishnashapers. You increase
  the number of magical items you may attune to by one if one
  of those items is a Maztican talisman created by pluma or
  hishna magic.
  55
  
  Magic and Equipment
  S
  ome new equipment, special items, magic items
  and even spells are found in the True World and
  nowhere else. Pluma and hishna magic in
  particular permeate the continent. The magic of
  feathers and fangs, claws or talons are both
  prevalent in the great land of Maztica. 
  Pluma and Hishna
  In the Immortal Era, the gods vied for the attention of the
  mortals that were their worshipers. They created pluma and
  hishna so that mankind could better honor them.
  Zaltec, the Bringer of War and Eater of Hearts, brought
  together the essences of talons, claws, teeth and venom that
  form the magic of hishna and bequeathed their power to his
  mortal worshipers.
  The magic became the purview of both his priests and
  powerful new artisans who became known as the
  hishnashapers. Hishnashaper continually worked the fetishes
  of this new magic day and night, and before long, Zaltec was
  the most honored among the gods. Sacrifice flowed freely and
  mankind rejoiced in their newfound, yet often cruel power.
  Qotal observed the carnage and imbalance that his brother
  had wrought but it was his mother Maztica, the Goddess of
  Life and matron of all the True World who created the magic
  of feathers known as pluma.
  She passed this knowledge to Qotal who then taught it to
  his own priests. Overnight, the plumaweaver was born and
  like his brother Zaltec, Qotal became ascendant among
  mortals. Once again balance was found in the True World and
  ever since the two magics have worked in tandem to advance
  the lives of mankind.
  Spells
  The following new spells all have the [pluma] or [hishna] tag
  and are used by a variety of classes and subclasses within the
  True world.
  Ambush
  1st-level illusion [hishna]
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Concentration, up to 10 minutes
  When you cast this spell you touch a willing creature. That
  creature and all its allies within a 30 foot radius gain
  advantage on Dexterity (Stealth) checks as long as they
  remain within range.
  The spell is based on a subtle camouflage illusion so any
  actions that draw attention end the effect.
  Animal Senses
  1st-level transmutation [hishna]
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  A willing target of this spell is granted the senses of the wild
  world. For the duration of the spell, the target has advantage
  on Wisdom (Perception) checks that rely on hearing, sight and
  smell.
  Arrowflight
  1st-level transmutation [pluma]
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  You touch a tlahhuītōlli. Until the spell ends, the weapon's
  ranges are doubled. The tlahhuītōlli cannot be shared from
  one person to another, otherwise the spell immediately ends.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd of 4th level, the ranges increase by a factor of 2.5.
  With a spell slot of 5th level or higher, the ranges of the
  weapon are tripled.
  Avatar of Azul
  9th-level conjuration [hishna]
  Casting Time: 1 minute
  Range: 90 feet
  Components: V, S, M (a gift of gems, jewelry or works of art
  worth 1000 gp or more; items made of hishna magic can
  cost half that in price to the summoned dragon)
  Duration: Concentration, up to 1 hour
  You summon a young tlalocouatl which appears in an
  unoccupied space that you can see within range. The dragon
  disappears when it drops to 0 hit points, is dismissed, you lose
  concentration, or the spell’s duration ends.
  The dragon is friendly to you and your companions for the
  duration. Roll initiative for the dragon, which has its own
  turns and it obeys verbal commands.
  Avatar of the Plumed Dragon
  9th-level conjuration [pluma]
  Casting Time: 1 minute
  Range: 90 feet
  Components: V, S, M (a gift of gems, jewelry or works of art
  worth 1000 gp or more; items made of pluma magic can
  cost half that in price to the summoned dragon)
  Duration: Concentration, up to 1 hour
  You summon a young mirage dragon which appears in an
  unoccupied space that you can see within range. The dragon
  disappears when it drops to 0 hit points, is dismissed, you lose
  concentration, or the spell’s duration ends.
  The dragon is friendly to you and your companions for the
  duration. Roll initiative for the dragon, which has its own
  turns and it obeys verbal commands.
  Bafflement
  3rd-level enchantment [pluma]
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Instantaneous
  56
  
  You lace your words with pluma magic. A creature of your
  choice within range that can hear you becomes disoriented.
  The creature must make a successful Wisdom saving throw
  or it drops any weapons and equipment it is holding and
  cannot take an action or reaction until the start of your next
  turn.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th or higher, the duration is Concentration up to 1
  minute, and the target cannot take an action or reaction until
  the spell is dismissed, your Concentration breaks, or the
  spell’s duration ends.
  Bird Charm
  1st-level conjuration [pluma]
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a small coral or jade whistle worth at
  least 10 gp)
  Duration: Concentration, up to 1 hour
  You blow into the whistle, and summon one to three birds.
  Typical birds summoned include parrots, hummingbirds, or
  even eagles. The birds are under your control, and can
  understand simple commands such as Attack or Retrieve as
  long as they can hear you. The birds use your initiative.
  The type of bird that you can summon is up to the DM’s
  discretion, though they must be a beast with CR 0.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th or 5th level, you may summon birds that are beasts
  or monstrosities with CR 1/2 or less. When you use a spell
  slot of 6th level or higher, you may summon birds that are
  beasts or monstrosities with CR 2 or less.
  Blossom
  3rd-level transmutation [pluma]
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (an ear of mayz and a skin of water)
  Duration: 1 hour
  Blossom channels life energy into plants within an area. If
  there are no plants within the range of the spell, this spell has
  no effect and the spell is wasted.
  All plant life within a 100 foot radius of a point within range
  becomes more robust and any flowering plants
  instantaneously bloom.
  All creatures hostile to the caster within the area are
  subjected to the overwhelming calming smell of the blooming
  flowers. This forces them to make a Charisma saving throw
  and if they fail, they become indifferent to the caster while in
  the zone affected by blossom.
  At the end of each of their turns they may once again make
  a Charisma save to shake off the effect. If they are attacked
  during this time, the indifference also breaks.
  Breath of Qotal
  3rd-level evocation [pluma]
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a handful of gold dust worth at least 20
  gp)
  Duration: Instantaneous
  You inhale the gold dust. As you exhale, blinding bolts of light
  shoot from your mouth in a line 80ft. long and 5ft. wide. Each
  creature in the line must make a Dexterity saving throw. A
  creature takes 8d6 radiant damage on a failed save and is
  blinded until the end of its next turn. A creature takes half
  damage and avoid being blinded on a successful save.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the damage increases by 1d6 for
  each slot level above 3rd.
  Breathsense
  2nd-level divination [pluma]
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  When you cast this spell, you are able to sense the breath of
  all living creatures within 120 feet for the duration of the spell.
  The area of effect moves with you and is centered on you. It
  also cannot be blocked by obstructions such as walls. You
  cannot detect creatures with no breath.
  With this knowledge, you know the number, type, size, and
  general distance to each creature.
  Breathweird
  5th-level conjuration [pluma]
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a small quaff of water)
  Duration: Concentration, up to 1 minute
  You vomit forth a line of water five feet wide and any length up
  to the maximum range of the spell. The water does 2d8
  bludgeoning damage to the first target it hits, though the
  target may make a Dexterity save to take half damage.
  The water then animates into a water weird (Monster
  Manual, pg 299) under the mental control of the caster. The
  water weird remains animated until the caster dismisses it,
  loses concentration, or the duration expires.
  Cat Charm
  1st-level conjuration [hishna]
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a turquoise studded collar worth 75
  gp)
  Duration: Concentration, up to 1 hour
  You raise the collar toward a point within range. One to three
  cats spring from the ether. The cats can understand simple
  commands such as Attack or Retrieve as long as they are able
  to hear you. The cats use your initiative.
  The type of cat that you can summon is up to the DM’s
  discretion, though they must be a beast with CR 0.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th or 5th level, you may summon cats that are beasts
  or monstrosities with CR 1/2 or less. When you use a spell
  slot of 6th level or higher, you may summon cats that are
  beasts or monstrosities with CR 2 or less.
  57
  
  Cool
  1st-level abjuration [pluma]
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a duck down feather)
  Duration: Concentration, up to 24 hours
  You touch one willing creature. That creature has advantage
  on all Constitution checks required due to oppressive heat.
  You do not gain resistance to fire damage.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, you may choose to cast this spell on
  up to 5 willing creatures.
  Eagle Flyby
  2nd-level transmutation [pluma]
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a wing feather from a bird of prey)
  Duration: Concentration, up to 1 minute
  You choose on willing creature that has a flying speed, that
  you can see, and is within range. For the duration of the spell,
  the target does not provoke attacks of opportunity when they
  fly out of an enemy’s range.
  Elevate
  1st-level transmutation [pluma]
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration
  You touch a nonliving object weighing put to 200lbs. and make
  it as weightless as a feather. Left unattended, such objects will
  remain in place or will move with even the gentlest of wind.
  Exhausting Wave
  3rd-level evocation [hishna]
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a handful of sand)
  Duration: Instantaneous
  You raise your hands and a shimmering wave of heat
  emanates from you in a 30 foot cone. Creatures in the area
  must make a successful Constitution saving throw or suffer
  the effects of 1 level of exhaustion.
  Multiple castings can lead to stacked levels of exhaustion,
  to a maximum of 5.
  Eyes of the Jaguar Lord
  3rd-level illusion [hishna]
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a cat’s eyeball, which is consumed in
  casting, or a cat’s eye gemstone, which is not)
  Duration: Concentration, up to 1 minute
  You either smush the eyeball, or palm the gemstone. Your eyes
  change to resemble a jaguar’s. Each creature in a 30 foot cone
  must succeed on a Wisdom saving throw or immediately fall
  into a deep slumber for the remainder of the duration.
  The victims fall unconscious until the spell ends, the victim
  takes damage, or someone uses an action to awaken them. In
  addition, the caster has darkvision within 30 feet.
  Undead and other creatures that do not sleep are immune
  to this spell.
  Feather Darts
  1st-level evocation [pluma]
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You conjure three darts of bright energy that fly from your
  fingertips to strike creatures of your choice. The feathers all
  strike simultaneously and can strike a single or multiple
  targets based on the desires of the caster. Each dart causes
  1d4+1 radiant damage.
  At Higher Levels. When casting this spell using a spell slot
  of 2nd level or higher, the spell creates one additional feather
  for each slot above 1st.
  Featherweaving
  Evocation cantrip [pluma]
  Casting Time: Special
  Range: Self
  Components: S
  Duration: Concentration
  A caster who knows the cantrip featherweaving can heal him
  or herself when creating talismans or even simple nonmagical
  items of art.
  The caster may cast this spell as long as he or she is not
  engaged in battle or otherwise breaking concentration.
  At the end of each consistent and unbroken hour of
  featherweaving, the plumaweaver regains 1d4+1 hit points.
  Fisher's Luck
  2nd-level enchantment [pluma]
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (golden fish scale worth 100 gp)
  Duration: Concentration, up to 1 minute
  You choose a point anywhere within 60 feet of you. Any fish or
  fish-like creature (including creatures like sahuagin, at the
  determination of the DM) within a 30 foot sphere must make
  a Wisdom saving throw or be drawn to that point and remain
  as close as they are physically able for the duration of the
  spell.
  At the end of each of their turns, affected creatures can
  make another Wisdom saving throw to breakthe effect.
  Noncombatant regular fish do not receive a saving throw
  (fish worth 0 XP only).
  Giant Eagle
  4th-level transmutation [pluma]
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  58
  
  You choose one to three eagles. They are transformed into
  giant eagles. The giant eagles obey all verbal commands as
  long as they can hear you but otherwise act independently and
  are friendly to you.
  The eagles remain in this form until they drop to 0 hit
  points, you dismiss the spell, break your Concentration or the
  duration ends.
  Great Screech
  6th-level evocation [pluma]
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  You open your mouth and let forth an ear-piercing screech.
  The ghostly image of a great eagle is superimposed over your
  head while the spell is in effect. Each creature that starts its
  turn in a 60 foot cone in front of you must make a successful
  Dexterity save or take 6d8 thunder damage and be deafened
  deafened until the start of your next turn.
  On a successful save, the creature takes half damage and
  avoids being deafened.
  You can redirect the cone as your action on any turn until
  the spell ends. The spell continues until you use another
  action or reaction, dismiss the spell, break your Concentration
  or the duration ends.
  Guardian Owls
  2nd-level abjuration (ritual) [pluma]
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (owl beak wired with silver worth 10
  gp)
  Duration: 8 hours
  Choose an area within range that is no larger than a 30 foot
  cube. Until the spell ends, the sounds of screeching owls alert
  you whenever a creature of Tiny or larger size enters the area.
  If you are sleeping the sounds will awaken you. In addition,
  1d4+1 spectral owls (treat as owls from PHB) are summoned
  if the invading creatures have hostile intentions and attack.
  The owls last until destroyed or until the invading creatures
  are otherwise engaged by you or an ally. At that point, the
  spectral owls simply disappear.
  Heart Ripper
  7th-level necromancy (ritual) [hishna]
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  Make a melee spell attack against a creature you can reach. A
  hit on a creature that has a heart and 100 hp or less causes
  the creatures heart to instantly burst from its chest and into
  the hands of the caster.
  The spell has no effect on creatures without a living heart
  such as undead, no heart such as most constructs, or
  creatures with more than 100 hp. Affected creatures die
  instantly. This spell can be cast as a ritual only upon a victim
  who is incapacitated for the entire duration of the ritual.
  Typically, this use of the spell occurs during sacrifices to
  Zaltec with a bound or drugged victim.
  Heartsense
  2nd-level divination [hishna]
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  When you cast this spell, you are able to sense the heartbeat
  of all living creatures within a 120 foot radius for the duration
  of the spell. The area of effect moves with you and is centered
  on you. It also cannot be blocked by obstructions such as
  walls. You cannot detect creatures with no heartbeat.
  With this knowledge, you know the number, type, size, and
  general distance to each creature.
  Hishna Curse
  9th-level abjuration [hishna]
  Casting Time: 1 minute
  Range: 100 miles
  Components: V, S, M (flesh, hair, or other material from the
  target creature mixed in a hollow clay effigy shaped like the
  target with exotic ingredients and oils costing 500 gp per
  Hit Die of the target creature)
  Duration: Until dispelled or ended by the caster
  You spend a few days carving a small effigy of a creature. You
  fill it with a piece of the creature's body and other exotics
  elements, and cast this spell. A long as the target creature is
  within 100 miles of you, it must make a Wisdom saving throw
  or it falls comatose. If it makes the save, the effigy melts in
  your hands and must be recreated.
  While they are comatose, the target does not need to eat,
  drink, or breathe, and does not age. You may then choose to
  keep the victim in this state indefinitely or cause 10d10
  damage once of a damage type of your choice (burning the
  effigy causes fire damage, throwing it off a cliff causes
  bludgeoning, putting it on a raft in a thunderstorm causes
  lighting, etc.)
  Once the victim suffers damage, the spell ends, they awaken
  from their coma, and cannot be affected by you casting this
  spell again for a year.
  The spell can be ended if the victim’s overcomes your Spell
  DC in the casting of a successful dispel magic.
  Hishnahide
  1st-level transmutation (ritual) [hishna]
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (see below)
  Duration: Instantaneous
  Animal hides can be permanently transformed into the highly
  durable material known as hishnahide. This spell increases
  the strength and protective abilities of hide armor, but also
  stiffens the hide and greatly increases its weight. Enough hide
  for one set of armor can be created using this spell.
  The hide in all ways retains its original appearance, but in
  all ways is now considered heavy armor. Casting this spell can
  change the effective AC and weight of the hishnahide to match
  either ring mail, chain mail, splint or even plate. The wearer of
  the hishnahide is subject to stealth disadvantage while
  wearing hishnahide and it has the same strength
  requirements for the equivalent armor.
  59
  
  The material components for this spell are costly. In addition
  to the cost of the hide armor, the spell requires special oils
  derived from the venom of rare animals worth 50 gp (for ring
  mail), 100 gp (for chain mail), 500 gp (for splint) or 2,000 gp
  (for plate).
  Huntsman's Call
  2nd-level enchantment [hishna]
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (golden tapir statuette worth 100 gp)
  Duration: Concentration, up to 1 minute
  You concentrate a point within range. Any beast or
  monstrosity within a 30 foot radius must make a Wisdom
  saving throw or be drawn to that point, using all their
  movement to get and remain as close as they are physically
  able for the duration of the spell.
  At the end of each of its turns, the target can make another
  saving throw to break the effect. Beasts and monstrosities
  with CR 0 automatically fail their saving throw.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd or 4th level, beasts and monstrosities with CR 1
  automatically fail their saving throw. The CR increases by 1
  for every 2 slots above 4th.
  Hypnosis
  3rd-level enchantment [hishna]
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  When you cast this spell, you attempt to charm a humanoid
  within the spell’s range that you can see and that can also see
  you. It must make a Wisdom saving throw and if it fails it will
  mindlessly follow all of you commands.
  This effect ends if the victim is harmed to attempts to harm
  itself.
  During the time that the creature is under you influence,
  you may command it to take a single action, as per the spell
  suggestion, which may take up to one week to manifest.
  When the spell ends, the victim has no recollection of what
  occurred, what they did, or why they did it, during the time
  they were under your influence.
  Incubation
  6th-level necromancy [pluma]
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (a 3ft. by 3ft. gold foil and feather
  embroidered stone chamber worth 3,000 gp total which is
  consumed in the casting)
  Duration: Instantaneous
  You can cast this spell on a creature of no larger than Huge
  size that has died within 24 hours. Their body collapses into a
  pile of feathers. If the feathers are searched, you will find an
  egg. The size may vary, depending on the size of the creature,
  from the size of an apple for a Small creature to the size of a
  plump pumpkin for a Huge creature.
  If the egg is brought to the specially prepared chamber, the
  egg will finish incubating after a full 24 hours and the creature
  will be reborn as an infant.
  The infant grows to full age within an additional hour and it
  has full hit points, is cured of any diseases and poisons, and
  returns any missing body parts. Magical curses like
  lycanthropy remain.
  Jaguar Claws
  Transmutation cantrip [hishna]
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  Your hand briefly become the claws of a jaguar. Make a melee
  weapon attack against a target. On a hit, the target takes 1d8
  slashing damage.
  The spell’s damage increases when you reach higher levels;
  2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
  Jaguar Pounce
  2nd-level transmutation [hishna]
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (sinew from a great cat)
  Duration: Concentration, up to 1 minute
  You choose a willing creature that you can see within range.
  For the duration of the spell, if the recipient moves at least 20
  feet straight toward a creature and hits it with an attack, the
  recipient’s target must make a successful Strength saving
  throw or be knocked prone.
  If the recipient’s target is knocked prone, the recipient may
  take a bonus action to make an additional attack against it
  with one of its attacks.
  Kiltzi's Love
  2nd-level enchantment [pluma]
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a small piece of chocolate)
  Duration: Concentration, up to 1 minute
  You outstretch your hands towards 5 creatures within range
  who are already friendly towards you. They develop strong
  feelings towards you.
  They are immune to fear effects if you are in danger and
  will protect you even if doing so puts them in mortal danger. If
  you attack any of the targets, the spell is dispelled.
  Magnificent Headdress
  3rd-level illusion [pluma]
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (the feather of any beast, fey, or
  monstrosity that has a magical power)
  Duration: Concentration, up to 1 minute
  The phantasmal image of a vibrantly plumed headdress
  adorns your head and glows with multicolored light. Each
  creature in a 30 foot radius that can see you must succeed on
  a Charisma saving throw or fall to their knees and remain
  prone for the remainder of the duration.
  The headdress provides bright light within the radius and
  dim light for another 30 feet.
  The prone creature cannot attack you, but can choose to
  attack other targets.
  60
  
  Mayz of the Plumed Father
  6th-level conjuration [pluma]
  Casting Time: 1 day
  Range: 30 feet
  Components: V, S, M (ten to fifteen topaz gemstones worth
  100 gp each)
  Duration: Instantaneous
  You plant the topaz gems into soft ground. For a full day you
  must nurture the crop, watering and keeping pests away. You
  cannot move more than 100 feet from the crop or they will not
  grow.
  The crop will mature in 24 hours and produce one full ear
  of golden mayz per gem planted. If the mays is not picked and
  eaten within an hour, it will wither and become useless.
  Anyone who eats one entire ear, prepared in any manner,
  will recover full hit points, is affected by a remove curse, and
  receives the benefits of the bless spell for the next hour.
  Net
  Conjuration cantrip [hishna]
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You conjure a rope net from you outstretched hand and fire it
  in the direction of a creature. You can make a ranged spell
  attack against a Large or smaller creature.
  If successful, the creature is restrained until freed or the net
  dissipates. The net has no effect on creatures that are
  formless or larger than Large.
  A creature can make a Strength (Athletics) check against
  your spell DC to free itself. Dealing 5 slashing damage to the
  net will destroy it and the net dissipates by itself after 1 hour.
  61
  
  Obsidian Shards
  1st-level evocation [hishna]
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You conjure three shards of dark energy from your fingertips.
  The shards strike single or multiple targets of your choice that
  you can see within range. Each dart causes 1d4+1 necrotic
  damage.
  *At Higher Levels. When you cast this spell using a spell
  slot of 2nd or higher, the spell creates on additional shard for
  each slot above 1st.
  Obsidian Tomb
  7th-level evocation [hishna]
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a miniature carved obsidian cage
  worth 1000 gp)
  Duration: Instantaneous
  A cocoon-like shell encases the target of this spell who you
  choose within its range. An encased creature cannot move or
  speak and immediately begins to suffocate.
  They can however make a Strength check each round. One
  successful check damages the shell enough so that the victim
  can begin to breath, and a second successful check allows the
  creature to escape, effectively ending the spell.
  The target must be medium sized or the obsidian tomb will
  not fully entrap the creature.
  At Higher Levels. If an 8th level spell slot is used to cast
  this spell, large creatures can be affected. Using a 9th level slot
  can affect creatures of any size.
  Omen
  5th-level divination (ritual) [hishna]
  Casting Time: 1 day
  Range: Self
  Components: V, S, M (the caster must cover his skin in gold
  powder worth at least 50 gp, the powder is consumed in the
  casting)
  Duration: Instantaneous
  You cast this spell which causes an event in the local
  environment. This event might be as simple as a bright
  shooting star or as fantastic as the change in color of a snow
  capped mountain to that of blood. The effect is never
  permanent, but can last for hours at the discretion of the DM.
  This environmental change can then be read by the caster
  to determine a cryptic understanding of major events in the
  following year. For example, "dark death on wings of fire"
  might be read indicating a dragon attack.
  This spell may only be cast once until such time as the
  actual event to which it refers occurs. Using the above
  example, immediately after the dragon attacks, the spell may
  be cast again.
  Path of the Pochteca
  5th-level conjuration (ritual) [pluma]
  Casting Time: 1 action
  Range: Unlimited
  Components: V, S, M (gold dust worth 10 gp per mile which
  is consumed in the casting)
  Duration: 1 year
  In order to cast this spell the caster must embark on a journey
  by foot. The distance of the journey is up to the caster and is
  only limited by the amount of gold dust used in the casting.
  This gold dust is sprinkled all along the path traveled. For a
  full year following the trip the caster may then use the teleport
  spell to end up anywhere along the path once resulting in no
  chance of mishap and always ending up on target.
  A caster may have only one path of the pochteca active at a
  time.
  Pestilence
  4th-level conjuration [hishna]
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a piece of rotting mayz)
  Duration: Concentration, up to 10 minutes
  You conjure thousands of tiny crawling insects at a point
  within range. These tiny biting vermin fill an area within a 60
  foot radius of the point.
  Hostile creatures that enter the radius suffer 1d4+1 points
  of damage per round. In addition, the maddening itching
  forces spellcasters who enter the area to make a Wisdom
  saving throw or lose their Concentration if they have it.
  Finally, hostile creature have disadvantage on all Dexterity
  checks made within the spell’s area due to constant itching
  and scratching.
  This spell’s effects last for its duration, until it is dismissed,
  or until concentration is broken.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th or 7th level, the damage per round increases to
  2d4+2. When you use a spell slot of 8th level or higher, the
  damage per round increases to 3d4+3.
  Plumastone
  1st-level transmutation (ritual) [pluma]
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (100 gp in alchemical ingredients
  which are consumed in the casting)
  Duration: Instantaneous
  This spell can transmute up to 1 cubic foot of obsidian, flint or
  chert into a material known as plumastone. Plumastone
  maintains the appearance of the original stone type, but is as
  hard and durable as normal steel.
  Plutoq's Strength
  5th-level transmutation [hishna]
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Instantaneous
  Your arms turn into massive limbs made of stone until the end
  of your next turn. Until the spell ends, melee unarmed attacks
  made by you have reach 15ft. and do 2d12 bludgeoning
  damage. In addition, your Strength is increased to 20.
  62
  
  Power Word Blind
  7th-level enchantment [pluma]
  Casting Time: 1 action
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  You speak a single word of power which causes a single target
  you can see within range to lose its sight. If the target has 150
  hit points or less, it is blinded.
  It may still “see” if it has blindsense, but both regular sight
  and darkvision do not function.
  A blinded target may make a Constitution saving throw at
  the end of each of its turns in order to end the effect.
  Protection from Hishna
  3rd-level abjuration [pluma]
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  For the duration of the spell, a willing creature you touch has
  advantage on all saving throws against hishna, including
  spells, magic items, and hishna talismans.
  Protection from Pluma
  3rd-level abjuration [hishna]
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  For the duration of the spell, a willing creature you touch has
  advantage on all saving throws against pluma, including
  spells, magic items, and pluma talismans.
  Scalesnare
  2nd-level transmutation [hishna]
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (shed skin of a snake)
  Duration: Instantaneous
  This spell transforms the discarded skin of a snake into a
  grasping tentacle. You use it to make a melee spell attack on a
  Large or smaller creature.
  On a successful hit, the target creature is restrained and
  remains restrained until is makes a successful Strength
  saving throw against your spell save DC. In addition, the
  target drops any objects or equipment it is holding.
  You must make the spell attack on the same turn that
  scalesnare is cast.
  Scrollsee
  2nd-level illusion [hishna]
  Casting Time: 1 action
  Range: 30 feet
  Components: V, M (one blank scroll of expensive parchment
  worth at least 20 gp)
  Duration: 1 minute
  Casting this spell only requires a word and a blank scroll in
  your possession. The scroll then records whatever you see
  and hear for a full minute. At any point from there on, the
  scrollsee can be commanded to play its recorded
  observations. It can only be played once, at which point the
  scrollsee crumbles to dust.
  In some libraries (such as in Tulom-Itzi), hishnashapers
  have figured out how to make them permanent, though at a
  great expense.
  Scrollsees otherwise last as long as the parchment, and due
  to the fact that this is an ancient spell, it is not uncommon to
  find crumbling scrolls hundreds of years old with still
  functioning magic.
  Slashing Plumage
  2nd-level conjuration [pluma]
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (an eagle feather)
  Duration: Concentration, up to 1 minute
  The air surrounding you in a 30 foot radius is filled with
  spinning feathers with hardened, sharp edges. A creature
  takes 2d8 slashing damage when it enters the spell's area for
  the first time on a turn or if it starts it's turn there.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the damage increases by 1d8 for
  each slot level above 2nd.
  Snake Charm
  1st-level conjuration [hishna]
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a miniature golden snake statue worth
  100 gp)
  Duration: Concentration, up to one hour
  You summon and control the actions of 1-3 poisonous snakes.
  The snakes can understand simple commands such as Attack
  or Retrieve, but no mental connection is formed to the caster
  so the snakes need to be able to hear commands in order to
  follow them.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th or 5th level, you may summon snakes that are
  beasts or monstrosities with CR 1/2 or less. When you use a
  spell slot of 6th level or higher, you may summon snakes that
  are beasts or monstrosities with CR 2 or less.
  Soulmerge
  8th-level necromancy [hishna]
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a chunk of coal which you crumble in
  your hands)
  Duration: Concentration, up to 1 hour
  Casting this spell allows you to briefly transform into black
  smoke which then seeks out a humanoid target within range.
  The target must make a Charisma saving throw or your tonalli
  (soul) merges with its body. Though the humanoid is
  completely under your control, you share the body with the
  humanoid and you can hear one another’s thoughts clearly.
  63
  
  You now have all of the targets physical characteristics
  including their Strength, Dexterity, Constitution, hit points
  and Hit Die, but you retain your Intelligence, Wisdom,
  Charisma, personality, alignment and class abilities.
  You do not gain any of the target’s class abilities but you can
  use available racial abilities. The humanoid still retains its
  turn and at the end of every turn it may attempt to cast you out
  of its body by making another Charisma saving throw. If it
  succeeds, you are expelled through its mouth and reform in an
  available adjacent space.
  Damage you incur while in possession of the body does not
  carry over to you when you reform your body, but if the
  possessed humanoid is killed, you immediately reform and
  suffer 10d10 psychic damage.
  Spearflight
  1st-level transmutation [hishna]
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to one hour
  You touch a ahtlatl. Until the spell ends, the weapon's ranges
  are doubled. The tlahhuītōlli cannot be shared from one
  person to another, otherwise the spell immediately ends.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd of 4th level, the ranges increase by a factor of 2.5.
  With a spell slot of 5th level or higher, the ranges of the
  weapon are tripled.
  Stonefall
  2nd-level abjuration [hishna]
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a sling stone)
  Duration: 1 minute
  You touch a sling stone. For the next minute, if the stone is
  used as ammunition to make a ranged weapon attack with a
  tēmātlatl or a sling and the attack hits, the target creature of
  the attack has a flying speed of 0 on its next turn and unless it
  can hover, it falls.
  As per the rules of falling, the creature takes 1d6
  bludgeoning damage for every 10 feet that it falls.
  Stoneflight
  1st-level transmutation [pluma]
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to one hour
  You touch a tēmātlatl. Until the spell ends, the range of the
  ammunition fired from the tēmātlatl (both normal and long) is
  doubled. Tēmātlatl cannot be shared from one person to
  another; otherwise the magic immediately ends.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd or 4th level, the range increases by a factor of 2.5.
  With a spell slot of 5th level or higher, the range of the
  ammunition is tripled.
  Stonefoot
  1st-level abjuration [pluma]
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a sling stone)
  Duration: 1 minute
  You touch a sling stone. For the next minute, if the stone is
  used as ammunition to make a ranged weapon attack with a
  tēmātlatl or a sling and the attack hits, the target of the attack
  has a walking speed of 0 feet on its next turn.
  Swarm Form
  6th-level transmutation [hishna]
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a golden bracelet with charms of each
  creature whose form you wish to assume worth 500 gp per
  creature type)
  Duration: 10 minutes
  You assume the form of one of the swarms listed on pages
  337-339 of the Monster Manual. You gain the swarm’s physical
  statistics but your alignment, Intelligence, Wisdom and
  Charisma are retained.
  Though you assume the hit points and Hit Dice of your new
  form, you gain a bonus of 1 hit point per your caster level. You
  also retain the benefits of any features of your character class,
  race, or other source, and can use them provided you are
  physically capable of doing so.
  This spell does not require that you maintain concentration,
  and you may continue to cast spells in your swarm form, even
  if they require components (as long as you had the material
  components in your possession when you transformed).
  Any equipment you carried with you when you transformed
  either merges with your form or falls to the ground (your
  choice), but either way, you do not receive their benefits. If you
  are reduced to 0 hit points in your swarm form, you revert to
  your original form, and any damage you have received is
  subtracted from your normal total.
  Talonblade
  1st-level evocation [hishna]
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  After you cast this spell your weapon grows talon-like
  protrusions. If you strike an enemy with that weapon, it
  causes an additional 1d6 points of necrotic damage. In
  addition, at the start of every one of the target’s turns, it must
  make a Constitution saving throw or suffer an additional 1d4
  points of necrotic damage as the wound bleeds out.
  The effect ends on the first successful save, a break in
  concentration, or when the spells duration ends.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the necrotic damage increases by
  1d6 for each level above 1st.
  Tezca’s Touch
  1st-level evocation [hishna]
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (small bit of rock sulphur)
  Duration: Concentration, up to 1 minute
  64
  
  Your hands glow with the fire of the god Tezca. You can make
  a touch attack and if it succeeds you cause 2d6 fire damage to
  the target. If the target fails a Dexterity save, it is set on fire
  and must take an additional 1d6 points of fire damage at the
  beginning of each of its turns until the fire is put out or the
  spell’s duration ends.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the additional fire damage
  increases by 1d6 for each level above 1st.
  Tickle
  Conjuration cantrip [pluma]
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  A small animated feather appears near a target of your choice
  and can be used to attempt to break concentration by tickling
  the target.
  The target must make a Constitution saving throw in order
  to maintain concentration while casting a spell. Targets with
  natural armor cannot be affected by this spell.
  Venomblade
  1st-level evocation [hishna]
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  After you cast this spell your slashing or piercing weapon
  begins to seep a green sticky poison. If you strike an enemy
  with it, the weapon causes an additional 1d6 points of poison
  damage and causes the target to become poisoned.
  At the start of each of its turns until the spell ends, the
  target must then make a Constitution saving throw to end the
  condition. At the conclusion of the spells duration, the poison
  disappears from the victim’s bloodstream and the effect ends.
  Ward of Esmeralda
  7th-level abjuration [pluma]
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (an emerald worth at least 100 gp)
  Duration: Concentration, up to 1 minute
  When you cast this spell, a shimmering emerald globe
  surrounds you in a 30 foot radius. In this area, spells of 5th
  level or lower cannot affect you or allied creatures. Spells of
  these levels can target creatures or objects within the globe,
  but cannot affect them. Similarly, area effects from such spells
  cannot extend into the globe, though they can flow around it.
  Finally, for everyone except the caster or those he
  designates as allies, magic items that are of common,
  uncommon, or rare in frequency are suppressed. Such items
  do not function within the globe’s radius.
  At Higher Levels. When you cast this spell using a spell
  slot of 8th level, spells of 6th level or lower are blocked and
  items that are considered very rare are suppressed. If a 9th
  level slot is used, 7th level spells are blocked and even
  legendary items are suppressed within the globe.
  Warmth
  1st-level abjuration [pluma]
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (goose down)
  Duration: Concentration, up to one day
  You touch one willing creature. The target has advantage on
  all Constitution checks required due to a cold environment.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, you may cast this spell on up to 5
  willing participants.
  Wind Warrior of Eha
  8th-level transmutation [pluma]
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a golden bracelet with charms of each
  creature whose form you wish to assume worth 500 gp per
  creature type)
  Duration: 10 minutes
  You assume the form of an air elemental. You gain the
  elementals statistics but your alignment, Intelligence, Wisdom
  and Charisma are retained. You can use any of the elemental’s
  special abilities for the duration of the spell. You also retain
  the benefits of any features of your character class, race, or
  other source, and can use them provided you are physically
  capable of doing so.
  Any equipment you carried with you when you transformed
  either merges with your form or falls to the ground (your
  choice), but either way, you do not receive their benefits. If you
  are reduced to 0 hit points in your elemental form, you revert
  to your original form, and any damage you have received is
  subtracted from your hit point total.
  Windrider
  3rd-level transmutation [pluma]
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a gold quill worth 10 gp, which is
  consumed in the casting)
  Duration: Concentration, up to 10 minutes
  This spell can be cast on any nonliving object which weighs
  1,000 pounds or less that is within range of the spell. The
  object then flies at the will of the caster with a speed of 30
  feet. Should the caster lose concentration or prematurely end
  the spell, the object gently floats to the ground.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level, the duration is extended to 1 hour while
  maintaining concentration. If a spell slot of 5th level or higher
  is used, the duration becomes a full day while maintaining
  concentration.
  Zaltec’s Fury
  3rd-level evocation [hishna]
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (the fang of a poisonous serpent or
  lizard)
  Duration: Instantaneous
  65
  
  A small fang of a serpent flies from your hand continuously
  growing until it reaches a point within the range of your spell.
  Once it reaches its destination it explodes into needle-like
  shards in a 20-foot-radius sphere centered on that point. Each
  creature located within the sphere must make a Dexterity
  saving throw. A target takes 8d6 poison damage damage on a
  failed saving throw, or half damage on a successful one.
  The shards do not necessarily fly in straight lines and
  ricochet off of non-living material so damage from the spell
  can spread around corners easily.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the damage increases by 1d6 for
  each slot level above 3rd.
  Magic Items
  The vast majority of magic items in Maztica were carefully
  crafted by an artisan. These items, known as talismans of
  hishna or pluma, act similarly to magic items described in the
  Dungeon Master's Guide.
  The tags “hishna” and “pluma” will be added to such items
  in their descriptions below, and lore specific to Maztica is
  provided for each item as well.
  Bands of Might
  Wondrous item, varies (requires attunement) [pluma]
  Small woven bands of feathers that seem innocuous enough,
  but are capable of greatly enhancing a warriors strength.
  There are three versions of the band of might available. One
  raises the wearers Strength to 18 (uncommon), another to 19
  (rare) and a third to 20 (very rare).
  If your Strength score is already equivalent to or greater
  than the strength given by the bands, the bands have no effect
  on you.
  Lore. Halloran, a member of the Golden Legion, hero of the
  conquest of Maztica, and husband of Qotal's Chosen Erixitl
  was known to have used the most powerful version of these
  items.
  Claw of Grasping
  Weapon (claw), uncommon [hishna]
  A claw of grasping appears to be a two foot wooden pole with
  a large raptor talon fused into one of its ends.
  The claw can be used as a weapon when open causing 6
  (1d10+1) slashing damage on a successful hit and it receives a
  +1 bonus to hit.
  It may also be commanded to close tightly as an action (at
  which point its damage becomes 4 (1d6 +1) bludgeoning
  damage, but once closed it is very difficult for others to force
  open. This action can clasp a door shut (DC 20 Strength
  check to remove) at its hinges so that it can’t be opened, or it
  may serve as a wall mount to anchor a rope. The claw can
  grasp onto any substance including stone.
  As a bonus action, the owner can cause the claw to release
  from a range of 120 ft. and it can hold up to 1000 lb. without
  releasing its grip.
  The claw has an effective Strength score of 25.
  Lore. Created by hishnashapers as a weapon, clever users
  have found the claw of grasping to have a multitude of other
  purposes. Creative players may figure out other uses for its
  powerful grip.
  Cloak of One Plume
  Wondrous item, legendary (requires attunement) [pluma]
  The cloak of one plume grants its attuned wearer the
  following. Great Charisma. When the cloak is worn and the
  wearer is attuned to it, the wearer has a
  Increase Charisma Your Charisma score becomes 19. If
  you already have a Charisma of 19 or higher, this ability has
  no affect.
  Magnificence. Once between each short and long rest, you
  may cast the spell magnificent headdress once between long
  rests, but the spell effect emanates from the cloak instead of
  an illusionary headdress.
  Flight. The attuned wearer of the cloak of one plume may
  fly at 30 feet. If the wearer already has a flying speed greater
  than the one granted by the cloak, this ability has no effect.
  Fire Resistance. Despite its feather composition, the cloak
  of one plume is immune to fire and it grants fire resistance to
  you when it is being worn. This ability may be extended to
  another individual of the same size as you or smaller if they
  are in an adjacent square. You (or any whom you chooses to
  extend protection to) do not need to be attuned for this
  protection.
  Lore. The cloak of one plume is a legendary item that has
  disappeared and resurfaced many times through Maztica’s
  history. It is formed of one giant feather and is said to be the
  creation of the god Qotal himself. Its powers and current
  whereabouts remain unknown. It was last lost when Maztica
  became part of Abeir, though with the return to Toril, rumors
  of its sighting have spread once again.
  Earplugs of Pahtli
  Wondrous item, rare (requires attunement) [pluma]
  The earplugs of Pahtli are bone plugs an inch in diameter that
  are worn as earrings. They magically extend normal ear
  piercings to accommodate their size. Earplugs of Pahtli
  function as a ring of protection and also give the wearer
  resistance to damage that has thunder as a descriptor. The
  attuned wearer can also use an action to listen in on any
  verbal conversations that are in the range of sight and all
  languages are automatically understood.
  Lore. Pahtli was a pochteca that spied for the Revered
  Counselor of Nexal, Naltecona. As a merchant, he was
  welcome almost anywhere, and would use these earplugs to
  gather information for the Empire of Nexal.
  Feather Darts
  Weapon (dart), uncommon [pluma]
  These red feather fletched wooden darts can be thrown as an
  action. Once used, they multiply and behave exactly like the
  feather darts spell cast at 5th level. Each dart can only be used
  once and packs are typically found containing a dozen.
  Lore. Feather darts were created centuries ago by the
  famed plumaweaver Itzamna Manik who is also known for
  creating the race of beings known as the plumazotl (and
  subsequently being punished by the gods for doing so).
  The darts were his weapon of choice and he was said to
  have killed over a dozen xiuhcouatl with them before finally
  succumbing to their attacks. Some plumazotl still pass on the
  secret of feather dart creation.
  66
  
  Feathertoken
  Wondrous item, very rare (requires attunement) [pluma]
  This is a powerful talisman that offers the holder who is
  attuned and any allies within 10 feet advantage on saving
  throws against spells of one particular school of magic. It
  might also function against hishna magic instead of a school.
  The feathertoken also affords you a +1 bonus to your AC and
  allows you to cast feather fall on yourself only without the
  need of a material component at will as a reaction to falling.
  Lore. Feathertokens have existed since the earliest days
  when Qotal taught the way of the plumaweaver to his
  worshipers. It is typically one of the first items created by a
  plumaweaver when they are capable of creating such an item
  and usually they feathertokens which protect against hishna
  magic are created.
  Gizzard of Enotepec
  Wondrous item, very rare (requires attunement) [hishna]
  This bladder like device can be worn like a small pouch or
  bag. As an action, you can command it to miniaturize and
  store a full set of armor or clothing. From that point forward
  the wearer may switch their current armor or clothing with
  the set stored in the gizzard as a bonus action. This can be
  done once between short and long rests.
  Lore. Enotepec was a child of both Amn and the Payit. He
  was raised in Payit by his native born mother and did not
  know his father. For years he admired the set of shining armor
  his father had left behind and eventually became proficient
  with its use. In the heat of the jungles, this armor was
  impractical to wear.
  Eventually he commissioned a hishnashaper to create this
  magical storage device so that he could call upon his father’s
  armor when needed. It was forged from the gizzard of a
  Maztican ahuizotl that he had slain. Since those early days,
  the item has been copied numerous times.
  Headdress of Awe
  Wondrous item, very rare (requires attunement) [pluma]
  The headdress of awe is comprised of the long and
  magnificent feathers of unknown birds and creatures. When
  worn and attuned to its wearer, it raises the owners Charisma
  to 20, unless the wearer already has a Charisma of 20 or
  higher. It also gives the owner advantage on all Charisma
  based skill checks.
  Finally, once between long rests, the owner may use an
  action to cause the headdress to glow brightly (bright light in
  30 foot radius, dim for an additional 30 feet) for 1 minute.
  During this time, any humanoid who can see the headdress
  must make a DC 15 Charisma saving throw or fall to their
  knees in awe for the duration of the effect. Creatures on their
  knees are considered prone.
  Lore. These headdresses are sought after by Revered
  Counselors and war chieftains across the True World. Beyond
  being a badge of leadership, it is difficult to resist commands
  from one who wears one of these items.
  It is believed that only two exist and their whereabouts are
  unknown. Their creation is also a mystery but the existence of
  these items has been rumored since the time of the first
  Revered Counselors of Nexal.
  Heartseeker
  Weapon (tepoztōpīlli), legendary, requires attunement [hishna]
  One of the deadliest and most famous weapons in Maztica,
  the heartseeker is a tepoztōpīlli spear with a deadly ability. If
  you are not attuned to this weapon you may still use it, though
  it simply gives a +1 attack and damage roll bonus with an
  additional 1d6 in necrotic damage.
  The spear gives you the following advantages when you are
  attuned to it:
  Increased Potency. Heartseeker's bonus on attack and
  damage rolls is +2. It also deals an extra 2d6 in necrotic
  damage.
  Seek the Heart. If a creature with a heart is struck by
  heartseeker on a natural attack roll of 20, the target is
  automatically brought to 0 hit points. This does not work on
  creatures without hearts of those with more than 100 hit
  points. On creatures with more than 100 hit points,
  heartseeker causes an additional 10d10 necrotic damage
  instead of 2d6 when this occurs.
  Lore Heartseeker is the legendary weapon given to the
  greatest war chieftain of Kultaka. It is a badge of honor and a
  reminder that the Kultakans are not to be trifled with.
  Hishnacoils
  Wondrous item, rare [hishna]
  A hishnacoil is a 5 inch living ball of tiny snakes that
  intertwine and squirm incessantly.
  You can use an action to speak a command word and throw
  the hishnacoils at a huge or smaller creature that you can see
  within 60 feet of you. If you make a successful ranged attack
  roll (using your Dexterity modifier plus your proficiency
  bonus), the coils unwind and grow, wrapping around your
  target and restraining it.
  Six snake heads appear among the coils threatening and
  hissing at the restrained creature. Once restrained the
  hishnacoils may automatically bite the creature for 2 (1d4)
  piecing damage and an additional 5 (2d4) poison damage as a
  bonus action on each of your turns. The hishnacoils only
  attack on your command and you may speak the command
  word again at any time to release the restrained creature as a
  bonus action.
  Once released, the hishnacoils returns to its original form. A
  creature, including the one restrained, can use an action to
  make a DC 20 Strength check to break the hishnacoils. On a
  success, the item is destroyed and the restrained creature is
  freed. If the check fails, the coils tighten and any further
  attempts made by the creature automatically fail until 24
  hours have elapsed.
  Once the hishnacoils are used, they can’t be used again until
  the next dawn.
  Lore. Hishnacoils were created by a powerful hishnashaper
  from Far Payit who enjoyed capturing his enemies before
  killing them in order to torture them as he pleased.
  Kiltzi's Rings of Eternal Love
  Ring, rare (requires attunement) [pluma]
  These featherwoven rings always come in pairs.
  67
  
  They are typically used as to symbolize eternal devotion
  between two married humans. When a wearer is attuned to
  the ring they receive a bonus of +2 to their Charisma scores
  (with a maximum of 20) and gain advantage on all saves that
  are Charisma based.
  Finally, once between each short and long rest, the wearer
  may cast Kiltzi’s love as a spellcaster of their class level.
  Lore. These wedding bands were first created by the little
  folk and only their plumaweavers knew the magic necessary
  to create such items. Even wearing mundane bands was an
  unknown practice among human Mazticans. Since the
  founding of Tukan, however, the practice has spread
  throughout the True World.
  Kultakan Death Whistle
  Wondrous item, common [hishna]
  The Kultakan death whistle is carved from wood and has an
  image vaguely reminiscent of a human skull. Its sound is
  horrifying and can strike fear into opposing warriors.
  The whistle can be blown as bonus action and affects all
  creatures hostile to the blower within a 30 foot radius of the
  whistler who fail a DC 12 Wisdom save. Affected creatures
  suffer disadvantage on their next attack roll.
  A creature may only be affected by a death whistle once in a
  24 hour period.
  Lore. Kultakan death whistles are carved from wood found
  only in Mictlan. When at war, regiments of Kultakan warriors
  typically have at least one who is using a death whistle as they
  march into battle.
  Moccasins of Free Movement
  Wondrous item, rare (requires attunement) [pluma]
  Wearers of moccasins of free movement have advantage on all
  Dexterity (Stealth) checks while wearing the moccasins if they
  are attuned. Also, the wearer is effectively weightless when
  crossing liquid surfaces such as water, tar or even lava
  (though the wearer would be affected by the heat of the lava).
  Lore. Moccasins of free movement were originally made by
  a hermetical plumaweaver whose abilities were often sought
  after by folks from local villages. These moccasins helped him
  avoid such pests as he typically walked across the lake near
  his hut after sneaking away. Those who have copied his
  techniques have found far greater uses for the item.
  Moccasins of the Pochteca
  Wondrous item, rare (requires attunement) [pluma]
  When you wear these moccasins your walking speed becomes
  40 feet, unless your walking speed is already higher. Your
  carrying capacity is also measured as if you were one size
  category larger.
  In addition, in your travels, you may designate a location as
  a “point of return” to which you may teleport to unerringly
  once between long rests. The return point, once designated,
  cannot be changed unless you reattune.
  Lore. The pochteca are the famed traveling merchants of
  the True World. The Grand Pochteca, merchant lord of Kolan,
  is said to have created the first of these moccasins personally
  and grants them to those who have performed tasks for him.
  Mother's Token
  Wondrous item, uncommon [pluma]
  This small token is made of tightly woven feathers and has a
  tiny, but recognizable image of the goddess Maztica on one
  side.
  Once each week, A character can mutter a small prayer as a
  bonus action to Maztica at which point the character will be
  granted inspiration.
  If the character has inspiration already the token will not
  work and its use will be wasted for the week.
  Lore. Maztica’s druids work in tandem with plumaweavers
  to create these tokens and spread their goddess’ influence in
  the True World despite her current condition as a dead
  goddess. They are typically given to heroes who perform some
  great task for the goddess or for her worshipers.
  Obsidian Chunk (Ioun Stone)
  Wondrous item, rarity varies (requires attunement)
  Obsidian chunks come in a variety of irregular shapes and
  types, typically no more than an inch wide. They follow the
  same rules as the Ioun stones found on page 176 in the
  Dungeon Master’s Guide. Different forms of obsidian chunks
  confer different abilities.
  Fire Resistance (rare, hishna). This snowflake obsidian
  chunk gives you resistance to fire.
  Absorption (very rare, pluma). This rainbow obsidian
  chunk will negate one spell of each type of magic (abjuration,
  conjuration, divination, enchantment, evocation, illusion,
  necromancy, transmutation, pluma and hishna) of 6th level or
  below as either a reaction or action. For each spell canceled it
  will lose a bit of its coloration before becoming dull gray when
  completely used up.
  Ablation (very rare, pluma). Made from plumastone, this
  reddish/black Ioun stone absorbs 50% of weapon damage that
  is bludgeoning, piercing or slashing) as a reaction for a
  maximum of 20 hit points each day.
  Lore. Obsidian chunk Ioun stones are occasionally found
  naturally in obsidian and plumastone quarries. Where the
  magic comes from is generally unknown, but assumed to be a
  result of the goddess Maztica’s life force that permeates the
  entirety of the continent.
  Octli of Strength
  Potion, rare [hishna]
  Octli is an alcoholic beverage made from the fermented sap of
  the agave plant. Octli of Strength is an enchanted version
  known to be both a blessing and a curse. It typically comes in
  sealed clay containers with 1d4 doses.
  One dose of Octli of Strength gives its imbiber advantage on
  all Strength and Constitution based saving throws and skill
  checks and disadvantage on all Dexterity and Wisdom based
  saving throws and skill checks for 1 hour. It also functions as a
  potion of hill giant strength giving its drinker 21 Strength for
  the hour.
  Lore. Octli of strength was created by the Kultakans for
  special regiments that like to overwhelm enemies quickly. In
  Kultaka, it is a serious offense for any but these warriors to
  imbibe or even own such an elixir.
  68
  
  Plumadressing/Hishnadressing
  Wondrous item, rare [pluma/hishna]
  Plumadressing consists of leather straps decorated with blue
  feathers that can be wrapped or tied around other objects.
  Hishnadressing is similar, but made of sinew and decorated
  with a variety of animal fangs.
  A magic item that is bound in plumadressing or
  hishnadressing does not count against the limit of magical
  items that a character may be attuned to. A character may
  only receive the benefits of one plumadressed or one
  hishnadressed item, effectively raising the maximum number
  of attuned items to four. This cannot be stacked with abilities
  gained from character classes (such as the artisan).
  Lore. Plumaweavers and hishnashapers are known for
  their creation of powerful items at higher levels and their
  ability to use more than the usual amount. These items were
  developed to allow allies to emulate that ability.
  During Maztica’s exile on Abeir artisans of both forms of
  magic worked together to develop these charms in order to
  help combat the horrors of that foreign world.
  Plumalitter
  Wondrous item, uncommon [pluma]
  This large blanket of interwoven feathers is approximately 6
  feet wide, 10 feet long, 1 foot thick and can hold up to 750 lb.
  while still allowing its magic to function. A plumalitter hovers
  approximately 5 feet above the ground when a command
  word is spoken and can move up to 30 feet per round in any
  direction including upwards.
  Lore. The plumalitter is one of the most common items
  created by plumaweavers which many use to sleep upon in
  addition to assisting with carrying and movement.
  Scale of the Xiuhcoatl
  Wondrous Item, rare (requires attunement, see below)
  [hishna]
  A scale of the xiuhcouatl appears to be a fiery red/orange
  serpent scale about an inch in diameter. It is always warm to
  the touch.
  As a bonus action, the owner of the scale can force it to
  merge into any melee weapon. For an hour each day, the
  weapon then has the flame tongue property from page 170 of
  the **Dungeon Master's Guide. After the hour is up, the scale
  emerges from the weapon and is inert until the following
  morning.
  The scale requires attunement normally, but if it is added to
  a weapon that the wielder is already attuned to, this
  requirement is negated.
  Lore. Tezca is said to create these scales personally and
  pass them on to the greatest of his clerics and warriors. They
  are said to all come from his most favored servant - an actual
  xiuhcouatl of gargantuan size.
  Serpent Tlalochtli
  Weapon (tlacochtli), uncommon [hishna]
  These darts are enchanted snakes carried in a burlap sack
  which typically holds 2d6 of the snakes. The snakes are
  deadly poisonous but do not attack those in possession of the
  bag.
  When a snake is grabbed it immediately stiffens and takes
  the appearance of a tlacochtli dart. The dart can then be
  launched from an ahtlatl normally. These darts do an
  additional 7 (2d6) poison damage to victims who are struck by
  the dart. A Constitution save can be made with a DC of 12 to
  half the poison damage.
  The darts remain in dart form but can be retrieved by the
  owner; at which time they revert into snakes. If the owner is
  killed before a dart is retrieved it may be retrieved by anyone
  who claims ownership of the bag.
  Lore. These enchanted serpents are used by the greatest
  ahtlatl wielding warriors of the Kultakan armies.
  Skin of Pouring
  Wondrous item, uncommon [pluma]
  This waterskin is formed of tightly interwoven feathers. It is
  always full of sweet tasting water and can pour water at the
  rate of 5 gallons each minute.
  Sandals of Speed
  Wondrous item, rare (requires attunement) [hishna] These
  sandals allow you to increase your movement by 10 feet. You
  also may travel an additional 6 hours per day without danger
  of suffering the effects of exhaustion.
  Lore. Another favorite of pochteca, sandals of speed are in
  many cases responsible for the efficiency of the traveling
  merchants.
  Spiderwalker
  Wondrous item, rare [hishna]
  What initially appears to be the dried husk of a dead tarantula
  spider is in fact an item of hishna magic.
  When activated, the spiderwalker grows and becomes a
  living giant spider (though its type is a construct). The spider
  obeys the commands of the one who activated it and control
  cannot be turned to another. The spiderwalker can be
  deactivated but then cannot be reactivated until the following
  evening. This is also true if the spider is slain.
  Talon of Zaltec
  Weapon (claw), rare [hishna]
  This weapon is fashioned from a desiccated jaguar claw at the
  end of a small wooden stick. It causes 1d6+1 slashing
  damage, has a bonus of +1 to hit, and contains a virulent
  poison which does 2d6 poison damage (Constitution save DC
  13 for half damage) and gives the poisoned condition for 1
  minute on a failed Constitution save.
  The user may forego a claw attack to spray powder from the
  claw's palm in a ten foot cone that causes victims who fail a
  DC 13 Constitution save to be blinded for 1d6 hours. There is
  enough powder for 3 uses of this ability each day.
  Lore. Clerics of Zaltec favor this weapon both as an
  offensive and defensive device. The white powdery substance
  is said to be a gift from Zaltec himself, who demands a dozen
  sacrifices every time the powder is used. He has personally
  caused this magic to fail in the past with clerics that do not
  maintain his quota.
  69
  
  Sentient Items and Artifacts
  The following items are powerful artifacts and a sentient
  weapon thought to be one of, if not the most powerful weapon
  in the True World.
  Onotlatlatzin
  Weapon (tepoztōpīlli), legendary (requires attunement)
  [hishna]
  Once owned by the legendary warrior Necalli, Onotlatlatzin is
  a sentient spear that glows as if made of lightning when
  wielded in battle. You gain a +3 bonus to attack and damage
  rolls made with this weapon.
  It has the following additional properties:
  Immunity. Whenever you wield Onotlatlatzin, you are
  immune to lightning damage and resistant to thunder
  damage.
  Call Lightning (Recharge 6). As a bonus action, you may
  call lightning if you are under an open sky to infuse the
  spear with the ability to cause an extra 10 (3d6) damage
  when you strike a creature.
  Sentience. Onotlatlatzin is a sentient lawful neutral
  weapon with an Intelligence of 13, a Wisdom of 10 and a
  Charisma of 17. It has hearing and darkvision out to range
  of 120 feet. The weapon can speak, read and understand
  Maztican.
  70
  
  Personality. Onotlatlatzin is bombastic and aggressive but
  is usually protective of its owner. It wants glory for itself
  and its name and believes that by properly serving its
  master, it will achieve these things. It loudly encourages its
  owner to take on challenges of increasing difficulty, but it is
  not suicidal. The only way to incur a conflict with the spear
  is to truly behave cowardly – typically by fleeing from a
  weaker foe.
  Lore. It is unknown where the great Necalli obtained this
  weapon, but he is well known to have wielded it for many
  years. A warrior of the far off land of Kolan, long before the
  Empire of Nexal invaded, Necalli is legendary in his
  destruction of many terrible creatures. It is said that he once
  slew an enormous scaled serpent with the six heads of a
  jaguar. The spear’s whereabouts are currently unknown.
  The Thirteen Butterflies of Qotal
  Wondrous items, artifact (requires attunement) [pluma]
  The thirteen butterflies of Qotal appear to be exquisitely
  crafted golden butterflies encrusted with gemstones. Each is
  just under 6 inches in length but are so perfectly crafted that
  they might fetch up to 20,000 gp each just for their beauty and
  materials alone. Anyone who holds one of the butterflies may
  cast commune once between long rests, but only to contact
  Qotal.
  Each individual butterfly has two minor beneficial
  properties from page 219 of the Dungeon Master’s Guide. In
  addition, the thirteen butterflies each has a unique special
  ability. Once this ability is used the power of the butterfly is
  temporarily drained and the butterfly dissipates into a golden
  mist. After the passing of a century, the butterfly of Qotal
  reforms somewhere elsewhere in Maztica.
  The butterflies are sought out in times of great need. They
  are hidden by Qotal himself, and cannot be found without his
  express will. In order to acquire one, Qotal requires that a
  potential owner undertakes a great adventure and typically
  places the butterflies at the bottom of great ruin or ancient
  sites where none will ever be found accidentally.
  The individual butterflies and their powers are listed below.
  Summon Gargantuan Butterfly. An attuned owner of this
  butterfly can cause it to titanic proportions and come alive.
  The massive creature has 800 hp but has no form of attack.
  Up to 1,000 Medium sized creatures can fit upon its back.
  This butterfly can be found if a large village or small city is in
  need of evacuation.
  Part Waters. An attuned owner of the second butterfly may
  part entire seas for up to a tenday of travel. Much like the first
  butterfly, this one can be found when a population must be
  relocated. However, this butterfly is more often found when
  environmental threats are occuring.
  Imprisonment. This butterfly can be used to imprison a
  creature of up to CR25 in a deep slumber many miles below
  the surface of Toril. The creature is not allowed a save, but
  each time it is used on a new creature, the prior is freed. Its
  use might unfortunately replace one threat with another. It is
  rumored that this butterfly was sought out by Cordell’s men to
  combat the star worm H’Calos, but it was never found.
  Lifespring. This butterfly can come to life and fly towards a
  specific location up to a thousand miles away. Anywhere the
  butterfly passes in its flight becomes verdant and life
  supporting.
  The butterfly has only 4 hit points with an AC of 10 and can
  easily be destroyed (at which point it dissipates as if used).
  This butterfly is said to have been activated just over a century
  ago to help guide the refugees of Nexal in order to found
  Tukan.
  Resurrection. This butterfly can resurrect a hero from ages
  past with unlimited time between his or her death and the
  current age as long as some remnant of the hero is used (a
  body part as small as a fingernail clipping may be used). Prior
  to the resurrection, the butterfly’s user is permitted to speak
  to the hero’s tonalli (spirit) and convince it to return. If the
  hero chooses not to (DMs discretion), the butterfly dissipates
  and the hero is not resurrected.
  Transformation. This butterfly can be used to permanently
  change the nature of hundreds of creatures in some subtle
  ways. A hero of Qotal was said to have used this butterfly to
  transform the dinosaurs of Abeir into the plumed behemoths
  that protected mankind during the first days of Maztica’s exile.
  Love. This butterfly is encrusted with rubies and can fully
  cause one creature to fall in love with the owner. This love can
  cut across species and affects creatures up to CR17 without a
  save. If it is used to lead to actions that will cause the affected
  creatures death, the charm is broken. Otherwise it is real,
  permanent and cannot be dispelled.
  Celestial Motion. This butterfly can temporarily affect the
  motion of a celestial object. For example, it could be used to
  prevent an eclipse, or draw Selûne momentarily closer to
  Toril. An impending asteroid collision could also be averted.
  Weather Control. The lapis and turquoise inlaid golden
  butterfly can alter weather patterns for up to a year. A drought
  can be ended and famine could easily be averted using this
  power. The range of the ability is up to the DM and depends
  on need, but the power of the effect dilutes as the radius
  increases.
  Divine Audience. This butterfly can be used to have a face
  to face audience with the Plumed Dragon himself. Typically,
  Qotal will be amenable to one request made by its user if the
  butterfly was earned. Otherwise, Qotal will seek to destroy the
  hubristic trespasser.
  Instant Ziggurat. Much like a Daern’s instant fortress, this
  butterfly can cause a structure to spring into being. However,
  the ziggurat is massive, and can be used to house or defend
  hundreds.
  Dragon Polymorph. The user of this red tinged golden
  butterfly can polymorph into a dragon that has the statistics of
  an ancient red dragon but appears much like Qotal himself.
  Unknown Ability. The last butterfly is left for the DM to
  decide, but should only appear to combat a specific threat to
  the whole of the continent of Maztica.
  71
  
  Maztican Armor
  Name
  Cost
  Armor Class
  Strength
  Stealth
  Weight
  Light Armor
  Ichcahuīpīlli
  20 gp
  12 + Dex modifier
  —
  —
  10 lb.
  Medium Armor
  Ēhuatl
  50 gp
  13 + Dex modifier (max 2)
  —
  —
  20 lb.
  Eagle/Jaguar Armor
  —
  14 + Dex modifier (max 2)
  —
  —
  12 lb.
  Shield
  Chīmalli
  15 gp
  +2
  —
  —
  5 lb.
  Weapons and Equipment
  The following weapons, armor and miscellaneous gear or
  items can be found exclusively in the True World land of
  Maztica.
  Armor
  Maztican armor holds a great importance to the people and
  their culture. Cordell’s metallic “skins” were obviously more
  protective than the hide and cotton Mazticans typically wore.
  Warriors would frequently find out that obsidian weapons
  would shatter on contact.
  The Mazticans refused to adapt to the metallurgy of the
  newcomers, however, and rarely do they wear even stolen
  metal armor. A recent development in hishna magic has given
  the Mazticans an alternative. Hishnahide (see the hishnahide
  spell) has greatly improved protection without significantly
  altering the appearance or traditions of Maztican warriors.
  The great eagle and jaguar knights, the most elite of
  Maztican warriors of course use their own armor which are
  not inherently magical by themselves, but do channel the
  magic of the knight's powers.
  What is given below are a few types of armor that do not
  use hide and are still in common use in the True World.
  Chīmalli. These are the shields of the Maztican warrior
  almost exclusively. They are made with different materials, but
  most often with the cane of mayz. Often, these shields are
  decorated with bright feathers. Some of the most beautiful are
  not used for war but rather only decoration.
  These chīmalli are known as māhuizzoh, offer no bonus to
  AC, and are worth anywhere from 100-500 gp.
  Ichcahuīpīlli. This armor is made of quilted cotton which is
  then soaked in salt water brine and left to dry. The salt
  crystallizes and strengthens the cotton so that it becomes
  quite resistant to damage.
  Ēhuatl. This tunic is worn by noble warriors and bears the
  motif of the warrior’s station. Under the tunic, cotton armor
  known as tlahuiztli is typically worn. On its own the tlahuiztli
  weighs 10 lb. and offers the protection of typical padded
  armor.
  Eagle/Jaguar Armor. This is the exclusive armor of the
  eagle and jaguar Knight lodges. To be caught with this armor
  without earning the right (by becoming a respected member
  of the lodges) is punishable by immediate death, even among
  the most peaceful folk. This is considered to be a crime as
  terrible as murder in Maztica.
  The armor itself is flawlessly crafted. It is made from
  treated hide, but generally includes a coif from which the only
  the face of the wearer is exposed. The face is positioned so
  that it appears to come from the eagle or jaguar's mouth. The
  means of crafting this armor is known only to artisans who
  work closely with the respective lodges and the secrets have
  never otherwise been made available.
  Weapons
  Much has changed in Maztica since the Night of Wailing, and
  the weaponry of the True World has improved tremendously.
  If the Golden Legion were to invade Maztica today, the war
  would end up far differently than it had just over a century
  ago.
  The Faerûnians brought knowledge of metallurgy previously
  unknown in the True World, yet even still, this new knowledge
  has been all but abandoned in favor of the working of
  plumastone. This wondrous variant of obsidian is the material
  of choice for Mazticans across the continent, and almost every
  weapon incorporates its use.
  Mazticans use many of the weapons found on other parts of
  Toril (nets in particular), but it is far more common to find the
  weapons described below. In many cases, even the
  descendants of the invaders have adjusted to the native
  weaponry.
  Cuahuitl. This simple baton was often made of some form
  of hardwood and given the shape of an agave plant's leaves.
  Tepoztōpīlli. After the mācuahuitl, this spear-like weapon is
  the most commonly used among Maztican warriors. Its head
  had a very broad edge and all along the edge of the head were
  imbedded plumastone shards.
  Cuauholōlli. In appearance this weapon is very similar to a
  mace and was quite simple to make, yet it could also be quite
  effective. The handle was made out of wood and capped with
  a stone, wood, or copper sphere.
  72
  
  Maztican Weapons
  Name
  Cost Damage
  Weight Properties
  Simple Melee Weapons
  Cuahuitl
  1 gp 1d6 bludgeoning
  2 lb.
  Light
  Tepoztōpīlli
  2 gp 1d8 piercing
  4 lb.
  Thrown (range 20/60), two-handed
  Cuauholōlli
  3 gp 1d6 bludgeoning
  4 lb.
  —
  Huitzauhqui
  4 sp 1d8 bludgeoning
  8 lb.
  Two-handed
  Tecpatl
  20 gp 1d6 piercing
  2 lb.
  Finesse, light, thrown (range 20/60)
  Simple Ranged Weapons
  Tēmātlatl
  1 sp 1d4 slashing
  —
  Ammunition (range 30/120)
  Martial Melee Weapons
  Mācuahuitl (Maca)
  10 gp 1d8 slashing
  5 lb.
  Versatile (1d10)
  Itztōpīlli
  4 gp 1d8 slashing
  3 lb.
  Special
  Mācuāhuitzōctli
  4 gp 1d8 slashing
  5 lb.
  Special
  Martial Ranged Weapons
  Ahtlatl (with Tlacochtli)
  10 gp 1d10 piercing
  2 lb.
  Ammunition (range 60/120), loading
  Ahtlatl (with Yāōmītl)
  10 gp 1d8 piercing
  2 lb.
  Ammunition (range 80/150), loading
  Tlacalhuazcuahuitl
  1 gp 1 piercing
  1 lb.
  Ammunition (range 25/100), loading
  Tlahhuītōlli
  35 gp 1d8 piercing
  2 lb.
  Ammunition (range 150/600), loading, heavy, two-handed
  Tecpatl. This long double sided plumastone blade has an
  elaborate stone or wooden handle, seven to nine inches
  overall in length. The weapon is used most commonly in
  sacrifice and is a favorite of the beasts of Nexal for their foul
  ceremonies.
  Tēmātlatl. A sling made from maguey fiber. The Mazticans
  use hand molded clay balls filled with jagged chunks of
  obsidian as ammunition. When the clay balls shatter, the
  obsidian does actual slashing damage rather than a normal
  sling's bludgeoning damage.
  Mācuahuitl (Maca). This is the most common weapon used
  in the True World and its use is unbounded by cultures and
  even races. Among the gods, Zaltec is known for his great
  black mācuahuitl which he used to behead his mother
  Maztica.
  It is also claimed that he taught mankind the secrets of its
  creation and design. The maca is essentially a flat, wide
  wooden sword with sharp plumastone blades embedded into
  its sides. When wielded using two hands, it is said that a blow
  from this weapon could decapitate a fire lizard.
  Itztōpīlli. This weapon was similar in design to a standard
  axe, but one side had a blunt protrusion rather than a second
  blade. Generally, the sharp edge is used in battle, but if the
  wielder chooses, the blunt edge could be used for 1d6
  bludgeoning damage instead of the normal 1d8 slashing.
  Mācuāhuitzōctli. Generally, this weapon was used as a club
  and was slightly over one and a half feet long. Four knobs and
  a pointed tip protrude from its end and the tip could be used
  to deal 1d6 piercing damage rather than the normal 1d8
  slashing if the wielder so chooses.
  Ahtlatl. This weapon is known among Faerûnians as the
  “Maztican Dart-Thrower,” but in the Maztican tongue it
  literally means “Extended Arm.” Typically, this weapon is used
  to hurl darts called "tlacochtli" with greater force and from
  greater range than they could be thrown by hand. It can also
  be used to hurl arrows known as yāōmītl. The people of
  Tulom-Itzi developed this weapon shortly after Darien’s army
  of marching ants decimated their city, but its use has spread
  to all corners of the True World, particularly in Kultaka.
  Tlacochtli. These are the darts that are typicallylaunched
  from an ahtlatl. In actuality, these darts are more similar in
  size to a spear (at nearly 6 feet long). The darts are typically
  tipped with plumastone heads.
  Yāōmītl: These are the versatile war arrows that can be
  thrown from an atlatl or launched by a tlahhuītōlli. They are
  barbed with plumastone and typically fletched with turkey or
  duck feathers.
  Tlacalhuazcuahuitl. This blowgun is made of a hollow reed
  and it almost always uses a poisoned dart as ammunition. The
  darts themselves are made of sharpened wood fletched with
  cotton. This is a favored weapon of the halfling tribes of
  Maztica.
  73
  
  Tlahhuītōlli. This weapon is the most commonly used
  Maztican war bow. It is made from extremely flexible wood
  and is approximately five feet long stringed with animal sinew.
  Other Gear
  These items found in Maztica consist of various foods,
  adventuring gear, trade items and tools. This list does not
  include items that Mazticans may use that appear in the
  Player's Handbook.
  In addition to these, items such as cloaks, gems, feathers,
  animal skins, beans, cotton, shells, building materials, and
  stones are also traded and sold.
  Artisan’s Bag. This relatively small hide bag contains all
  the materials necessary for a Maztican artisan to continually
  work his craft. It also holds many material components for
  spells much like a wizard’s component pouch.
  For plumaweavers, the bag typically holds a variety of
  mundane feathers, while a hishnashaper’s contains various
  small teeth and talons.
  Axayacatl. This is the primary food of the beasts of the
  Viperhand and perhaps is the sole reason the creatures have
  remained populous even in their barren land. The axayacatl is
  a water bug that is harvested in the thousands.
  Other Gear
  Item
  Cost
  Weight
  Artisan’s Bag
  25 gp
  2 lb.
  Axayacatl
  1 cp
  —
  Blood Salt (dose)
  150 gp
  —
  Chicle
  1 sp
  —
  Chocolate
  10 gp
  —
  Kurari (dose)
  200 gp
  —
  Fire Peppers (dose)
  150 gp
  —
  Mīcomitl
  1 gp
  1 lb.
  Nezca (dose)
  10 gp
  —
  Octli (cup)
  4 cp
  —
  Tarqa Root (dose)
  200 gp
  —
  Uictli
  5 sp
  5 lb.
  Xocoatl
  25 gp
  —
  74
  
  They are often dried in the sun and ground into dough. After
  being cooked in lime water they are wrapped in cone shaped
  mayz husks and eaten.
  Blood Salt. Near mineral deposits in the House of Tezca, a
  red salt can be found which causes severe nausea if imbibed.
  For up to an hour after ingesting the salt, the imbiber is
  poisoned (Constitution check DC 12 to avoid). It only requires
  small amounts of the salt to have this effect and when
  dissolved in water it can easily go unnoticed.
  Chicle. This product is the hardened sap of the evergreen
  tree known as sapodilla. It is chewed rather than eaten
  outright.
  Chocolate. Made from sugar and the cocoa bean, chocolate
  is considered a true delicacy in the True World and beyond.
  The relatively high value of the cocoa bean is in fact due to
  this demand.
  Kurari. Typically held in coconut containers, kurari poison
  is a powerful paralytic poison created from plant sap that is
  primarily used by the jungle halflings. Kurari is a viscous
  yellow/green liquid and anyone hit by a slashing or piercing
  weapon to which it is applied must make a Constitution save
  (DC 13) unless they are immune to poison. If they fail the save
  they are paralyzed for 1 minute. At the start of every one of
  their turns, the paralyzed creature can save again to shake off
  the effects.
  One coconut full holds anywhere from 20-50 doses (and is
  priced accordingly). A single dose can coat one weapon for a
  single attack, but up to three arrows each, which it is typically
  used for. Unlike basic poisons, the viscous material does not
  dry up quickly and can remain potent up to an hour.
  Fire Peppers. Far more powerful than normal spices, with
  a successful attack, fire peppers could be used to blind one
  creature for 1 minute. Also, if a creature ingests at least one
  entire fire pepper, it must make a Constitution save (DC 10 +
  number of fire peppers consumed beyond the first) or become
  incapacitated. This spice is popular as a foodstuff among the
  Far Payits who appear to be resistant to its negative effects
  (advantage on the Constitution saving throw).
  Mīcomitl. This is the name of the typical Maztican quiver
  and is usually made of animal hide. It could hold up to twenty
  arrows.
  Nezca. The mushroom known as nezca grows in the
  shadows of jungle trees in the foothills and mountains. The
  Dog People sometimes foray into these areas outside of their
  desert homes to find the fungus in order to induce visions and
  “commune” with their ancestral spirits. The effects that it has
  are not in fact magical, but chemical. When eaten the imbiber
  must make a Constitution save (DC 10) or become
  incapacitated for 1d4 hours, though the save can be
  intentionally failed. The “visions” continue for days but do not
  otherwise have any game effects.
  Octli. This milk-colored, viscous liquid produces light foam.
  It is made by fermenting the sap of certain types of maguey
  plants and is an alcoholic beverage.
  Tarqa Root. The tarqa plant has deep woody roots from
  which a poisonous white powder can be extracted. If inhaled,
  this powder causes debilitating seizures if a Constitution save
  (DC 12) is failed. The root does 2d4 poison damage and
  causes the creature to act as if stunned for one round.
  Uictli. Wooden digging sticks used by farmers and other
  commoners. Uictli bear some resemblance to a spear and a
  character proficient in the use of spears could gain their
  proficiency bonus when using the uictli as an improvised
  weapon (yet still only doing 1d4 damage).
  Xocoatl. This is a spicy and hot chocolate drink popular
  with the rich and nobility. It is made from a mix of cocoa
  beans, flour from mayz, water and fire peppers.
  Currency
  The standard in currency has been in flux for a long time in
  the True World. Originally, most of the exchange in Maztica
  was done using a barter system that included goods and
  services as much as precious metals, stones and artwork. Due
  mostly in part to the pochteca, a standard was needed to
  represent the high value of foreign goods from all parts of the
  continent.
  The “cocoa bean” (cb) eventually came to represent the
  basic unit of currency and is roughly the equivalent of a
  Faerûnian copper piece. In areas where the crop was more
  common, the cocoa bean could be worth far less, worthless in
  fact – except in large quantities.
  Yet in other regions a cocoa bean could be exchanged for up
  to an entire silver piece. Around the time of Cordell,
  Faerûnians found the bean to be delicious (and profitable for
  exchange merchants) so they fetched a much higher average
  price in Ulatos, Trythosford and New Waterdeep.
  In the larger cities, other forms of currency were used
  including ears of mayz, coral buds, copper blades, quills filled
  with gold dust (gq), and sizeable chunks of uncut turquoise or
  jade.
  Since the time of the Golden Legion, most of the True
  World has adopted the foreigners’ system of minting coins.
  The first gold coins were printed with Cordell’s face on one
  side and an eagle on the other which was rumored to
  represent Cordell’s eagle knight ally Poshtli. Apparently,
  Cordell’s narcissism didn’t go over well with the lords and
  ladies of Amn, so this coin was only in print for a few years.
  Collectors are now willing to pay up to ten times the actual
  gold value for such rare coins.
  Coins have since been printed with popular Revered
  Counselors and the eagle backside has been kept. A jaguar
  representing the great jaguar knight Gultec has also been
  used regularly. When found, treasure in the True World could
  contain any version or mix of the currencies given, but
  typically the older the horde, the less likely each will be found.
  Older hordes typically find most of their value in pure
  precious metals, stones and artwork.
  Average Exchange Rates
  Currency
  cp
  sp
  ep
  gp
  pp
  Cocoa Bean (cb)
  1
  1/10 1/50 1/100 1/1000
  Ear of Mayz
  1
  1/10 1/50 1/100 1/1000
  Copper Blade
  10
  1
  1/5
  1/10
  1/100
  Coral Bud
  50
  5
  1
  1⁄2
  1/20
  Quill of Gold Dust (gq)
  500
  50
  10
  5
  1/2
  Uncut Jade
  1000 100
  20
  10
  1
  Uncut Turquoise
  5000 500 100
  50
  5
  75
  
  Adventures
  A
  dventuring in Maztica is a unique challenge and
  experience for both players and DMs. It is a
  fantastical approach to cultures that might not
  be familiar to either. The following sections can
  be used to spark adventures (or used in their
  entirety) for years to come.
  Hooks and Rumors
  It cannot be forgotten that Maztica is in fact a continent, and
  the possibilities for adventure are virtually limitless. The
  novels and to a lesser extent the 2nd Edition boxed set define
  an adventure of epic scope, but there are many more than
  what can be covered in just those few pages.
  The following section is devoted to a few additional rumors
  and adventure hooks that the DM could easily expand upon.
  Some are specific to locations while others are easily placed
  anywhere within the True World.
  The Thirteen Butterflies of Qotal
  In ancient days the gods commanded their worshipers to build
  them a pyramid of such splendor that none like it had ever
  been known before in the True World. The gods directed them
  to build this pyramid deep in the desolation of the House of
  Tezca, where the gods could battle within its gargantuan
  temple. Qotal and Zaltec provided for their devoted in the
  desert and soon a city formed with numerous homes, palaces
  and additional places of worship. This City of the Gods was
  known as Tewahca and before the battle was to commence,
  the gods demanded sacrifice.
  Zaltec called to his throngs of warriors and soon ten-
  thousand strong offered their hearts upon the pyramid's blood
  soaked steps. Qotal, ever the gentler of the brothers, brought
  only a gilded cage of thirteen butterflies for his own sacrifice.
  As he released the butterflies, they flew from the cage and all
  signs of Zaltec's gory deeds were cleared. Zaltec roared his
  rage and battle commenced between the siblings.
  To the delight of his devout, Qotal emerged victorious that
  day.
  After the battle, the desert began to once again dry up and
  soon after, the human inhabitants fled to other lands. Tewahca
  was lost to the sands of time and remained hidden for
  centuries (though in more recent events it has been found!).
  Qotal's butterflies too, had never been seen again, though it is
  said that wherever they flew, the most verdant and colorful
  regions of the True World were born. In Far Payit, blight has
  affected the lush jungles. Slowly, vast swaths of the wooded
  realm have turned pale and lifeless. Elders of Tulom-Itzi have
  determined that this destruction has been caused by the
  smallest of creatures.
  This insect, known to the white skinned immigrants as a
  "beetle" is not an enemy that can be defeated with maca or
  magic. It seems as if the forests and jungles are doomed and
  only the gods themselves could save Far Payit now. Watil,
  Maztica's goddess of plants and nature, has provided one of
  her highest priestesses with knowledge of a possible solution.
  This priestess was given a vision during her sleep that she
  was flying through the jungles at a great speed. After what
  may have been moments or hours, as time was
  incomprehensible in her vision, the priestess came upon a
  sheer cliff in the jungle. A narrow cleft in the rock, only large
  enough for travelers to pass one at a time became visible
  under thick vines and foliage. High above the cleft, she noticed
  a symbol. Her eyes, or rather her awareness, could not focus
  on the image to begin with, but soon the symbol began to
  glow, beckoning her deeper into the cleft. The now golden
  image was unmistakably in the form of a beautiful butterfly.
  Perhaps the very ones that Qotal had so long ago unleashed
  upon the world!
  As the priestess forced her consciousness into the cleft, a
  new feeling fell upon her; this one was of menace and
  darkness. Before she could go much further, the feeling
  became overwhelming and the last thing she could remember
  was the feeling of teeth and the smell of rank breath
  surrounding her.
  The Men of Mud, Wood and Gold
  When the gods first came to the True World they sought to
  create man to worship and honor them. First, they created
  men from the mud of the great riverbanks. At first, these men
  pleased the gods, but when Azul's first rains came, the men
  were washed away and the first playthings of the gods were
  lost to them. Next, the gods attempted to make man of wood.
  The rains came and the wooden man could withstand even
  the greatest deluge. The gods were pleased until the lightning
  of Tezca set the wooden man on fire, and once again the gods
  had failed. They then forged a man of gold. While these beings
  were immune to both the rains and fire, they had no true
  tonalli to speak of and the gods were not satisfied with their
  worship. The gold man was soon discarded and the gods
  despaired.
  Finally, the Father of the Gods, great Kukul - took his
  macuahuitl and severed his own fingers. The fingers fell to the
  world and wriggled until they stood and mankind as we know
  it was born. The gods were finally pleased.
  There have been stories handed down from the greatest
  plumaweavers that not all of these men perished in those
  ancient days. The legends hold that those that survived felt
  abandoned by their creators and hold no love for their gods, or
  for their favored creations...
  In a remote part of the True World, these proto-men do still
  survive. The men of mud (lutum), wood (evil treants) and gold
  (golems) still survive in hidden valleys far from major human
  population centers. Perhaps one of these hidden enclaves is
  found and the creatures vent their rage on the interlopers.
  After tasting a small bit of revenge, perhaps they seek more
  and begin terrorizing local villages and towns. Can the
  adventurers stop them? Perhaps the gods themselves could be
  convinced to accept their long lost creations? Kiltzi as the
  goddess of love, for one, might favor acceptance and
  forgiveness, but do these "original men" even want to be
  accepted?
  76
  
  Princess Aliah of Far Payit
  The tragedy of Princess Aliah is a well known story
  throughout Maztica which is used by elders to teach the evils
  that might come from unhealthy obsessions. Though it might
  not have been the direct cause of the end of the Golden Age of
  Payit, it certainly heralded the beginning of the end.
  During the Golden Age of Payit, mankind had moved into
  grand cities and advanced in the arts, astronomy and trade
  like at no other time in history. A young princess of Ulatos
  known as Aliah was said to have been the most beautiful
  woman in the land and many suitors sought her hand. She
  was betrothed to her half-brother Xetl when she came of age
  and men across many nations despaired. The proud prince
  Tacal of Far Payit, however, would not accept anyone but
  himself as her rightful husband.
  Tacal believed himself to be the only one suited to marry
  such a bright jewel and with a small group of conspirators, he
  formulated a plan to take her. On the evening of her wedding
  to Xetl, Tacal and his allies infiltrated the grand ceremony.
  When the time was right, he signaled his men and before she
  could make her vows she was bound, gagged, and whisked
  away to the edge of the temple. The eagle and jaguar Knights
  of Ulatos were too persistent and canny to be outmaneuvered
  and Tacal was soon caught. His retinue was slain to the man.
  Tacal was a prince of the city of Tulom-Itzi in Far Payit and
  his whole family had been invited to the ceremony. They too
  were slain in the chance that they might be in league with the
  abductor. When Tacal saw his plans foiled and his entire
  family thrown from the edges of the temple, his mind was
  shattered. With an obsidian dagger he cut the throat of Aliah
  and murdered the object of his obsession. Though war never
  blossomed between Payit and Far Payit, something certainly
  changed in the True World after the tragedy.
  Trade diminished, art and learning no longer flourished, and
  soon the families began to move back into the jungle and the
  much smaller villages. Civilization, it seemed, was to take a
  step backwards.
  Recently, apparitions have been seen in modern Ulatos and
  even in nearby Helmsport. It is said that the spirits of both
  Aliah and her tormentor have never quite rested fully. In truth,
  Aliah has moved on to her just reward in the afterlife, but the
  rumors are true about Tacal. His jealousy and betrayal have
  caused him to arise as a powerful mictlanec, and he forever
  seeks his "betrothed."
  Tacal has remained buried in his unmarked grave for
  centuries but was released after recent construction in the
  outskirts of Ulatos. He has since located his former co-
  conspirators and they serve him again as shadows. Now, Tacal
  searches in the darkest hours for Aliah and he is more than
  happy to enact revenge on the people of Ulatos during his
  search.
  Camazotz
  The name Camazotz has been spoken in stories both ancient
  and new. A "boogeyman" as the white men of Faerûn would
  say, or a god that only a tortured soul would honor. As dark
  Zaltec eats the hearts of his worshipers, this divine being is
  said to drink the blood spilled both in sacrifice and on the
  fields of war.
  Though they share a moniker with another dark being, the
  "obsidian butterflies" of the True World (bats, to Faerûnians)
  are said to heed his every command and when a child is found
  pale and bloodless on a morning after particularly starless
  nights, they are said to have fed the god. Children are not the
  only victims of the god's deprived appetite and many careless
  men and women have disappeared in the jungles only to be
  found days later, completely drained. The disappearances have
  occurred much more frequently as of late.
  While Camazotz might be the name of a true deity, the
  being who takes that name in Maztica is nothing of the sort,
  yet he is no less horrifying. Camazotz was one of the first men
  of Maztica, possibly one of the actual fingers of Kukul that
  first wriggled to life in untold ages past. He was the first to
  worship Zaltec as his dark patron, though before long he
  developed his own taste for blood and the hearts of sacrifice.
  Camazotz began to believe himself greater than his deity
  and more worthy of sacrifice than the Eater of Hearts himself.
  His powerful personality convinced more than a few
  sycophants of his claims and they were forced to build
  temples to the man-god. It is said that Zaltec himself slew the
  pretender upon the summit of one of his own blasphemous
  temple-pyramids and with that the time of Camazotz was
  thought to be over.
  Itzapaplotl, the true Obsidian Butterfly and demoness of the
  Maztican pantheon was at the time a lover to Zaltec. Their
  "relationship" as it was, was fraught with jealousy and grabs
  for power, and in Camazotz she saw a way to hurt her dark
  bed mate. She raised Camazotz as the undead; one who
  forever depended on blood and would forever take what he
  could grab from the mouth of Zaltec himself. Knowing that
  Zaltec would seek his demise, Camazotz stuck to the dark
  places of the world and hid.
  Over the centuries he grew in power and fed from the lost
  and the unwanted. This ancient Maztican vampire now has
  followers hidden in all parts of the True World and he still
  plots to one day take the divinity that he rightfully deserves.
  Rumors from the South
  One of the survivors of Cordell’s original invasion and
  attempted subjugation of Nexal was a soldier named Jalimar
  Trollslayer. He was a greedy man who cared all too much for
  the gold that the expedition sought after and he was not well-
  liked by the natives for this reason.
  However, Jalimar was a brave soldier in battle and he was
  awarded a large tract of land by Cordell which became a
  plantation. Jalimar in his lust for gold was never satisfied in
  his role as a plantation owner and he eventually sold the land
  to a petty noble from man from Memnon known as Drakosa.
  Jalimar set forth on an expedition of his own, following
  rumors of vast amounts of wealth far to the south. Along with
  him, he brought ten other Amnites and fifty native Payits. Not
  a single member of this large expedition was ever seen again.
  The story of Jalimar Trollslayer was a deterrent to others who
  might have sought wealth of their own in the south. For
  decades, the only knowledge of these far lands has remained
  its name – Lopango.
  77
  
  Jalimar’s standard was recently found in the possession of a
  pochteca and identified by a scholar of Tukan. Emblazoned on
  a golden disk, the sign of a trolls skull split by a broadsword
  and emblazoned with a motif of fire was unmistakable. What
  was even more surprising, was the fact that the coin had been
  printed with a date, and that date was only two years ago!
  Product Note
  This hook is developed off of the description of
  Plantation Drakosa from page 7 of FMA1 Fires of
  Zatal. In addition, it is designed to give a reason for
  sending players to the southern continent of
  Lopango.
  The Dark Mound
  Dark Mound is a short series of encounters designed for new
  characters in the setting of Maztica. By the end of the
  adventure, depending on the PCs actions and the number of
  encounters that occur, the players should have gained a few
  levels. It is designed to begin at 2nd level for four players.
  Background
  Tulom-Itzi was once decimated by thousands of marching
  giant ants spurred on by Lolth’s dark magic and the bidding of
  the albino drider Darien well over a hundred years ago. The
  ants were eventually killed and Tulom-Itzi was rebuilt, but the
  ant threat never truly disappeared.
  Some ants, led on by pure instinct, founded their own new
  colonies and new queens were born in their dark tunnels. The
  Itza inhabitants of Far Payit are not old enough to have been
  alive when this horror occurred. However, they have been
  taught by their parents and their parents’ parents to eradicate
  colonies whenever they should pop up, lest the terror of a
  century past come again.
  Set Up
  In Far Payit, the Itza people are always on the lookout for new
  folk to help guard the numerous jungle villages. Even Tulom-
  Itzi itself, the great capital city of the jungle realm, has need of
  heroes and the party looks like just the bunch. A village elder
  attempts to hire the party to eradicate a colony of fire ants.
  This is not just any colony, however, and the party is in for
  quite a surprise if they believe themselves above killing simple
  ants.
  In fact, the colony in question is of deadly giant fire ants!
  The elder in question, a doddering old plumaweaver names
  Atl, will offer the party a princely sum of 30 gold quills should
  they slay the colony queen and bring back evidence of her
  demise. With their queen destroyed, the individual ants will
  likely disperse or sicken and die on their own. Either way, they
  will no longer be an impending threat.
  Entrance. Read the following description to the PCs as they
  approach the entrance to the anthill.
  This is by far the most massive anthill you have ever seen.
  Rising twenty five feet or so into the air you can only imagine
  the size of the ants that live within. You have agreed to your
  quest however, and no time is as good as now to begin.
  As long as you stay close and cover each other’s backs, you
  should be able to get to the queen’s chamber and slay her. Or
  at least, you hope you can.
  Once the PCs have entered the mound, they will have to
  navigate a lair of dozens, if not hundreds of chambers.
  The interior is pitch black and there is little sound except
  for the slight sounds of movement from elsewhere in the
  mound.
  Random Encounters. The players will have to search the
  interior of the ant colony for 1d8 full hours in order to have
  the encounter in each of the named chambers. During their
  exploration, they will have to roll every four times (every 15
  minutes or so) to determine if they have a random encounter.
  You may decide how long it takes to travel between each
  named chamber, but they should come in relatively rapid
  succession towards the end of the search.
  Some of these encounters occur within the tunnels
  themselves in which case the PCs will have to fight in single
  file from a prone position.
  Roll 1d20 and check the following table to determine if an
  encounter occurs, and under which conditions.
  Random Encounters
  Roll 1d20
  Encounter
  Conditions
  1-11
  None
  None
  12-13
  1d4 Worker Giant Fire Ants
  None
  14-15
  1d4 Worker Giant Fire Ants
  Must fight Prone
  16-17
  1d4 Male Giant Fire Ants
  None
  18-19
  1d4 Male Giant Fire Ants
  Must fight Prone
  20
  1d4 Males + 1d4 Workers
  None
  Rewards. In each ant encounter listed above ants, there is a
  possibility that one of the ants is dragging a corpse of some
  unfortunate human (an Itza man or woman) to the mushroom
  farm or directly to the larva chamber. Roll 1d8 at the
  completion of each encounter. Each of the following can only
  be rewarded once. If a result is repeated, treat it as if the
  result was “none.”
  Rewards
  Roll
  1d8
  Reward
  1-4
  None
  5
  A bag with five uncut pieces of jade and 2 uncut
  pieces of turquoise (150 gp total)
  6
  A belt with a gold buckle (50 gp) and a potions of
  healing
  7
  A featherwoven +1 ring of protection
  8
  A +1 tēmātlatl and 10 quills of gold dust (50 gp)
  Chambers. Though there are hundreds of tunnels and
  chambers in the ant colony, the true heart lies deep in the
  lowest chambers. The named areas are the only keyed
  encounters but the DM may want to develop others to expand
  the adventure. E
  78
  
  Crossroads
  The party is entering the heart of the dark mound and this is
  the area with the highest traffic. Roll once on the random
  encounters table when the party first enters these chambers,
  then again after each five minutes.
  Dead End
  Years ago a curious myconid and some myconid adults broke
  through to this portion of the ant colony. They were quickly
  overwhelmed by the ants and all were slain but the king. The
  ants instinctually collapsed the majority of the tunnel but if the
  DM chooses to allow it, the players could dig here and find the
  entrance to the underdark.
  The digging would take two hours, requiring a roll on the
  random encounters table every 15 minutes. The uncovered
  tunnels then lead into areas outside the scope of this
  adventure.
  There is something else of interest in the room. Read the
  following to the PCs when they enter.
  As your light reaches the back of the chamber, you notice
  something that all adventurers like to see. A wooden chest sits
  in the center of the chamber. It is closed, but you can only
  imagine what treasures lie within!
  When things appear to be too good to be true, they likely are.
  The moment the first PC comes within striking range, the
  chest will reveal itself to be a mimic. The mimic did not
  expect to see humans in its current location but it had no use
  in fooling the ants, so it has remained in its chest shape
  indefinitely.
  Fungus Farm
  The fire ants are perfectly willing to eat raw meat, but the vast
  majority of their food comes from fungus that is carefully
  cultivated by the ants. This is a particularly large fungus farm
  that is used primarily to feed the queen and her larvae. When
  the party enters read the following.
  You have just entered the largest chamber you have yet to see
  within the dark mound. Your light source shows that from end
  to end, the chamber is probably over 200 feet in diameter. The
  ceiling also looms about 50 feet above you.
  As you look inside, you notice a white fungus covers nearly
  the entire chamber. When you walk, you find yourself ankle
  deep in the material. Protruding from the rot are dozens of
  human, halfling, jaguar and other less easily recognizable
  corpses.
  There are no ants here at the moment but when you peer
  into the back of the chamber you notice some brown and red
  hued fungi as well. The fungi begin to move in your direction!
  The ants might not be intelligent but their instincts are
  incredible when it comes to the design and well-being of their
  home.
  79
  
  The ants have trapped a myconid sovereign here that came
  in through the Dead End before that exit to the underdark was
  closed off.
  The ants, perhaps due to the effects of eating the strange
  fungus that grows here, seem immune to all of his spore
  attacks. They have left the creature here alone in the farm, but
  whenever the myconid attempts to escape it is torn apart by
  male and worker ants. They always leave the myconid just
  clinging to life.
  The myconid’s presence here encourages the growth of the
  fungi which the ant queen seems to understand. Its sad
  situation bears a stunning resemblance to imprisonment.
  Unfortunately, long years of solitude have driven the
  myconid sovereign to insanity. It is now effectively a chaotic
  creature and will attack anyone entering the farm on sight
  (with the exception of the ants). It will begin its attack with
  hallucination spores.
  The corpses are all in varying states of decay, and a grand
  total of 300 gp in small items of jewelry and loose coins can
  be found. However, it takes a full hour to search the room
  completely and the random encounter table should be
  consulted once again every 15 minutes (ignore the prone
  condition).
  Queen’s Chamber
  The giant fire ant queen lairs in this chamber and she is
  continually attended by 4 male giant fire ants. The queen is
  in the process of laying eggs and is not actually mobile at the
  moment. She is, however, capable of using her acid spray
  attack and will do so whenever it is available and there are
  PCs in range.
  If the males are slain, she can easily be picked off with
  ranged attacks. There is no treasure in the room, but the PCs
  should remove a mandible or some other form of proof that
  the queen has been slain should they wish to collect their
  reward in Tulom-Itzi.
  Egg Chamber
  Five worker giant fire ants continually attend the larva and
  eggs that occupy this chamber. There are currently close to
  100 wriggling larva (noncombatant) and over 200 eggs!
  If the queen has been slain the message will already have
  been relayed to these workers through chemical means and
  they will be berserk. This causes the ants to behave erratically
  and at the start of every one of their turns, roll a 1d4. If a 4 is
  rolled, one of the ants begins to attack another ant rather than
  the PCs.
  Mud Chamber
  The ant mound is truly a wonder of architecture, particularly
  for creatures that are supposedly unintelligent. Whenever
  heavy rain falls, excess water flows into this chamber. Without
  it, some of the nastier weather might otherwise cause the ants
  to drown.
  It has not rained severely in months so the bottom is
  actually just a mud pit that PCs must make a Dexterity
  (Acrobatics) check with a DC of 13 to prevent themselves
  from getting stuck each turn they use movement in the
  chamber (the character is restrained, requiring a successful
  Strength check with a DC of 13 to escape).
  The mud also acts as difficult terrain for movement
  purposes. What’s worse yet, is that a quintet of mud mephits
  have made this pit their home. The ants leave these planar
  nuisances be as they don’t even appear as living beings to the
  ants senses.
  The mephitis will wait until one or more PCs is stuck in the
  mud to attack. They have collected small trinkets from the
  victims of the ants over the year, most of them worthless, but a
  DC 13 Wisdom (Perception) check will uncover a skin of
  pouring hidden in the muck.
  Conclusion
  Exiting the mound once the queen is dead will be a much
  simpler ordeal than entering as the ants will be in a state of
  confusion. If they have had an easy time at it, perhaps the PCs
  can have a few more battles coming their way.
  In Tulom-Itzi, Atl gives them their due reward if they present
  proof of the queen's demise. The PCs could easily be
  contacted in the future now that word has gotten around
  about their bravery.
  80
  
  Monsters
  T
  here are familiar enemies like the displacer
  beast and trolls waiting to challenge and kill
  upstart heroes in the True World, but there are
  also many creatures that are virtually unknown
  in Faerûn or anywhere else in the world. This
  collection is just a small sample of those
  creatures. 
  Giant Fire Ants
  Giant fire ants are terrible and aggressive beasts that once
  decimated the city of Tulom-Itzi and have since plagued the
  nearby jungles.
  Unlike most giant ant species which tend to bite and spit
  acid into a wound, giant fire ants actually use their mandibles
  mostly just to grasp at prey and position themselves while
  they sting with their abdomens, injecting a venom that has a
  powerful burning pain, thus giving the ant their common
  moniker.
  Giant ants are broken up into three different "castes" with
  different duties. The workers can defend a nest but are more
  useful for basic maintenance, tending to grubs and farming.
  Males are primarily for defense and inseminating the queen,
  and a single queen spends most of her existence eating and
  laying eggs. Queens are incapable of moving while
  reproducing but they do have an acidic spray which they can
  use to defend themselves.
  81
  
  Maztican Jaguar
  Slightly larger and more powerful than its relatives in other
  parts of Toril, the legendary Maztican jaguar is not a beast to
  be trifled with.
  For thousands of years, mankind has emulated the creature
  to learn stealth, how to hunt and even gain fighting tactics. It
  is largely considered a sacred animal and some villages find it
  taboo to kill one, even in self defense. Others think it a right of
  passage for young hunting parties to find and kill their first
  Maztican jaguar.
  Maztican jaguars are the totem creature for the jaguar
  knights and it is not entirely unknown for a particular lodge to
  keep a few as guards or allies.
  82
  
  AZURE SKIES
  AZURE SKIES
  AZURE SKIES
  AZURE SKIES
  AZURE SKIES
  83
  
  Azure Skies
  A
  t one time, Mazticans might not have understood
  or accepted the speed at which the world around
  them changed. But in the past century and a half,
  world-shaking events are occurring at least once
  a generation. The Sundering was no exception,
  where once again the skies returned to azure.
  Azure Skies is a short narrative showing how the native folk
  of the continent of Maztica experienced the worldwide event
  known as the Sundering.
  Prologue
  Anxelli was running through the jungle, ignoring the brush
  scratching at her face. Famous in the northern reaches of
  Payit for her exceptional speed, the village elders knew that
  she was perhaps the only one capable of surviving this task.
  Anxelli however, knew that even the fastest of humans couldn't
  outrun the raptors which pursued her. The bird-like lizards
  rarely needed a reason to hunt but the fact that she carried an
  entire clutch of their eggs in a feathered sack gave them a
  sense of purpose uncommon for such creatures.
  Even in her panic and state of mortal danger, Anxelli's
  thoughts went to the remarkable calls of the hunting bird-
  lizards.
  Similar in some ways to the calls of jungle birds, the hoots
  and whistles were actually quite beautiful. The startling
  variety and inflection gave her the impression that the raptors
  might communicate just as effectively as man with his
  language. She knew that if this was so, their words could only
  mean, "We have her now."
  As the calls got closer, she heard the approach from all
  sides. The raptors were surrounding her. It would not be long
  before she ran headlong into the one whose calls now came
  from her front. As she ran, Anxelli removed the obsidian knife
  from her belt pouch, knowing full well it would not be enough
  to protect her from these powerful predators. She thought
  that she might be able to take one of the beasts with her as
  she prepared herself to enter whatever world might come
  next. 
  =======
  Under her feathered headdress, Cualli, smiled at her
  “children” as she had for the past eight centuries. They were
  beings of impossible beauty, yet the plumazotl never showed
  even the slightest hint of trepidation when addressing her
  horribly disfigured form. In a time long past she and her
  husband Itzamna Manik created them in what many consider
  the greatest feat of plumaweaving ever performed by a mortal
  or possibly even immortal being.
  Cualli and Itzamna suffered terribly for that act. They were
  tortured and burned for decades under the ministrations of
  the xiuhcouatl; flame-like perversions of her deity’s own most
  favored creations; the couatl. The terrible flame serpents had
  been sent by both the deity of fire Tezca and the murderous
  god Zaltec for what they deemed was an act of unsurpassed
  hubris. Itzamna eventually succumbed to the flames but Cualli
  lingered on.
  Dedication
  This story is dedicated to my mother. 
  Her name can be found in the hero Anxelli, and her
  loving wisdom in the soul of Cualli. 
  For the remainder of her existence, she had been forced to
  live with virtually no discernible face. Her eyes remained, but
  her once beautiful lips, nose and ears had been literally
  melted from her face so that only the gaps in her pink skin
  remained. As if to torture her more fully, the xiuhcouatl left
  her senses intact, thinking that she would suffer more as she
  experienced her disfigured form. Her lasting suffering in truth
  came only from the loss of her husband. Even after hundreds
  of years, the death of Itzamna Manik still felt like a fresh
  wound that no scars could ever seal.
  The chieftain of the plumazotl, a favorite of hers who went
  by the name Makuatua, approached and her pride swelled.
  The existence of these beautiful beings was the reward for her
  endurance. Composed entirely of beautiful feathers sculpted
  into the shapes of birds or men, they were a wonder to behold.
  Despite her emotional pain and the sacrifices she made,
  Cualli knew that if she had to do it all over again her choice
  would be no different.
  =======
  In her stone palace deep in the rocky sky kingdom Tamoacha,
  Itzapaplotl scratched her taloned feet on the still squirming
  pale white bodies beside her throne. Itzapaplotl, who had also
  been known across the ages as the Obsidian Butterfly, found
  herself above all things bored. Only a month ago her star
  demons (or tzitzimitl) captured an entire clutch of the parrot-
  like humanoids known as aarakocra for her sadistic pleasure.
  Since the gods had disappeared over a century past, her
  minions have been able to raid the world below at their
  leisure.
  In the first days long before the changing of the sky – Kukul,
  the Father of the Gods, decreed that Itzapaplotl could not prey
  upon his creation as long as his eye was turned toward the
  world. Only occasionally would the The Eye of Kukul be
  obscured from the world’s view by Toril’s satellite – and during
  these eclipses, she could do as she pleased.
  In a joyous turn of events just over a century ago the entire
  planet below disappeared and was replaced with a new steel
  skied version of the original. The lands of the True World
  somehow remained, but on this new world no god was present
  to hold her to Kukul’s ancient dictate. This century had
  allowed her to slaughter at whim!
  84
  
  There had been less fortunate changes as well. No longer
  dependent on their gods, mankind began to grow significantly
  and rapidly in strength. Their magic of hishna and pluma was
  not as weak as it once was and tempered by a more primitive
  and brutal world, human warriors had grown more fearsome.
  Mankind had even turned back her tzitzimitl on occasion. She
  cared for her creations only as tools for her depredations, but
  still this turn of events drove her into fits of rage.
  Itzapaplotl was nearly lost in her own musings when to her
  pleasant surprise she found a single feather on the still living,
  but mostly unconscious aarakocra that lay to the right of her
  throne. She took pleasure in violently removing it, knowing
  that the creature still had a little suffering left to endure.
  =======
  Though she could detect the faint odor of rotting meat as if
  the breath of a raptor was upon her, Anxelli found a reason to
  hope. She heard the sound of running water and believed it to
  be that of a nearby river. Though Anxelli was not entirely sure
  how effective raptors were as swimmers, she was certain that
  she stood at least a better chance entering a swift stream if
  only she could make it in time. Hope renewed her
  determination and Anxelli ran faster than she ever had before.
  The calls of the raptors grew faint as the sounds of running
  water intensified. For a brief moment she thought she might
  make it, but then a trio of raptors stepped directly into her
  path.
  They had herded Anxelli like the fowl she once ran down
  with her childhood playmates. The river also proved to be a
  false hope. It lay far below a cliff face she now approached and
  even if she could get by the raptors, she doubted the
  possibility of her survival with a jump. The three stood
  blocking the cliff face and more could be seen arriving to her
  left and right. Clever creatures, it was obvious that the raptors
  behind her now had her completely trapped.
  Acting purely on instinct, Anxelli ran towards the closest of
  the plumed lizards and slashed her blade. She stabbed at it
  hard and scored a direct hit to its fanged mouth, but if it felt
  the slight wound she caused in its front shoulder it certainly
  did not react as such.
  The raptor bit at her but she managed to use her
  momentum to slide under the beast. Not that it mattered, but
  her obsidian blade had fallen from her hand when it struck
  and now she was left utterly weaponless. All three raptors
  charged her as she stumbled back to the very edge of the cliff.
  Anxelli had to decide at this moment if it would be teeth or the
  jagged rocks below that would end her life.
  Perhaps there was another way? In desperation she
  removed the pack full of eggs and held them before the
  raptors. Anxelli held the eggs high; making it obvious her
  intentions to smash them should the creatures make a move.
  Their intelligence was obvious so Anxelli knew the raptors
  would understand her intentions. For a brief moment her plan
  seemed as if it might work and the raptors hesitated. Then, in
  blatant defiance of her bluff, a raptor with blue-green plumage
  struck out at Anxelli’s belly with its vicious talon.
  The wound was deep and the pain caused her to nearly
  faint. Instead of dropping the eggs, in one last desperate
  attempt, she threw them high into the air to cause a
  distraction before she jumped to her doom.
  On her way down Anxelli saw that one of the raptors caught
  the thrown bag in a remarkably delicate manner. “Good for
  them,” she thought. Anxelli was satisfied knowing she hadn’t
  taken the lives of so many unborn along with her own. In her
  last moments, she regretted taking the eggs and believed the
  creatures didn’t deserve what her elders had planned for
  them. Her village’s hishnashapers believed that they could call
  upon the power of hishna to make alterations in each egg.
  They hoped to create guardian creatures against the
  depredations of the dreaded star demons that had decimated
  her home. The desperate experiment had been made before,
  once in days long past. This first attempt, before the skies
  changed from azure to steel, was a legendary disaster. Terrible
  creatures had been birthed, but they were as savage as their
  forebears and uncontrollable. The resulting magical
  monstrosities certainly were no boon to the safety of mankind.
  Three clutches of eggs had been captured recently at the
  expense of dozens of lives of good jaguar and eagle knights.
  These experiments too had been for naught as every altered
  raptor that hatched died within minutes. Anxelli questioned
  why she accepted the mission to begin with.
  On the way down, Anxelli felt the pain in her belly subside.
  After what seemed like an eternity but was in reality only a
  few seconds, all went black.
  =======
  The Obsidian Butterfly never named her tzitzimitl despite
  their unique personalities, but she recognized the particularly
  scrawny specimen that stood before her. Of all her pets, this
  one was perhaps her favorite since its cruelty was a near
  match to her own. When this particular star demon brought
  her captives, they were rarely in good enough shape to live
  more than a day or two under her own ministrations.
  Normally, such greed among her minions would drive her to
  destroy the offender, but she saw so much of herself in the
  runt that she let him sneak his tortures. When the star demon
  blamed others of his kind for each victim’s sorry state she
  usually destroyed the accused to sate her own bloodlust
  despite her awareness of the truth.
  “Runt, what is it you wish from your queen and your
  mother? Speak quickly or I will put out your star fire and leave
  your undying bones to float in the void for eternity!”
  In a humble voice, the Runt responded, “Dear Queen and
  Mother, I bring news from the True World. The sky changes
  once again! As it did a century ago, there is reason to believe
  that once again the worlds are sundering.”
  “And why do you bother me with such trivial news? What
  does this mean to an eternal such as me? If my playthings hail
  from one world or another what should it matter to me?”
  The star demon shifted, showing some fear in continuing,
  but it held its ground and Itzapaplotl admired its bravery.
  “Forgive me, Queen and Mother, I know your evil is all
  powerful and independent of the world itself, but would it not
  cause you some consternation should the gods return and
  reclaim their ancient edict?”
  Obsidian Butterfly blasted the creature with fire, knocking it
  backwards but causing no real damage. “How dare you
  assume the gods had such a hold over my fate? They are
  nothing to me now and could not possibly have the power to
  enforce the terms of such an unfair contract. Go from my sight
  now before my decision to keep you as my living servant
  changes!”
  85
  
  Itzapaplotl managed to keep herself from appearing any less
  than the ultimate power her servants thought her to be, but in
  truth, the Runt had struck a chord. She noticed what had been
  occurring below but thought nothing of it. Itzapaplotl was
  many millennia old and change had come before but this is
  the first time she actually feared the change. What if the gods
  returned? Would she be able to continue down her current
  path with her lofty plans?
  None but the Obsidian Butterfly knew the true reason
  behind the endless murder and torture. When the gods
  disappeared and her presence in the world was no longer
  limited, Itzapaplotl learned that she derived power from her
  depredations. Each corpse that lay rotting in her filth pits gave
  some part of its tonalli to her. She fed upon this raw soul
  power and felt herself changing into something greater. The
  spark of true divinity had at one time been an unreachable
  goal but now she thought it a distinct possibility.
  The steel skied world had its own obscenely powerful
  beings but these primordial creatures worried little over the
  True World’s inhabitants or the ambitions of the Obsidian
  Butterfly. It was true that the mortal denizens of the True
  World had grown in power but they were still no real threat to
  her might. Itzapaplotl feared that her perfect world and
  perfect plans might soon come to a screeching halt.
  =======
  In the depths of Mount Zatal a great stone form stirred. A
  century of rest after his attempt at fratricide was not nearly
  enough for the god to recover from his wounds, but he would
  awaken regardless. He could feel his brothers and sisters
  begin to stir as well but he was unable to take advantage of
  the weakness he sensed in them. Right now it would be
  challenge enough for Zaltec to simply remove himself from
  the tomb from which he awoke.
  =======
  Chapter 1
  “Hold child, and be still. Your bandages are strong and
  enchanted to heal your broken body, but there is no need for
  you to endure any more pain than you have already suffered.”
  Anxelli’s head spun. Though she could not yet make out the
  face of her healer, the words rang true. Every movement
  caused her back to explode in pain that nearly caused her to
  vomit.
  “Water, please.”
  Her two word request was even too much for Anxelli’s body
  to take as she emptied the contents of her stomach onto the
  plush feather bed that she lay upon.
  “Not very much of a listener are you? That can change in
  time. Bodies can be mended, worlds can depart. Even as the
  macaw can be taught to repeat the words of humans, mankind
  can always be taught change.”
  Anxelli did not know the meaning of the words, but they
  were somehow soothing. Were she not in so much pain, she
  would have thought her tonalli had begun its journey in the
  Afterlife. Her recent fall and encounter with the raptors
  should have sent her screaming into one of the seventeen
  tenemos of Maztican myth. Instead, she slowly opened her
  eyes. Ready to thank her savior, Anxelli’s eyes focused on a
  smiling face of horror.
  =======
  “Calm yourself child. I often forget how disconcerting my
  appearance can be, but I am no foul being of Xibalba come to
  take your soul into the eternal pits of despair. I witnessed your
  fall and protected you as best I could, but your tonalli had
  nearly fled by the time Makuatua was able to reach you.”
  Anxelli soon realized that the woman was horribly
  disfigured, but otherwise human. Embarrassed, she hoped
  that she did not offend the one who had in fact saved her life.
  “What is a Makuatua, fair lady? My apologies if I offended
  you. The pain has me delirious and I did not…”
  “Easy child, do not bother yourself with concern. You meant
  no offense and there is none taken. My name is Cualli and this
  is ‘a’ Makuatua.” The disfigured woman gestured to what
  initially appeared to be no more than a large pile of feathers.
  Anxelli thought the woman mad until the pile stirred and what
  once might have seemed formless took a very manlike shape.
  “Greetings princess, I am Makuatua and I am at your
  service.”
  “Princess?”
  As if anticipating her confusion, Cualli held her hand up and
  said, “Child, there is much more about you than you know, and
  I will tell you all in good time. For now, you must rest.”
  Anxelli closed her eyes and fell into a comforting slumber.
  The suggestion was more of a command than she would ever
  know, and the power of pluma magic was behind those words.
  =======
  Cualli let the young princess sleep and as she looked upon
  Anxelli’s still form she felt relief in her ancient bones. When
  the azure skies returned, she could feel the march of time
  once again.
  The couatl, a servant of her god Qotal, once long ago came
  to her with a request. Burned and disfigured, Cualli felt as if
  she had no reason to live on that day centuries ago. The
  couatl, however, offered her a choice. She could serve her god
  and find purpose in her life once again if only she would
  accept his gift of an undying body. Cualli, who had only
  wanted to die and join her husband initially refused. The
  couatl said that Qotal would not beg, but what he offered was
  more than just a long lifespan. She would be able to look after
  her plumazotl children and with her care they would truly be
  blessed by the god himself. In addition, in a time of great need,
  the couatl told her that she could pass on her gift and be
  allowed to rest at last. He assured her that Cualli would then
  join her husband in the heavenly tenemo Tlaxcautli for
  eternity, if only she could be patient for a time.
  After close to eight centuries Cualli rejoiced at the
  knowledge that she would soon see Itzamna Manik once
  again. In all that time she never once forgot the love of her
  husband.
  The girl who lay before Cualli did not know she was the
  descendent of the heroes Erixitl of Palul and Halloran of the
  interloper god Helm, but that was not the only surprise the
  girl would soon face. Equal parts honor and burden, the girl
  would soon find out that she too had in fact become…Chosen.
  =======
  86
  
  “Hearts and blood, sacrifice and devotion!” Zaltec hungered as
  the fresh flow had gone silent for well over a century. Zaltec
  was the Eater of Hearts and Bringer of War, yet his thirst had
  not been slaked for far too long. Zaltec felt the debris fall from
  his stony body and he called to some of the greatest of his
  children.
  “So few now to bring me nourishment!” The deity’s anger
  was felt in the world above when Mount Zatal erupted, much
  as it had done long ago on the Night of Wailing. He knew that
  his remaining children rejoiced at his return, but all he cared
  for now was his hunger.
  It wasn’t long before the god tasted the first heart, and more
  came soon after, but in his immortal knowledge he knew it
  would never be enough.
  =======
  The Obsidian Butterfly watched the blue flamed forms of a
  dozen of her tzitzimitl streak towards the True World from her
  scrying bowl. She smiled at the fear that the sight of them
  must be causing in every village, town and city within miles of
  their approach.
  The thrill of capturing, torturing and eventually murdering
  the aarakocra had faded and now it was time to feed her
  divinity with some human suffering.
  She watched as the tzitzimitl dropped into what was likely
  the village marketplace. The bright softness of pluma adorned
  this central square, but the vast majority of the village’s
  decoration was of the darker hishna.
  Talons, claws, and even skulls of what could only be the
  great lizards of the deeper jungles adorned almost every
  household. Each household also had a steam room known as
  a temazcalli built somewhere nearby. In these buildings,
  Itzapaplotl knew the humans would place a fire against the
  wall, and then water was poured on the hot wall creating the
  steam. Itzapaplotl thought the humans were clever creatures
  at times, occasionally worthy of a minimal amount of respect.
  The nation of which this village was a part was called Kultaka
  and in the past its warriors had lasted longer under torture
  than those of any other nation.
  There was a temple, but its size was in proportion to the
  village itself. Itzapaplotl did not know to what god it belonged,
  but it certainly looked as if it had been used recently.
  A small black altar adorned the clearing in front of the
  temple, and it was stained with copious amounts of blood.
  When the gods disappeared, the need to perform sacrifices
  had gone with it, but now this obvious display only increased
  her agitation.
  “Oh my lover, if you truly are back, I will take from you what
  is rightfully mine. You were not strong enough when the world
  changed and yet I remain eternal. It is not you that deserves
  the power you once held.” Itzapaplotl wondered if Zaltec was
  aware enough to hear her mock him, but she did not care. For
  at this moment, she planned only to enjoy the carnage that
  was about to ensue.
  =======
  The first tzitzimitl to land was a fine specimen. Faster than
  the others and certainly more powerful, she always sought out
  the greatest warriors to bring home to her queen. She heard
  the others land behind her and the screaming commenced
  almost immediately. The powerful star demon was also
  patient and after burning just a single human child with her
  starfire, she waited.
  A flash of movement from the corner of her eye grabbed her
  attention and the tzitzimitl thought to investigate. While it
  could have been nothing but a shadow, or even one of those
  vile small canines the humans were so fond of, the child she
  had murdered left her wanting more. Why couldn’t she
  indulge her own pleasures before she captured a suitable
  plaything for her queen?
  The tzitzimitl turned a corner looking for her prize but was
  disappointed to see nothing worth her time. Then the star
  demon heard the sound from the dark places surrounding her.
  The throaty growl brought an emotion that she had herself
  invoked many times, but never truly felt herself. Fear was
  unknown to the tzitzimitl until now.
  All she saw was a spotted flash of yellow and black.
  Whatever it was, its movements were fast enough that she
  could barely follow. Then the pain came, the star demon
  looked down at its skeletal body and noticed there an entire
  leg had gone missing. Balancing temporarily on her remaining
  leg she saw her tormenter. It was a jaguar, but bigger than
  most of the basic animals that roamed the jungles of the True
  World. Adorned with jewelry and carrying her flickering leg in
  its mouth, she knew that her life had been stolen by a jaguar
  knight; one of the elite human warriors who had given himself
  completely to the power of hishna. Before her light was fully
  extinguished, she saw more; perhaps dozens more come from
  the wood beyond the village. Itzapaplotl would not have her
  playthings this eve.
  =======
  “Coward! Fool!” Itzapaplotl screamed in anger at the sole
  survivor of her latest raiding party. She raked at her servants
  face, neatly removing a fleshy blue orb that served as the
  otherwise skeletal creature’s eye.
  “Mother, please!”
  “How dare you call to me even now! There is no curse, no
  torment your feeble mind can invent that will even compare to
  what your imminent future holds. Even the endless void will
  not give you succor!”
  The tzitzimitl’s flames went dim, a subconscious choice that
  the star demons could control, but usually reflected their
  mood. The creature knew it was doomed, and rightfully so, but
  it reserved its greatest fear for the torments it would surely
  endure before oblivion.
  “Come to me, and accept the punishment for your
  cowardice.”
  The one-eyed tzitzimitl approached its queen as slowly as it
  could without further angering her. An obsidian dagger he
  knew to be enchanted lay on a dais only a hands-width from
  her throne. The star demon grabbed at it before Itzapaplotl
  could react and stuck it deep within his own throat. The shock
  of its open defiance reverberated through the throne room
  and the hundreds other tzitzimitl lowered their eyes.
  “Be gone from my sight! All of you! All except you, Runt.
  Come to your queen. I have a task for you. An old
  acquaintance of mine stirs, and I require an emissary.”
  =======
  “You must not force the magic. It is in all living things already,
  you need only release it. The pale skinned folk see power only
  in their steel because it is hard and solid. The spirits care
  nothing for solidity or weight. Life is magic Anxelli, and the
  weightless feather carries more in its beautiful form than you
  could ever imagine.”
  87
  
  “Thank you, Mother Cualli.” Anxelli replied as she attempted
  to befriend the corollax using her newest pluma spell. Anxelli
  had been told of many wonders from the lessons of her elders
  in Payit, but she never heard of a corollax until she met Cualli.
  Mere months after her near death experience with the raptors
  and she had already learned more than in her previous
  seventeen years.
  Cualli continued, “You are not to be the bird’s master,
  remember – such coercion reeks of the taint of hishna. Rather,
  you must understand that you are reaching out to its tonalli
  and asking it to join your own. This is not an easy decision,
  even for what you see to be only a bird. Be patient with him.”
  In appearance, the bird looked like a simple red parrot
  (albeit a beautiful one), but Anxelli had seen firsthand the
  effects of startling the creature. Twice before when attempting
  her spell, the bird released a splash of colors that were quite
  beautiful but left her stunned and blinded for a time. The
  throbbing in her head she suffered afterwards reminded her
  of the aftereffects of imbibing too much octli. In years before
  her responsibilities truly began, Anxelli often stole cups full of
  this fermented nectar of the maguey plant from the elders.
  The thought made her snicker.
  “Focus princess or you will lose him! This magic was not
  intended for creatures such as this – yet I sense you may yet
  succeed should you only open your tonalli.”
  Anxelli heard the words of her mentor and obeyed. The
  corollax became aware of her presence and through her
  pluma magic; her tonalli had touched upon its own.
  She could feel the creatures life in a way that she could
  never fully comprehend, much less explain. The corollax had
  become part of her and she had become part of it. Their life
  forces had intermingled and Anxelli felt a profound
  connection to the creature.
  “Blessed by Plumed Father! Do you realize what you have
  accomplished?”
  Cualli had been training Anxelli for months now in the ways
  of the plumacaster, and today she thought to help her
  apprentice find herself a familiar. As a creature of magic, the
  corollax should not have answered the call, but Anxelli
  insisted she saw this in a vision during the night.
  Makuatua, ever vigilant and sensing the commotion from
  nearby rushed in after a particularly loud squawk from the
  magical bird.
  “No Mak! Look out!” Anxelli shouted. But it was too late;
  from its perch above, the corollax released the contents of its
  bowels atop the feather-man’s head.
  “A good luck omen” Cualli chuckled. Makuatua sighed.
  With a face as red as the corollax’s plumage Anxelli
  repeated, “Yes, good luck indeed. Maohtli”
  She spoke the word for good luck in the language of the
  Payit. “That shall be his name.”
  =======
  Chapter 2
  “There is no sacrifice, no more nourishing a heart, than one
  offered willingly. Welcome to my tomb, human, your offer is
  accepted.”
  “Hold, oh Eater of Hearts, I can think of no greater honor
  but I already serve another master and I am certainly no
  human.”
  The Runt let his starfire flare, illuminating his skeletal form
  in electric blue light. Zaltec’s chamber was lit by the glow of
  small streams of fire and molten rock. The volcano known as
  Mount Zatal in which he lay once again began to awake
  around him.
  Zaltec laughed, “Ah, so I have before me one of the
  Obsidian Butterfly’s star demons. No matter, I would gladly
  accept your heart as well if your wretched form could only
  supply one.” What is it that my old slave seeks of me? Speak
  quickly, for I grow curious about other parts I might seek to
  feast upon.”
  “Bringer of War, my master only desires to once again serve
  you. She has grown greatly in power, and with your help…”
  “Divinity!” Zaltec roared. “The bitch wants me to sponsor
  her ascension! So predictable.” His massive form shed rubble
  and his excitement caused the mountain around him to
  tremble.
  The star demon shook and responded with what he
  suspected might be his last words, “That is correct, Hungry
  One.”
  “I will help.”
  The Runt was not expecting the quick response.
  “Yes. Why not? I don’t care for her useless cruelties but they
  do not slow the flow of fresh sacrifice. Foolish men will likely
  feed me more as they beseech my assistance. Tell her I will
  sponsor her ascension if she truly has the power you claim,
  and if you – as her representative, complete one small task for
  me.”
  And there was the catch. The Runt knew it was all too easy
  up until this point.
  Zaltec reached out with his stony hand and presented a
  beating heart to the tzitzimitl.
  “This is the still-living heart of the greatest of my servants.
  Hoxitl served me well in life, but ultimately proved to be a
  failure. This, I could not accept so he serves me still.”
  As he uttered the last word, the heart collapsed in a mass of
  wriggling worms and filth. As the worms dispersed a smaller,
  desiccated heart emerged on a braided string of leather.
  “Take the Heart of Hoxitl and find me the last descendant of
  the Queen Erixitl and her fool outlander husband, Halloran.
  Great power lies in her bloodline and her sacrifice, here at the
  Heart of the True World, will give your master the divinity she
  seeks. The end of that accursed bloodline will also weaken my
  brother – the fool entrusted too much of himself in it and now
  it is ripe for the taking.”
  The Runt bowed his head in thanks and asked, “Great One,
  my thanks and surely the gratitude of my master shall be
  unending, but what am I to do with the heart?”
  “It is an item of great hishna and it has much power. For
  now, all you need to know is that it can change your form so
  that you may travel undetected among man. Its hatred for the
  blood of Erixitl is great as well, and in its presence, the heart
  will beat fiercely once again. Now be gone from my sight, I
  hunger.”
  The Runt smiled as his features shifted. The star fire faded
  and flesh knitted itself into his skeletal body. He looked at his
  hands in a brief moment of wonder and strung the talisman
  around his new fleshy neck. It was time to commune with
  Mother, who he might one day soon call goddess.
  =======
  88
  
  “My dear, I am fine. I have lived for centuries and it will take
  far more than a clumsy trip to lay me low.”
  “Then why do you not heal?”
  Anxelli was no fool and she knew that Cualli was dying, but
  the ancient plumaweaver only seemed to relish the thought.
  Whenever Anxelli, Makuatua or the hundreds of plumazotl
  who paid their respects to Cualli showed any sort of concern,
  the woman would stare off into the sky as if she could see the
  tonalli of her long lost Itzamna.
  “It is not fair, my training is not done. How will you teach
  me if you cannot even stand?” Anxelli, seeing that simple
  concern would do her no good, attempted to appeal to guilt.
  Cualli giggled like a child. “Oh, Anxelli – you know full well
  that I can teach you nothing more. You are ready, and I am
  also ready.”
  Anxelli began to sob.
  “You must return to your people.” Cualli said more
  forcefully than she intended. “I have sent my plumazotl to
  check on them and they are well, but they have not given up
  the search for you.”
  “I know, mother. And I shall return to them soon, but can I
  not wait until at least your leg has mended?”
  “No child, it is time. But I want you to take Makuatua with
  you. Your journey will be long, but with your power and his
  strength and cunning...”
  Maohtli squawked.
  “...and of course your brave companion, you can return
  home having fulfilled the quest in ways your elders could not
  have guessed. You will protect your people, and you must go
  now. As the skies changed, the gods have reawakened.”
  Anxelli thought of the star demons and the horrors they
  have brought to Payit. Though she was very young, she
  remembered the day when sixteen streaking blue stars fell
  from the sky and took the lives of dozens from her village. Her
  mother and father fought the creatures bravely, managing to
  slay a few of the beasts. She found their burned forms the
  next morning, still smoking from the dreaded star fire.
  Cualli had spent the last few years training Anxelli as a
  plumacaster. Though feather magic had been known in the
  True World since the days Qotal first bestowed it to man,
  plumacasting was a relatively new and powerful take on what
  had come before. Unlike Cualli, Anxelli could record her
  spells through woven featherwork, and prepare a selection to
  suit her daily needs each morning.
  She thought to travel the villages of Payit and bestow this
  knowledge to the worthy so that no longer would the tzitzimitl
  encounter the unprepared. Soon, Cualli had explained, when
  the gods had fully awakened, the tzitzimitl would only be able
  to return to Toril in the event of a solar eclipse; but Anxelli
  wanted her people prepared nevertheless.
  The young plumacaster packed her spells, a sack of
  supplies with enough fruits and nuts to keep Maohtli at least
  temporarily satisfied, and left the next morning with the stoic
  Makuatua by her side.
  =======
  Huitzilin heard the mewling coming from the brush. He
  silenced his hunting party with an upraised palm, and
  approached the sound cautiously. The crying was piteous and
  he was certain he approached a creature that was wounded
  and in distress. Halflings of Payit appreciated the natural
  world around them, but his clan needed to eat. Perhaps he
  could both end the creature’s suffering and return with a feast.
  As a hunter, Huitzilin and his party were no strangers to
  death or gore, but what he saw when he pushed the brush
  aside turned his stomach. Blood was splashed everywhere
  and entrails hung from low hanging branches like vines.
  The source was not hard to find. Two black jaguar corpses –
  barely recognizable, lie next to the bodies of three young
  kittens. Two were missing their heads and another, just its
  eyes, tongue and entrails. All five bodies were scorched as
  well, and the smell of burnt hair caused the hunter to gag.
  The last of the kittens still squirmed in the arms of a
  smallish man, who seemed prepared to plunge an obsidian
  dagger into the kitten’s belly and did not yet notice the hunter.
  Even as a halfling, Huitzilin thought the human a runt. Still
  taller than a halfling, but his frame was nowhere near as
  strong, almost as if he had only recently recovered from some
  long sickness.
  “Fiend!”
  The halfling fired a dart laced with kurari poison and it
  struck the runt directly in the neck. The shapechanged star
  demon stumbled for a moment, but pressed onwards towards
  Huitzilin. At that moment, at least six more darts flew by the
  hunter’s ear as the rest of his hunting party arrived. The man
  finally collapsed at Huitzilin’s foot.
  =======
  The Runt awoke in a massive dirt pit with earthen walls too
  tall to jump and impossible to climb. As his senses returned,
  he realized that he still maintained his human form with the
  Heart of Hoxitl in his possession. The star demon realized
  what a fool he was for letting his base desires get the best of
  him. He would not fail the Obsidian Butterfly simply to satisfy
  his sadism.
  In his natural form, the tzitzimitl could easily fly out of this
  prison, but he didn’t want to reveal his true self to the crowd of
  halflings and humans that had gathered above just yet. Earlier,
  while torturing the jaguars, he noticed that the Heart of Hoxitl
  would fail him while he used his innate powers, and his
  skeletal structure would glow from within the sack of meat he
  inhabited. Perhaps it was a trick of Zaltec’s to ensure his
  failure?
  From the corner of the pit, he heard a growl that had it not
  been so harsh, could have been mistaken for a bird call.
  He turned towards the sound but was a moment too late. A
  plumed lizard twice the size of a man leaped from the shadow
  and pinned him to a corner between the dusty floor and
  earthen wall. He felt sharp talons pierce his false flesh,
  seeking out a vital organ that the star demon did not possess.
  Up above, the gathered humans and halflings gasped for what
  they thought was a certain kill, and had he truly been human –
  the crowd would not have been disappointed.
  The Runt knew that he could withstand far more damage
  than his form suggested, but the raptor was a fearsome foe
  and would soon kill him if he did not act. The star demon
  feared he would either have to use his formidable powers and
  reveal himself, or he would perish.
  89
  
  The raptor bit down hard on the tzitzimitl’s shoulder and the
  Runt lost all feeling in his arm. The skeletal frame that was
  his true body cracked under the power of those jaws.
  In desperation, the star demon used his considerable
  strength to shove the raptor back to the opposite wall. The
  bird-lizard was momentarily dazed and the Runt saw an
  opportunity. The cavity from whence the raptor came was just
  out of sight of the crowd above, if he could only get there in
  time.
  The raptor renewed its attack, this time clamping down
  fully on the Runt’s already disabled arm. It shook its powerful
  neck violently and the star demon was thrown across the pit –
  directly where he had intended in the first place.
  The tzitzimitl was slipping from consciousness for the
  second time this day as the raptor closed on him in the
  darkened corner. With Itzapaplotl’s name on his lips he
  released more star-fire than he had ever attempted in the past.
  The Runt’s last thoughts before slipping into darkness were
  of how much he enjoyed the sense of smell; something his
  natural form was incapable of. Never before did he have the
  olfactory capability of enjoying death.
  =======
  “There is great power in that man, he can help us!”
  Huitzilin looked at the human is disbelief and responded
  “Did you not hear my description of the wood and the evil he
  has brought?”
  The surviving black jaguar kitten rubbed against the
  halfling’s leg and began to purr.
  “What difference does it make? They were animals. She is
  the last of her blood! We must find her – the seers claim the
  fate of the True World may lie in her hands!”
  Huitzilin laughed, “Then why did you send her on such a
  treacherous journey to begin with, you fools.”
  The human’s grip on his mācuahuitl tightened. The halflings
  lifted their blowguns and spears.
  “Calm down, all of you.”
  Huitzilin recognized the more sensible human; an elder and
  cleric of Qotal the Plumed Dragon.
  “We sent the girl because we were told to in a vision by
  Qotal himself. I have always felt the presence of the Plumed
  Father in her, even when the gods refused our call and the
  heavens were of steel. Now that the azure skies have once
  again returned, I hear his voice – and his first command was
  to set her on her way. You do know who her ancestors are of
  course?”
  Huitzilin conceded the point, but that did not make him
  trust the sickly little man any more than he already did.
  “Elder, you have the power to discern the truths and
  falsehoods of a man’s tongue do you not?”
  Huitzilin realized he had discerned the solution.
  “Yes, of course. If he submits to my magic, I will know if he
  can assist us. Well done, halfling.”
  =======
  “What fools!” The Runt thought to himself. Centuries of
  surviving in Tamoacha alongside the Obsidian Butterfly made
  all tzitzimitl, and the Runt in particular, masters of half-truths.
  Having willingly accepted the effects of a spell of truth
  telling, the star demon still managed to avoid explaining his
  actions in the jungle, convince the humans and halflings to
  heal him, and turn the interrogation to his advantage.
  Only the jaguar kitten, who growled mightily for one so
  small, remained hostile to the disguised tzitzimitl.
  The elder who cast the spell and performed the
  interrogation was a cleric of that vile snake Qotal named Olin.
  When finally satisfied, he offered the Runt a chance at
  freedom if only he would swear to search for a young girl
  named “Anxelli” in the jungles to the south and west.
  Of all the luck the star demon could have, Anxelli was the
  last true descendant of Erixitl – exactly the one Zaltec had
  tasked him to return! The cleric, of course, did not share such
  an important secret willingly, but the tzitzimitl’s superior
  hearing heard this and more from a private conversation
  between Olin and the halfling hunter.
  “Anxelli.”
  The star demon spoke her name aloud and the Heart of
  Hoxitl squirmed on his neck.
  =======
  Chapter 3
  “Those calls – they are here, trust me.” Anxelli said to
  Makuatua who stood by silently and nodded.
  “Danger!” Maohtli squawked.
  “Be silent bird! Raptors from the very heart of the jungle
  must know our location now,” Anxelli whispered angrily. She
  started to regret teaching her familiar so many words of the
  human tongue.
  Makuatua held his tepoztōpīlli before him; a broad tipped
  spear with incredibly sharp plumastone embedded all along
  its edges. Plumastone was commonplace for warriors these
  days; obsidian so hard and unbreakable that it easily rivaled
  the steel weapons still sometimes forged in New Amn.
  The man of feathers and pluma magic stepped forward into
  the brush and thrust his tepoztōpīlli into what Anxelli thought
  was simply vegetation. The spear struck a small raptor
  directly between its eyes, and the creature wailed for but a
  moment before it dropped dead to the jungle floor.
  The brush on all sides exploded with commotion as an
  entire pack leaped from their camouflaged positions and
  howled at the trio. Maohtli, following his instincts and
  Anxelli’s instantaneous mental commands, let forth a splash
  of colors that at least temporarily halted the raptors’ advance.
  Anxelli and Makuatua, having trained with the corollax, knew
  to keep their eyes covered and remained unaffected.
  Anxelli noted the blue-green plumage of the largest of the
  beasts and thought to herself, “I remember you.”
  The corollax had given them an opportunity, but the effects
  of the color spray would wear off momentarily. Anxelli readied
  a spell, pulling its gold dust component from a pouch in her
  pocket.
  As if the raptors could sense the danger, two charged her
  with their fangs bared.
  Anxelli opened her mouth and a blinding bolt of light
  streamed forth. The closest of the charging raptors wailed
  piteously and collapsed but the second managed to avoid the
  deadly radiance. It leaped at Anxelli who was for the moment
  defenseless.
  90
  
  With practiced grace, the plumazotl placed himself and his
  spear directly in the raptor’s path. It impaled itself, driving the
  spear fully through its body. Makuatua, almost as if he was
  dancing with the dying beast, released the spear and spun
  around its body before it could crush him under its weight.
  Continuing his motion, the plumazotl grabbed the tepoztōpīlli
  just below its plumastone head and yanked the remainder of
  the shaft through the raptors body.
  Three more raptors charged; one of them being the blue-
  green plumed beast.
  Maohtli, courageous for one so small, swooped in from
  above and released a second spray of color. By getting so
  close, the corollax managed to blind two of the beasts, but the
  blue-green raptor was unaffected and turned toward the bird.
  The lizard leaped as the corollax sped for the safety of the sky
  and with a snap like a crocodile; its jaws caught the feathers
  of Maohtli’s tail. The bird screeched and Anxelli gasped. She
  smiled just a bit when the bird communicated through its
  thoughts that it was not badly hurt.
  The raptor looked almost comical with its mouth full of
  bright red tail feathers.
  “Makuatua, take the blinded beasts, I will finish this one.”
  The plumazotl took to the air and called on one of its innate
  abilities. Three bolts of bright energy resembling feather-
  fletched darts flew from his fingertips and struck a raptor that
  had shaken off the effects of the color spray. The creature
  stumbled, and was temporarily out of the fight. Its pack mate
  sniffed the air, cleverly attempting to discern the plumazotl’s
  location with senses other than sight.
  Anxelli prepared to cast another spell, this one taught to her
  by the plumazotl himself. She took the feather of an eagle
  from her pouch and spun it while muttering arcane syllables.
  The feather floated from her hand, visibly stiffened, and began
  to circle her body of its own volition. Within moments it was
  joined by others of its kind and together they formed a barrier
  of slashing plumage that the beast could not pass without
  taking significant damage.
  The blue-green plumed raptor and Anxelli stood facing each
  other in a standoff, but neither rushed to make the next move.
  Anxelli looked to Makuatua who had just put his spear clean
  through yet another raptor and was headed for the last.
  She sighed, “It does not have to be like this.”
  The raptor bared its teeth, but still did not approach the
  whirlwind that encircled Anxelli. The corollax approached,
  likely ready for another spray of color, but Anxelli waved him
  off. Makuatua, sensing Anxelli’s hesitation, took to the sky
  again rather than finish off the blinded bird-lizard.
  “Why is it that you still burden me, beast? I have done
  nothing to you, the eggs were returned!”
  The raptor barked, and the blinded lizard followed the
  sound to stand by its side. It stood near, but behind the blue-
  green plumed raptor – confirming Anxelli’s belief that he was
  a leader of this pack.
  Anxelli’s spell only had moments left in duration for her
  slashing plumage, but she did not begin preparing another
  spell. The plumacaster did not want to slay this marvelous
  beast and felt a sickening guilt for what had already occurred.
  The barrier disappeared in a puff, and the raptors remained
  silent and still. Anxelli was contemplating her next move when
  a huge blast of bluish fire incinerated both raptors, leaving
  only smoking corpses behind.
  Anxelli jumped and the words to a spell immediately came
  to her tongue.
  A runt of a man stepped from the woods and began to
  speak.
  “Ease yourself Anxelli, I was sent here by your elders – and
  some rather unpleasant halflings, to rescue you.”
  He could feel the Heart of Hoxitl beating on his neck and
  hoped the sound was not audible to others.
  Anxelli let the words of her spell die on her tongue, but the
  urge to annihilate the runt hardly abated.
  “What is wrong with you? Did you not see the plumed
  lizards halted their attack?”
  “So what?” the Runt replied.
  Makuatua returned to the ground with his tepoztōpīlli held
  ready. The corollax squawked on a tree branch above.
  “So what? So what if I leave your unconscious body lying
  here on the jungle floor as an offering to its brood?”
  “Oh, come now. You were in danger and I reacted, the elders
  were very clear on just how important you are, princess – and
  I wasn’t about to let my promised reward slip away.”
  The Runt smirked at his own cleverness. Even though he
  was under no truth spell, every single word he uttered had
  remained so – yet the reward he sought was certainly not
  from some backwater village. Itzapaplotl would have admired
  his twist in intent.
  “Princess? The elders know? They told you? Who exactly
  are you anyway, I do not remember your face and where did
  you come to wield such power?”
  Still on his game, the Runt showed Anxelli the Heart of
  Hoxitl and said, “Much of my power comes from this.”
  “Hishna, I should have known,” she hissed.
  Satisfied that he had successfully explained his presence
  and that of the Heart, the Runt continued to press his ability
  to speak half-truths, “I have been sent not only to find you, but
  to escort you to the Heart of Mount Zatal.”
  “Why?”
  The Runt responded, “Your hold great power which is
  sought by many. The gods awaken, and you could be either the
  key to a new Night of Wailing, or its prevention.”
  “So I am to trust you? I have known you for mere moments
  and already I despise you.”
  “And that is your right, but it doesn’t make what I say any
  less true. Use your magic if you must to confirm my words,
  but I assure you it is no falsehood.”
  Anxelli didn’t need to test the truth of the small man’s
  words. In her bones, she knew it was so. Cualli had said much
  the same to her long ago in their training, just not when or
  where her destiny would take her. She would accompany the
  stranger, but like he said – she didn’t have to like it.
  =======
  Chapter 4
  In the darkened desert of the tenemo of Xipetlan, also known
  as the Flayed Land – the fire god Tezca stirred in his vast pool
  of magma and fire. His glowing realm held little respite from
  the darkness and raging sandstorms for the tonalli who
  earned this afterlife.
  Hundreds of xiuhcouatl – cruel and fiery corruptions of his
  brother Qotal’s favored serpent emissaries, swam lazily
  through the molten pool.
  91
  
  Tezca thought of his brothers. He was the first of his family to
  awaken from a century of slumber, and when Qotal and Zaltec
  awoke soon after, he knew they would begin their meddling
  once again in the affairs of men.
  “So Zaltec has sought to sponsor the ascension of his
  whore?” he said to no one in particular.
  Ages ago, a human man and woman sought to create life as
  only the gods were meant to do. They succeeded, and Tezca
  and Zaltec punished them for their act of hubris. Qotal
  favored these humans, however and one has survived the long
  centuries to pass her knowledge onto the key to Zaltec’s
  current endeavor. Tezca did not approve.
  “Xiatemoc, Kitilli, come to me my servants.”
  Two xiuhcouatl surfaced in front of the terrible deity.
  “How may we serve you lord Tezca?”
  “An old enemy has played her hand. You are to burn her and
  all that she loves. Do not fail me in this.”
  =======
  Cualli could smell the smoke in the air long before their
  arrival. She sent away the dozens of bird and human shaped
  plumazotl that had attended her so lovingly in her final weeks.
  Her hut was simple, it kept the elements from making her
  uncomfortable, but the only item of any remark that remained
  was her plush bed of plumage. Cualli did have a small vice for
  comfort throughout her long existence.
  “Tezca seeks his due! You have violated the edicts of the
  gods and for this you will suffer!” The two flame serpents
  burst through the door of reeds and the thatch roof caught
  flame instantaneously.
  Cualli responded, “I have suffered, and I have rejoiced. I
  have created and I have destroyed, but mostly I have loved –
  and this, not even your lord of fire can take from me.”
  “Platitudes! You face the fires of the Burning One and that
  is all you have to offer?” hissed the male xiuhcouatl known as
  Xiatemoc.
  “Perhaps when you remove what is left of her face, she will
  show our lord respect,” added the female.
  Xiatemoc turned to face Cualli, who still hadn’t moved from
  her pluma bed and said, “No, when we burn all that she holds
  dear to ash and pain – then she will understand.”
  Cualli began a fit of coughing, mostly from the smoke that
  now began to fill the hut, but also from the sickness that
  permeated her ancient body. The xiuhcouatl let her continue –
  whether it was to let her suffer or as a modicum of respect she
  did not know or care.
  Cualli’s fit slowly changed to laughter. The xiuhcouatl who
  thought their adversary thoroughly intimidated expressed
  shock on their serpentine faces.
  “You are too late. Tell your master you have failed! I wish I
  could be there with you, in the very Flayed Lands themselves
  – just to see how you bring that bit of news to your lord.”
  “What do you mean?” Kitilli responded with a hint of panic
  in her sibilant voice.
  Cualli continued, “The one you seek is already prepared –
  you cannot stop, or even slow her destiny. And as for me? Your
  lord will never mete out his punishment, I am so sorry to
  disappoint him. I go now to see his brother and my own
  husband in Tlaxcautli; a reunion that I have too long been
  denied.”
  With her last words, Cualli smiled and gently closed her
  eyes. The xiuhcouatl advanced with fires raging and fangs
  bared, but Cualli’s body disappeared and her blanket of
  feathers gently fell to the floor. The xiuhcouatl manifested
  their anger with a burst of fire hot enough to ignite the wood
  outside the hut.
  Xiatemoc turned to his mate, “We find the Chosen, and we
  find her now.” Kitilli nodded in agreement as they set off into
  the torched wood.
  =======
  “Ahhh my Runt, you have done well!”
  The tzitzimitl could commune with their mother should she
  seek out an audience. He was glad that his companions slept,
  because her voice caused great pain inside his head and he
  cried out. He knew the torment was intentional and it
  aggravated him.
  “Thank you mother,” he thought back. Having communed
  with her shortly before finding Anxelli, she knew the whole of
  his quest and Zaltec’s promise.
  “There is an alteration in my wishes, and you are to obey
  me.”
  The Runt remained obedient but could not understand why
  she would offer a change so close to their goal. They were
  scant days from Nexal and he was on the verge of delivering
  Zaltec’s prize and key to her divinity. The star demon’s head
  throbbed.
  “A great magic of old lies within the mountain. It is a magic
  of pluma, and it too contains the essence of the Plumed
  Dragon. With its destruction, and the heart of Qotal’s chosen,
  I will rise above Zaltec himself! The gods will bow to me, and I
  will feast on their suffering.”
  The Runt thought her insane – intoxicated with the promise
  of power. In his ages of existence, for the first time he doubted
  her wisdom. Unfortunately she sensed it.
  The pain was excruciating, even for one who had felt her
  ministrations in the past.
  “You disapprove?” Itzapaplotl asked with sibilance in her
  voice.
  “Mother, I obey as always. I have always followed your
  orders to the word.” Again, he avoided lying.
  “Of course you obey. You must obey; you are my star demon,
  my precious little Runt.” With her last word she sent a shock
  into his head that nearly knocked him unconscious. Her
  power had undoubtedly grown. “It is no matter, for you are
  nothing to me. Seek the Cloak of One Plume in the Mountain
  of Fire. In the fires of Zatal, you will recover this relic of the
  foul serpent Qotal. Bring it to me before you deliver the child. I
  will use it first to ensure the Eater of Hearts keeps his
  promise to me.”
  The Runt seethed for half the evening. This cursed form
  required that he sleep like a human, and he greatly resented
  that part of his transformation. He was tired, and drifted off to
  the sounds of the nocturnal life that surrounded their camp
  here in the mountains of Kultaka.
  =======
  “They are the jaguar knights of Kultaka and we are in their
  lands, perhaps they could help us?” Anxelli said to Makuatua.
  She generally avoided talking to the Runt directly, but she
  knew he heard, and would undoubtedly voice his unwanted
  opinion soon enough.
  92
  
  “We don’t need any help,” the Runt responded on cue.
  The four unlikely companions stood on a massive cliff
  where both the nations of Kultaka and Nexal could be seen.
  Many great battles between the two powerful nations had
  been fought in this very spot, but of the companions; only the
  star demon was aware of the history.
  In the distance, Makuatua and Maohtli had spotted a pack
  of jaguar knights headed in their direction. Nexal had long ago
  become a nation of monsters collectively known as the
  Viperhand, and the jaguar knights likely were patrolling their
  borders.
  Anxelli finally addressed the disguised tzitzimitl directly,
  “We are close enough to fiery Zatal to see her glow in the
  night and yet sometimes I cannot tell if you wish to guide me
  on this mission or make it more difficult. In fact, I still hardly
  know what it is I am to do. Tell me now or I will go no further.
  I have been a fool following you blindly for too long as it
  stands.”
  The Runt had given Anxelli just enough to get her to follow
  him, but he knew the clever girl suspected that he was in fact
  no ally. Perhaps he could gain some trust by giving her a bit
  more of the truth.
  The Runt asked Anxelli, “You know of course the tale of the
  coming of the pale skinned men? “
  Anxelli nodded.
  “The Night of Wailing that they brought upon the True
  World was the first time the creatures known as orcs, ogres
  and jagres had even been seen in the True World; though all
  but the latter are known well in other parts of the world.
  These beasts have been the scourge of the True World for over
  a century now.”
  The Runt went on to explain how Mount Zatal had erupted
  on that evening so long ago, and the faithful to Zaltec were
  transformed by its strange energies into all manner of beasts.
  Hoxitl, the greatest of the jagre, led these creatures in an
  assault on the remaining humans who would never had
  escaped had it not been for the actions of a few heroes and the
  nearly direct intervention of the divine. Those very people
  went on to found the desert city and oasis known as Tukan.
  “I appreciate the history lesson,” Anxelli responded. “Yet I
  still do not see my place in all of this.” She was growing
  frustrated with the discussion.
  The star demon continued, “Your ancestor, Erixitl of Palul,
  was chosen by Qotal and it was her actions following the
  Night of Wailing that halted Zaltec’s strength in the True
  World. You still carry her power in your bloodline – and with
  the loss of your father, you are the last. This gift of your birth
  is what makes them call you ‘princess’ and it is said that you
  are destined to either rule in the True World – or help destroy
  it.”
  Cualli had explained to Anxelli that she had been chosen,
  yet she had simply assumed this was a mantle the ancient
  plumaweaver had passed on to her. She did not know that it
  had actually been a part of her all along.
  Anxelli knew that the Runt could not be trusted, but
  Makuatua, who stood by listening to the conversation,
  confirmed the truth in the story.
  “Tell me what it is that I must do when we arrive at the
  mountain,” Anxelli commanded.
  “There is an item of great power that had been returned to
  Zatal many years ago,” the tzitzimitl explained.
  “The Cloak of One Plume,” Anxelli interrupted.
  “Yes! It is the item of legend once wielded by your ancestor.
  Zaltec hates the Cloak – he indeed fears its power! Qotal has
  placed much of his own essence within the Cloak and it can
  prevent all but the weakest of the gods’ manifestations on the
  True World. You must find the cloak before the beasts of the
  Viperhand, for even now Zaltec searches to corrupt its magic.”
  =======
  Chapter 5
  The Runt had decided to play an enormously dangerous
  game. No tzitzimitl had ever betrayed the Obsidian Butterfly
  in the past, and now he was planning on betraying both her
  and a deity! The star demon had not seen the possibility
  earlier, but as he gave the truth to Anxelli, he realized that
  with the Cloak of One Plume he could be the one to ascend! A
  new god of the star demons – Itzapaplotl would have to suffer
  for him!
  The tzitzimitl’s musings were interrupted when the jaguar
  knights crested the ridge. After he disclosed the significance
  of their quest to Anxelli, she demanded they signal the
  warriors from their vantage. Three came in human form and
  one in the shape of a jaguar; the knights did not arrive
  seeming overly hostile or agitated.
  A jaguar knight in human form addressed Anxelli in
  Maztican, but with a harsh and guttural accent that she had
  some difficulty understanding. “Strangers, why are you in our
  lands. Under the orders of Icnoyotl, War Chief of Kultaka and
  descendant of Takamal, explain yourselves or surrender.” The
  jaguar knights didn’t quite know what to make of Makuatua
  and eyed the man of feathers warily.
  Anxelli responded, “We seek to enter the heart of Nexal and
  only cross through your lands inadvertently. We did not mean
  to trespass, but have little to offer as recompense. Know that
  our mission is of great importance to the whole of the True
  World, and we could use the assistance of mighty Kultaka!”
  The jaguar knights stood down just a bit, but remained
  vigilant. “The beasts of the Viperhand have emptied from their
  decaying cities and have all but opened a path to the mountain
  of fire. Do not be fooled into thinking such an event good
  fortune! Though the great Eater of Hearts protects us from
  the evils of the star demons, it would not be in the interest of
  Kultaka to find him once again manifest on the True World.
  You no doubt step into a trap. ”
  When the jaguar knight spoke of the star demons, he
  gestured to his waist where the fanged skull of one of the
  creatures hung upon a hemp rope. The Runt looked to the
  Kultakan and snarled. Each knight – even the one in jaguar
  form, displayed some sort of fetish from the corpse of a
  tzitzimitl.
  “Lies! You seek the power in the mountain for yourself!”
  The Runt screamed his accusation at the knights, two of
  whom readied their mācuahuitl and one shapechanged to join
  his growling brother. The powerful weapons of the Kultakans’
  were a staple of a True World warrior – each a flat wooden
  board ridged with razor sharp plumastone; they were
  prepared to wet them with blood.
  “Stand down!” Anxelli commanded with a powerful voice
  for one so young, but it was too late.
  93
  
  No longer caring if he exposed his true self, the Runt let
  starfire loose upon the jaguar knights. The two who were in
  jaguar form evaded the flames unharmed, but one in human
  form was badly burned on the left part of his torso and arm.
  Makuatua stood between Anxelli and the fourth of the
  jaguar knights, tepoztōpīlli in hand. The jaguar knight swung
  his mighty maca at the feather-man with a swing that could
  easily have beheaded the plumazotl. Skillfully, Makuatua used
  the shaft of his spear to deflect the blow, but the maca
  shattered the plumastone edge of his weapon. Makuatua
  surmised that the maca was enchanted to have exactly this
  effect.
  Anxelli once again began to cast her protective slashing
  plumage, and it was nearly complete when a jaguar collided
  with her exposed flank. She was amazed by the knight’s
  incredible speed and ability to remain unseen.
  She cursed the Runt as the jaguar once again closed in on
  her prone form. When he displayed his power, Anxelli saw him
  for what he truly was. All along she had followed the word of
  one of Itzapaplotl’s own. The Runt was a star demon, and she
  was a fool!
  The jaguar knight prepared to bite down on Anxelli, but
  Maohtli released a spray of color directly into the knight’s face
  and he fell blinded to the ground.
  More flames – this time from behind a nearby crest
  mirrored a flash from the star demon and the red and blue
  reflections intermingled. The unknown assailant represented
  a third party who had now entered the fray.
  Two great and fiery snakes fought independently – one
  facing Runt and the other against the jaguar knight who had
  been burned at the battle’s onset. The larger of the snakes bit
  down on the jaguar knight and tossed his screaming body
  from the cliff. It was engulfed in fire as it fell far to the rocks
  below.
  The snake looked directly at Anxelli and smiled with a vile
  toothy grin and she heard its voice in her head.
  “Greetings princess, I am Xiatemoc and this is my mate
  Kitilli. The Lord of Fire sends his regards and like your
  master Cualli, you too shall suffer in the flames of Tezca for
  eternity – the Flayed Lands await you!”
  Anxelli recognized the creatures from Cualli’s lessons.
  These were the dreaded xiuhcouatl of the flame god Tezca – a
  brother to Zaltec and her own lord Qotal. They were the
  instruments of Cualli’s suffering and she welcomed the
  chance to avenge her mentor. She did not believe the foul
  creature’s lies about Cualli but she was enraged regardless.
  Makuatua charged the flame snake. The Runt, sensing that
  he stood between the remaining jaguars and the plumazotl,
  took to the sky and fully dropped his disguise. His skeletal
  form crackled with bluish flames and the coward disappeared
  beyond the cliff edge.
  Three jaguar knights remained, though the one in human
  form still rubbed his eyes in an attempt to gain back his sight.
  The two in jaguar form charged the xiuhcouatl named Kitilli.
  Maohtli released a spray of color, but the attack had no
  effect on the xiuhcouatl.
  Makuatua was the first to make contact with the larger
  snake and his spear stabbed at the scaly one’s chest. It left a
  large gash in the snakes hide, but the man made of feathers
  was particularly vulnerable to the snake’s intense heat. Anxelli
  could see his form begin to char – yet he battled on. Over the
  years, she had grown to love this honorable and brave
  creature. She thought of him more as family than as a simple
  bodyguard.
  Makuatua struck again but this time he only managed to
  make contact with the dulled edge of his tepoztōpīlli and it
  hardly had an effect. The fire snake smiled an evil grin and bit
  down on the plumazotl’s weapon arm. The snake began to
  glow brighter and his flames intensified. Anxelli screamed as
  she witnessed the death of her truest friend.
  Anxelli did not even notice the no longer blind jaguar night
  step beside her as she lost herself in sorrow. The knight
  placed his hand on her shoulder and said, “He fought with the
  spirit of a Kultakan and the story of the man of feathers will
  be told among my people. This I swear to you.”
  Anxelli kept her sight on Xiatemoc and released her Breath
  of Qotal. The radiance seared the wound already inflicted by
  Makuatua and the snake roared in pain.
  The two jaguar shaped knights pounced on Kitilli and bit
  deeply into her side.
  Wailing, the xiuhcouatl intensified its flames instinctually –
  but these were warriors of Kultaka! They did not release nor
  relent their grip, and systematically they began to tear chunks
  of flesh from the serpent. In one last desperate attempt, the
  servant of Tezca flung itself from the cliff, taking the two brave
  knights with it. They did not release the xiuhcouatl until the
  ground below stole all three of their lives.
  Anxelli and the jaguar knight squared themselves to
  Xiatemoc, emboldened by the bravery of their fallen
  companions. The plumacaster launched a barrage of feather
  darts from her outstretched hands – far more than the spell
  typically allowed. Each struck unerringly as the jaguar knight
  closed the distance and the creature grimaced in pain.
  The xiuhcouatl, using innate magic of its own, put up a wall
  of fire between itself and the knight. The wall was angled so
  that the knight had become trapped between the cliff and the
  deadly flames. The serpent headed towards Anxelli seeking to
  rip out her throat and fulfilling his promise to his lord Tezca.
  With only inches separating her from the xiuhcouatl’s
  snapping jaws, Anxelli managed to raise a barrier of slashing
  plumage. The serpent raised the flames that naturally
  surrounded it and Anxelli felt her face start to redden. With
  her magic nearly depleted and the temperature rising, she
  knew her remaining spells needed to count.
  She looked to the wall of flames that surrounded the jaguar
  knight and reached into the tendrils of magic that gave it
  power. Her dispelling was successful and the jaguar knight
  bounded from the flames before they had even fully died
  down.
  Brandishing his enchanted mācuahuitl, the jaguar knight
  closed the distance to Xiatemoc within moments. Before the
  serpent could even react, the mighty maca cleanly removed its
  head from its body. Xiatemoc’s head rolled to within inches of
  Anxelli’s feet.
  The jaguar knight, though burned and bruised, looked up to
  Anxelli and smiled.
  From above, Maohtli suddenly cried out a warning.
  Realizing its inability to affect the xiuhcouatl, Anxelli had
  mentally informed her familiar to keep away early in the fight,
  but the corollax was not the only missing combatant.
  94
  
  The Runt, fully ablaze in blue starfire flew up from the cover
  that the cliff face offered him and released his starfire on the
  jaguar knight. The flames engulfed the knight and when they
  passed, only a smoking husk remained.
  “Ah, dear Anxelli – why is it that every time you find yourself
  a new friend, they end up dead? Your parents, Cualli,
  Makuatua, and now this unnamed warrior all have fallen to
  defend you – I simply don’t understand the waste.”
  Anxelli cast her final feather dart spell at the tzitzimitl who
  took the full brunt of the spell in his chest. A rib from his
  skeletal form, still glowing blue, fell from his body and down
  to the jagged rocks far below.
  “I am going to miss that. Oh well, I have eleven more where
  it came from.”
  Anxelli could still hurl the weakest of her magics at the star
  demon and was willing to take him apart one bone at a time.
  The tzitzimitl – despite its bravado, wisely moved itself out of
  her range.
  Anxelli swore.
  The star demon flew further from Anxelli and headed
  directly for the glow of Mount Zatal. “I will see you at the
  mountain, yes? There we can finish this. Good luck princess,
  and get some rest – you will need it for the challenges to
  come!”
  Maohtli landed on Anxelli’s shoulder as the young woman
  surveyed the wreckage and wept. There was truth in the Star
  Demon’s words. Always did that vile creature speak the
  horrible truth!
  The battle had left her exhausted and night had come just
  as the battle had drawn to a conclusion. It was already well
  past those early evening hours, and she realized she must rest
  if she intended to continue. Mount Zatal rumbled in the
  distance and this evening its glow seemed ever more ominous.
  Anxelli drifted off into slumber.
  =======
  Anxelli awoke to the sound of Cualli’s cooking as she so often
  did. She smelled the delicate aroma of jungle fruits and
  berries, and heard the soothing sounds of water boiling in a
  steel pot – a relic the pale faced men brought to the True
  World that Cualli found ever so useful.
  “Good morning, child. I am glad you have rested – you
  seemed so very tired last night. Perhaps your studies keep you
  up too late into the evening hours?”
  Anxelli looked to her mentor confused and she responded,
  “Well, yes, that must be it. I was just tired. What have you
  prepared this morning and how may I assist you?”
  “Eggs, fruit and berries – all of your favorites in fact, dear.
  And yes, I would like your help please if you do not mind.
  Would you fetch the eggs for me? My old legs ache and do not
  wish to go all the way to the hut.”
  “Of course, mentor.”
  Anxelli went to her mentor’s hut admiring the beautiful day
  and smiling at the dozens of macaws she spotted high up in
  the jungle boughs.
  When she entered the hut she found the basket of eggs
  sitting next to a gold foil and feather-embroidered box that she
  had never seen in Cualli’s possession before. Cualli studied
  the box – more of a chamber really, and she committed its
  design and construction to memory; not knowing exactly why
  she felt the need to do so. Anxelli opened the chamber and
  found a multihued egg whose coloration reminded her of…a
  friend?
  Her memories came back in a flood and she suddenly
  noticed the hut was in flames. Fire rose up all around her,
  leaving only a single path to the hut’s door. She grabbed the
  egg and fled towards the door but the image of a giant ghostly
  snake’s head manifested before it. Flames came from the
  apparition’s mouth and it barred her exit with its toothy maw.
  Having no choice but to go forward, Anxelli barreled right
  through the spectral image and when she passed she found
  herself once again in the calm quiet jungle.
  Cualli put her hand on Anxelli who was startled, but quickly
  settled at the calming touch of her mentor. She noticed that
  the hut had not truly been on fire, and it was likely only part of
  a terrible dream.
  “Not all your friends have left you my dear. Though I have
  passed on to be with my husband, I love you still and will
  never truly leave your side.” As she spoke her words, Cualli’s
  face grew the features of a beautiful and youthful woman,
  erasing the tortures of the xiuhcouatl almost casually. A
  smiling man stepped from the jungle and called to Cualli.
  “Itzamna doesn’t like it when I am gone from his side for
  too long, the fool can’t even wait just a few simple minutes.”
  When Anxelli’s thought of the couple’s age long separation,
  she found great irony in Cualli’s words.
  “I leave you with these parting words, daughter. While it is
  true that I can no longer spend my days physically by your
  side, one you thought lost is not truly gone at all. He is right
  there in the palm of your hands.”
  Anxelli looked down at her hands and they were still
  holding the egg that she found in the gold-feathered chamber.
  When she looked back up, Cualli and her husband, the hut,
  the macaws and everything else was gone; replaced by the still
  smoking cliff face on the Nexal/Kultaka border where she had
  lost so much.
  She kneeled in the exact spot where Makuatua had been
  laid low by the flames of the xiuhcouatl, having somehow
  walked there in her sleep. She found her hands resting in the
  charred pile of feathers that had been Makuatua’s body and as
  she shifted the pile she found a melon sized egg – the same
  multicolored oval from her vision. Anxelli felt a feeling of
  intense relief – this was the way to bring Makuatua back; she
  knew it to be so! It appeared that Cualli had come to her in
  her sleep to teach her still in the ways of pluma magic, though
  the realization of her passing was bittersweet.
  As if the instructions had been written directly into her
  mind, Anxelli knew she could build the chamber that she
  committed to memory once this whole quest was over. Having
  gained full knowledge of this powerful new spell, she knew
  that Makuatua would be born again as the same noble warrior
  that had given his life for her.
  Anxelli felt reinvigorated and her magic came back;
  stronger than it had been just a day ago. She was ready for the
  Runt, and set off for the fires of Zatal with hopeful
  determination as she sought out the artifact of her god and
  ancestors.
  =======
  95
  
  Chapter 6
  If she had doubted the jaguar knight’s description of the Valley
  of Nexal before, she certainly did not do so now. The cities of
  Azatl, Tezat and even Nexal itself had all been thoroughly
  abandoned by their foul inhabitants. It was a not-so-subtle
  invitation by Zaltec, this Anxelli knew; a trap that she willingly
  stepped into.
  She thought of all the players in this cosmic game. Zaltec,
  Tezca, the star demons and their queen – she wondered if
  there were any true alliances among these awful beings. The
  clever girl figured that on some level, they would all
  undermine each other, hopefully to her own benefit.
  Though obviously abandoned, ominous sounds still came
  from each city; Nexal in particular. She gave them a wide
  berth when it was possible and used her considerable speed
  to run through areas she could not avoid. Beyond foul Nexal,
  she finally stood at the base of Mount Zatal.
  Long ago, the lakes that surrounded the mountain teemed
  with life and were a true bounty to one of the greatest
  population centers in the whole of the True World. On the
  Night of Wailing, the lakes had fouled, though somehow the
  Viperhand still finds sustenance within its low waters and
  mud flats.
  The volcano itself was massive. Its base was nearly twenty
  miles wide and it reached so high into the sky that it could
  easily been seen from leagues away. The caldera itself was
  relatively small, but it continually belched forth plumes of
  smoke and hot ash. The glow of lava had become a permanent
  sight since the mountain reawakened.
  Maohtli flew up the mountain side and searched for some
  kind of opening but had been unsuccessful. Anxelli followed
  her familiar slowly, as the terrain became jagged and barren.
  Further up, strange fiery lizards came into view, but they were
  easily avoided and did not seem overtly hostile. Anxelli prayed
  to Qotal to guide her steps.
  After a full day of traveling, Anxelli set up camp and rested.
  The next morning she continued ever upwards on the
  mountain until the heat grew and the mountain grumbled.
  Maohtli had just disappeared over boulders of basalt when
  the ground disappeared from underneath Anxelli’s feet. She
  jumped to grab hold of a ledge but could not get a grip on the
  crumbling earth.
  She fell for hundreds of feet into the darkness, but managed
  to quickly mouth the words of a spell – allowing her to float to
  the earth like a feather.
  “And so it begins,” Anxelli said silently
  Alone in the unbearable heat and dark; Anxelli heard
  dozens of footfalls coming from both directions. She grabbed
  a fallen basalt stone and cast a spell; enchanting the stone to
  light her way. As she lifted the glowing rock, she was startled
  by the eyeless face of a pale skinned humanoid that stood only
  a few feet from her. The creature raised its club of bone and
  swung violently but the Chosen of Qotal narrowly dodged the
  blow. The sounds of footsteps grew louder and she realized
  she needed to finish off the creature immediately. Anxelli cast
  her feather darts at the humanoid and felled it instantly.
  She allowed herself a moment to look at the vile corpse and
  remember Cualli’s teachings. She believed the creature was
  called a grimlock who were at one time the human
  inhabitants of the valley. Cualli told her that evil men once
  thrived alongside the beasts of the Viperhand and they were
  tolerated – for a time. When the skies turned to steel and
  Zaltec ceased answering the prayers of the faithful, Hoxitl and
  the other jagres ordered the orcs, ogres and trolls to round up
  the humans and bring them to Zatal in hopes that the sheer
  number of sacrifices would awaken their god. Hoxitl brought
  the humans to the mountain, but he was beset upon by a great
  two headed dragon known as a tlalocouatl. The humans
  escaped into the underground caverns and lava tubes of Zatal
  and were never heard from again. The confluence of their evil
  natures, the act of betrayal, and strange mystical energies of
  the Heart of the Mountain eventually transformed these
  piteous humans into the creature she now saw before her.
  The footsteps grew louder, and she muttered a prayer to
  Qotal.
  The horde first arrived from behind and she turned to run.
  Unfortunately a second group of the blind creatures turned a
  corner and she was effectively trapped with nowhere to turn.
  Anxelli unleashed the Breath of Qotal upon the first group
  and in its radiance; nearly a dozen of the creatures were laid
  low. She turned to face the second horde but was struck with
  a bone club before she could even finish the motion. Anxelli
  saw stars, felt a few more blows, and lost consciousness.
  =======
  Anxelli woke with a pounding headache and found herself
  bound and gagged with filthy rags that smelled and tasted of
  blood. She opened her eyes to see an enormous chamber and
  a slow moving lake of magma. The flow came from under the
  rear wall and out once again in a spot uncomfortably close to
  her position; the heat made her sweat uncontrollably.
  Dozens of the foul grimlocks pushed, shoved and bit at each
  other to claim small morsels of food. They were notorious
  cannibals, and she had no desire to see what awful meal they
  fought over.
  For the moment, none had noticed the plumacaster’s
  awakening. She thought to cast one of her spells, but without
  the use of her voice or hands it was impossible. Anxelli
  attempted to summon Maohtli to her side as well, but this too
  could not be done. Somehow she had lost contact with the
  corollax when she first entered the mountain.
  Effectively helpless; how long would it be before the
  grimlocks fought over small pieces of her?
  =======
  Minutes passed but they seemed like hours and Anxelli grew
  desperate. She could think of no avenue of escape that would
  lead to her survival and she gave up any sense of hope. If only
  she had not lost her obsidian dagger in the jungle against the
  raptors!
  As an act of defiance, the Chosen of Qotal decided that she
  would be the one to decide the way she would die. The
  magma river was only a few feet from where she lay and she
  found herself able to roll slowly even though her hands and
  feet were bound to each other. She began to turn end over end
  in order to bring herself to the molten rock. A quick death by
  incineration was better than being eaten one piece at a time.
  96
  
  A portly grimlock stopped gnawing on a femur in order to turn
  in her direction. It called the attention of grimlocks who stood
  closer to Anxelli’s position and they headed towards her in a
  sprint.
  The room shock violently and the grimlocks were knocked
  to their knees from the thunderous boom. The creatures and
  Anxelli both looked confused – could it be that the volcano
  was becoming active once again?
  No, a second boom was definitively not the rumbling of an
  earthquake. A crack appeared in the wall behind the river of
  fire as if something was breaking through and the grimlocks
  began to scatter. The one who first noticed Anxelli’s attempt at
  suicidal defiance fell into the magma along with half a dozen
  others.
  A third boom sent shards of jagged rock and a cloud of dust
  billowing into the room and Anxelli felt the unlikely comfort of
  a cool, misty breeze.
  The massive head of a great serpent came through the mist
  and grabbed a panicked grimlock; swallowing the creature
  whole. Three of the vile humanoids actually attacked the
  serpent’s head with their bone clubs. A second head then
  appeared through the mist, but this one had the features of a
  jaguar of massive proportions. It opened its jaws and released
  a cloud of scalding steam that caused the grimlock’s skin to
  boil and slide off the bone.
  Anxelli realized that the two heads that had destroyed the
  cavern were not from separate creatures. Rather, both the
  serpent and jaguar heads belonged to a tlalocouatl – a dragon
  in service to the rain god Azul and possibly the very creature
  that drove the grimlocks underground a century ago. The
  room shook with every movement of its serpentine body and
  the river of lava began to creep slowly outside its normal path.
  Only inches from Anxelli now, the heat became unbearable;
  and she could not escape the burn.
  Just as the magma began to redden her skin, Anxelli felt a
  billowing cloud of cool mist encompass her. The molten rock
  whistled and sputtered, but its orange and red glow dampened
  within moments. The tlalocouatl – a servant of a deity no less
  cruel than the fire lord Tezca had saved her from certain
  death! The jaguar head came through the steam and lifted the
  bound Anxelli in its powerful jaws. It bit down gently on her
  garments and lifted her much as a true jaguar would carry its
  kittens from danger.
  The tlalocoatl exited with Anxelli back towards the cracked
  rock face. Magma flowed in front of the fissure now and she
  noticed a large lava tube leading deeper into the mountain.
  The serpent head reared back and let forth a cone of ice
  crystals that halted the remainder of the magma flow – the
  room became pleasantly cool.
  =======
  The rain dragon raced through endless tunnels deep into the
  mountain. It made dozens of turns, sometimes even upward
  or downward. Anxelli knew there would be no way for her to
  find her way back but it didn’t really matter; she had long ago
  become lost in her encounter with the grimlocks.
  The tunnels were tubes carved by lava long ago, but they
  were so moist that small pools formed in depressions. Some
  of the deeper pools stirred with life, but nothing dared
  challenge the two-headed serpent. Anxelli lost her light stone,
  but luminescent lichen covered the walls of the lava tubes,
  giving the whole underground region the ambiance of a lunar
  evening in the jungles of Far Payit.
  Finally the tlalocouatl came upon a massive stone disk
  carved with ancient engravings that blocked any further travel.
  Anxelli could not recognize most of the engravings, but they
  included many of the typical depictions of Azul and the motifs
  all dealt with rain, clouds, lakes or rivers. One in particular
  grabbed her attention – a carving of what was undoubtedly a
  great flood. Humans and many beasts she did not recognize
  fled the deluge. Though she did not have a chance to look for
  long, she thought she noticed a strange man-scorpion hybrid
  within the group.
  For the first time, the heads spoke – answering Anxelli’s
  unspoken question to whether or not they (it?) were capable.
  The words it spoke were mystical and in perfect unison – the
  effect was almost melodic, and the stone disk began to slide
  into the cavern walls of its own volition.
  A great chamber opened up beyond the disk and Anxelli
  was gently dropped near a pool that smelled of morning dew.
  The dragon spoke more mystical words and Anxelli felt what
  she initially thought was a breeze. Wispy hands formed in the
  wind and removed her gag and bindings.
  The walls of the chamber were tiled, forming a vast mosaic
  of blue and green designs – many of which resembled the
  carvings on the stone disk. A dragon sized cavity in the ceiling
  allowed sunlight to filter down from far above, illuminating
  the entirety of the chamber. Likely, it also served as an exit for
  the tlalocouatl.
  The jaguar head spoke a single word to Anxelli.
  “Drink.”
  After her ordeal with the magma, Anxelli was terribly
  dehydrated. She feared the dragon and did not yet know its
  intentions, but she obliged its command more than willingly.
  The tlalocouatl waited patiently for her to finish. A dragon
  of its size was likely quite ancient and surely had developed
  remarkable patience in its long existence.
  When she finished, Anxelli looked into the dragon’s eyes –
  all four stared at her intently.
  “Chosen of Qotal, you stand in the chamber of Quiyahui;
  servant of Azul and Architect of the Great Flood. My master
  bid me assist you and to give you this gift.”
  The dragon’s words once again became the voice of magic –
  and the waters of the pool began to recede. Dry and
  untouched by the sweet smelling waters, a carved pillar stood
  within the depths. Atop the pillar lay the grandest feather
  Anxelli had ever seen.
  Multicolored and glowing with power, Anxelli understood
  she was in the presence of the Cloak of One Plume. It had
  always been an item of great power; a pluma talisman that
  some say had been crafted by Qotal himself. Cualli once
  explained to her that Qotal sensed a calamity before the gods
  went silent and he invested much of his power and divinity
  into the cloak.
  “Though our patrons do not always see eye to eye, they now
  honor a pact made long before the sky turned to steel.”
  Anxelli only nodded. She had accepted her destiny long ago,
  but the presence of the divine was overwhelming.
  The tlalocouatl continued, “Among all the gods, my lord has
  grown weary of Zaltec and Qotal’s incessant interventions in
  the world of men. Qotal has agreed to leave mankind to his
  own devices, should Azul and the other gods hold dark Zaltec
  to the same standard. Only fiery Tezca has abandoned his
  family to find his own way.”
  97
  
  Anxelli spoke for the first time, “I understand great one, but if
  I may ask – what is my role in this?”
  “Your blood is the catalyst that can return the divinity that
  Qotal relinquished. You need only don the Cloak of One Plume
  and will it to be so. There are many others who sought to
  either steal its power for themselves, or destroy it outright.
  You have done admirably well in following your destiny.”
  Anxelli stepped onto the pillar and took the cloak in her
  hand. She thought she would be consumed by the immense
  power she felt within the item, but by the time she wrapped it
  about her shoulders, she grew accustomed to the sensation.
  “Now, release the power to your lord.”
  Anxelli somehow knew exactly what to do. The divine glow
  in the Cloak of One Plume intensified and visibly seeped into
  her hands. The multicolored energy flowed up her arms as
  slowly as the molten rock in the mountain. It eventually
  passed into her heart and upwards towards her mouth. She
  tilted her head upwards to the cavity in the ceiling and opened
  her mouth to the sky and experienced a brief moment of
  silence as time stopped within the room – droplets of water
  from the moist air hung suspended in tiny globules. The
  silence grew to a roar as a beam exploded from Anxelli’s
  mouth straight up into the sky above. Somewhere, she heard
  the approving roar of a dragon far greater even than that of
  Quiyahui.
  =======
  “Betrayed!”
  Zaltec did not have to say much more, his fury spoke ten
  thousand words.
  “Divinity? Sponsorship? No, the only gift I will bring her is
  the gift of oblivion!”
  Mount Zatal had always been sacred to Zaltec, but even the
  greatest of his priests could not understand why the Bringer
  of War took such an interest in the Mountain of Fire. The
  inhabitants of the True World spoke of the heart of the
  mountain as a metaphor; something dark emanated from
  within its depths for certain. But among the faithful, only
  Hoxitl knew there was a tangible – literal translation. When
  Zaltec beheaded Maztica; his mother and the mother of the
  whole of the True World, he ripped her still beating heart from
  her chest and brought it to reside below the mountain. Its
  power of life was corrupted and it is the source of the dark
  energy that emanates from the mountain and brought the
  Night of Wailing.
  Zaltec entered the Chamber of the Heart and looked at his
  prize. Blackened with rot, the heart grew tendrils like veins
  into the surrounding stone – which held it aloft like the pulp in
  an open gourd.
  The heart occasionally beat, which caused the mountain to
  shake and rumble. Even as far as Kultaka, its irregular beat
  could be heard.
  Zaltec stepped close to his mother’s heart and bit deeply. Its
  magic infused him and he felt his stony form crumble, only to
  reform in the void kingdom of the Mother of the Star Demons.
  =======
  In eons of existence, Itzapaplotl’s kingdom of Tamoacha had
  remained inviolate. Far above the world in the airless reaches
  of the void – she reigned without question.
  Yet here he was in front of her; Zaltec, the Bringer of War
  and Eater of Hearts. He approached with his mācuahuitl
  raised high, intent on battle. Perhaps if he would not assist
  her in her ascension, she would have to take it from him!
  Itzapaplotl grew to a size which matched the stone titan
  that was Zaltec. Their forms collided and the sky kingdom
  shook.
  Magics were unleashed which, had they been on the surface
  of the True World, would have torched the forests and laid
  mountains low.
  The Obsidian Butterfly was no match for the Bringer of
  War. Her claws and magic ripped great chunks of stone from
  his flesh, but the Eater of Hearts scored hit after hit with his
  terrible mācuahuitl.
  Hundreds, if not thousands or tzitzimitl came to the aid of
  their mother; each unleashing torrents of star fire. They too
  were crushed by the dozen with every swing of Zaltec’s maca,
  but their starfire began to weaken him.
  Temporarily ignoring the star demons, Zaltec thrust his fist
  into the prone Itzapaplotl’s chest and ripped out her beating
  heart. He swallowed it whole and threw her still living body
  deep into the void. The Obsidian Butterfly’s scream was silent,
  but her face remained twisted in pain long after her form was
  no longer visible.
  Witnessing the likely death of their queen and mother, the
  star demons released their fire simultaneously on Zaltec. The
  light was so bright that the mortal inhabitants of the True
  World thought that a star had burst – many saw it as a
  powerful omen. When the blue flame subsided nothing
  remained. Zaltec, the tzitzimitl and Itzapaplotl were all gone
  and the void kingdom of Tamoacha floated silently.
  =======
  When Zaltec feasted on the heart of his mother, an
  earthquake struck the cavern of the tlalocouatl. Boulder sized
  stone began to fall from the ceiling, ruining the beautifully
  engraved mosaic.
  Anxelli was quick to avoid the worst of the falling rock, but
  small stones pelted her on her back and shoulders and she
  cried out in pain.
  The shaking subsided, but a particularly large rock fell from
  above and Anxelli did not have time to evade it.
  The serpent head of the dragon thrust itself between her
  and the falling rock and it struck with great force. The serpent
  head grew silent but the jaguar wailed and spoke, “Go now!
  You command the power of the Cloak of One Plume. Return
  to your people and tell them that Azul has brought them
  succor!”
  The Cloak imparted its abilities on Anxelli and she knew
  one of its greatest was the gift of flight. Stones still fell in the
  chamber and the large body of the dragon took hit after hit.
  “Go!!!” The dragon screamed.
  Faster than Makuatua or Maohtli ever could, Anxelli
  launched herself into the air with hardly a thought. She
  spared one last glance on the dragon and muttered a word of
  sincere thankfulness. She was concerned that the majestic
  serpent could not fly without both heads being conscious, but
  she needed to leave the chamber before it was too late.
  98
  
  She flew upwards into the cavity in the ceiling. The dragon
  must have carried her upwards in their escape from the
  grimlock cavern; because they were she realized they were
  surprisingly close to the surface. Anxelli burst out into the
  open air once again – finally free from the oppressive
  mountain.
  Chapter 7
  Anxelli marveled at the Cloak of One Plume and its powers,
  but she did not particularly feel like celebrating. Maohtli was
  not just some stupid bird to her, he was her familiar – and
  since that day long ago with Cualli, she had felt a persistent
  connection to the corollax. When she entered Zatal, Anxelli
  thought the evil energy of the mountain itself had somehow
  suppressed her connection, but now she had flown far beyond
  the mountain and still there was nothing.
  She had temporarily returned to the mountain and
  searched for days for her brave little friend, but there was no
  sign of him to be found. Eventually she was forced to move on.
  Anxelli worried that he might have fallen victim to some
  predator on the mountain, perhaps one of the fiery lizards that
  wandered its surface. In her recent search she had come into
  conflict with a few of the beasts and found to her delight that
  the Cloak also gave her resistance to its fiery breath.
  A familiar, once slain, could be recalled with a ritual similar
  to when she first bonded with the bird – but she couldn’t bear
  the thought of yet another of her friends suffering because of
  her. The Runt’ old accusations echoed in her mind.
  Through her ordeal, Anxelli managed to maintain
  possession of the egg that was Makuatua; hiding it in a small
  feathered pouch that had been a gift from Cualli. The pouch
  was itself a talisman of plumamagic that could fit far more on
  its inside than its size would suggest, yet it was nondescript
  and easily ignored.
  She decided she would see to her friends first. She would
  build the chamber whose design Cualli had brought to her in
  her dreams first. Her knowledge of this spell – incubation, as
  it was called, would “hatch” her old friend so that he could
  once again stand by her side. She missed the warrior’s silent
  company.
  The familiar ritual would soon follow – and if the corollax
  had been slain, he would return to her. At the very least, this
  awful occurrence would explain his disappearance.
  Anxelli flew each day and rested only scant hours each
  evening; first through Nexal, then fierce Kultaka and idyllic
  Pezelac. When she first entered the jungles of Payit she felt a
  wave of nostalgia and realized how much she had missed
  home.
  Far off on the horizon she spotted black smoke rising in the
  jungle. She knew very well the region – it was the home of a
  mixed community of Payit and jungle halflings who had
  become unlikely allies in the preceding century. Even from her
  distance she could see the damage was extensive.
  The smell of burst flesh was overpowering when she came
  upon the village, but the smell wasn’t the only thing that would
  give Anxelli nightmares for years to come.
  The men and halflings who had been incinerated were
  perhaps the luckiest of the inhabitants. Entrails were
  everywhere – it was gore unlike Anxelli could ever imagine.
  This was not the clean kills of sacrifice which the priests of
  the dark gods performed, but rather an act of pure malice. She
  had to duck to avoid the hanging corpses and the plumacaster
  vomited.
  The silence was unbearable. A small village such as this
  should be teeming with the sounds of children playing – but
  they too had fallen victim to whatever cruel force was
  responsible.
  She heard a faint growl from the edge of the jungle. Though
  she was cautious, it seemed more of a warning than the
  prelude to an attack. She looked into the foliage and a small
  black jaguar stepped out and flattened its ears. Anxelli walked
  towards the animal and it rolled onto its backside in a sign of
  submission.
  “So there has been a survivor,” Anxelli said wistfully. In the
  midst of the horror, it was a small victory, but the cat made her
  smile.
  “I wish you could tell me what happened here little beastie.”
  The young jaguar rubbed up against her leg lovingly. She
  bent over to pet it and it suddenly growled.
  Anxelli was slapped in the face with a cold wet object that
  did not hurt overly much but certainly startled her. The jaguar
  bounded into the woods.
  “Oh my, I told you that you were a poison for your friends;
  look at what you have caused.”
  She knew that voice and she wanted to lash out at it. Above
  her, the skeletal runt of a star demon hovered; still fleshless,
  but wearing a cloak of his own draped about his body. She
  looked down at the object that had struck her face and she
  gagged for the second time today.
  “Yes, do you recognize your friend? His bright plumage
  bothered my eyes so I plucked them from him one at a time.
  Oh wait – I don’t have any eyes, foolish me!”
  Anxelli screamed, “No!” and the Cloak of One Plume flared
  with scintillating colors and a ghostly image of the Plumed
  Dragon roared above her head. Anxelli stood tall in its naked
  power.
  Maohtli’s corpse disappeared in a puff, having finally been
  released from whatever magic the Runt used to keep the
  familiar bound.
  The tzitzimitl was taken aback by the girl’s display of power
  and nearly fell prone, but he quickly recovered.
  “It pleases me that the Cloak of One Plume has retained
  some of its might; I will gladly take it from you momentarily –
  but first understand that I too have drunk from the divine!”
  As he uttered his last word, the Runt opened his cloak to
  Anxelli and revealed his skeletal chest. Within his ribcage, she
  could see a black beating heart – undoubtedly the Heart of
  Hoxitl, but far more alive. The hishna talisman had become a
  dark mirror of the Cloak of One Plume; perhaps absorbing
  some of the divine energy released in Zaltec’s battle. It had
  become a part of the Runt and the two sworn enemies stood
  on equal ground.
  Anxelli used the flying power of the Cloak to reach eye level
  with the Runt. Before her eyes, the star demon began to grow
  until his feet touched the ground. The Heart had always
  allowed its wielder to transform, but it was no longer
  constrained by size or strength. Anxelli saw the irony in the
  Runt’s new stature.
  “How will you face me now, Chosen? My power is far too
  great.”
  The tzitzimitl released a great blast of starfire that engulfed
  Anxelli. What remained of the village behind her was instantly
  incinerated, leaving hardly a trace that there had ever been a
  settlement.
  99
  
  The flames died out and Anxelli stood untouched; the power
  of the Cloak had protected her and now it was her turn.
  Anxelli preferred her spells of pluma, but they were not all
  she carried in her arsenal. Using the breath of the great
  Quiyahui as inspiration, she released a blue ray of terrible cold
  from her fingertips that struck the giant star demon
  unerringly. Frost formed over his shoulder and he grunted in
  pain.
  “Not so cocky now, demon,” Anxelli quipped.
  The star demon’s skeletal hand struck Anxelli and knocked
  her out of the sky. She knew her right arm was broken, but
  was surprised the attack hadn’t killed her.
  She responded with the Breath of Qotal and the radiance
  struck the tzitzimitl. The star demon had continued growing
  throughout the battle, however, and the damage she incurred
  was not enough to stop him.
  The star demon’s fist struck down at Anxelli but she
  narrowly evaded the attack. Though her magic was strong she
  did not know if she could defeat him.
  Having now grown taller than the trees, the star demon
  grabbed at Anxelli and she could not escape him this time. He
  held her tightly and began to squeeze. Her broken arm was
  pinned in the skeletal grasp and the pain was unbearable; she
  knew that she would soon be crushed in his grasp.
  The tzitzimitl abruptly stopped and looked down at his feet.
  The young black jaguar had returned from the jungle and was
  tearing at the star demon’s leg with all its might.
  “Beastie!” Anxelli yelled out.
  The jaguar’s attack could not truly hurt the giant, but the
  momentary distraction was all that Anxelli needed. She
  mouthed the words and made the motions with her free arm
  to summon a small spectral hand within the star demon’s
  chest. A simple spell really, she more often used it to assist in
  chores when she resided with Cualli. The hand clamped on
  the beating Heart of Hoxitl and pulled it through the gap
  formed by the missing rib in the star demon’s chest.
  Instantly, the star demon shrunk back to a pathetic runt.
  Anxelli dropped hard to the earth but she rose once again
  before the weakened tzitzimitl could react. The jaguar stood
  beside her.
  This time, when the Breath of Qotal struck the tzitzimitl it
  did not recover. It’s smoking form lay amidst the devastation it
  had wrought, having left this world with hardly a whimper.
  =======
  Epilogue
  Long after the battle with Runt Anxelli visited her third village
  with Makuatua, Maohtli and her Beastie beside her. She never
  felt that the title “princess” fit, and she certainly did not accept
  it when they had called her “queen.” Anxelli chose instead to
  honor her teacher Cualli by passing the great gift of
  plumamagic throughout Payit. In each town she visited,
  Anxelli found an apprentice to whom she passed along her
  knowledge.
  Never again would cruel beings like the Obsidian Butterfly
  or her star demon minions find the peaceful folk unprepared.
  The tonalli of Cualli occasionally looked in on the one she
  considered a daughter and she smiled.
  =======
  Exbal Ken is the tenemo of the torturers and priests of the
  cruel gods after passing from the mortal world. The tonalli
  here have a choice to either continue to suffer or cause
  suffering. It is difficult to find a being that still retains its heart
  within its chest in the whole of the eternal plane.
  Zaltec brooded among the carnage and called to his
  greatest servant.
  “Hoxitl, come to me my slave.”
  The massive jagre appeared instantly in the presence of his
  master.
  “Yes, my lord. What is it that you wish of me, Bringer of
  War.”
  “There is one who has defied me and I wish to feast upon
  her heart. Bring her to me.”
  From his maw, Zaltec produced a blackened heart that beat
  furiously in Hoxitl’s presence. He thrust the heart forward and
  veins like tendrils reached to a gap in the jagre’s chest. As if it
  were a burrowing lizard in the House of Tezca, the heart
  crawled into the empty cavity and the wound closed over
  instantly.
  Hoxitl smiled a toothy grin.
  THE END
  100
  
  Welcome to the
  Welcome to the
  Welcome to the
  Welcome to the
  Welcome to the
  True World!
  True World!
  True World!
  True World!
  True World!
  Maztica is back once again, literally and
  figuratively! After a century of exile on the twin
  planet of Abeir, Maztica returned during the
  miraculous event known as the Sundering.
  So what exactly has come back from the savage
  world with strangely colored skies?
  What are the Mazticans like today and have they
  ever fully recovered from the invasion only a few
  short decades before the Blue Breath of Change?
  Qotal had returned, but then the gods were left
  behind once again. With so much trauma and so
  many changes, it is a wonder that civilizations did
  not collapse.
  Well they didn't, and the Mazticans have proven
  the old adage many times over that what doesn't
  kill you, only makes you stronger.
  Cover Art: "The Shaman" 
  Dragos Jieanu
  The Maztica Campaign
  This netbook is designed to attract new players to
  the Mesoamerican based setting known as
  Maztica.
  Maztica is a region of the greater world of Toril
  from the Forgotten Realms. It was originally
  introduced in 1990 with the novels Ironhelm
  (1990), Viperhand (1990) and Feathered Dragon
  (1991); each written by Doug Niles. It was
  subsequently followed up by a number of 2nd
  Edition gaming products, starting with the
  Maztica Boxed Set in 1991 (also by Doug Niles)
  and followed by two adventures (FMA1 Fires of
  Zatal by Jeff Grubb and Tim Beach, FMA2
  Endless Armies by Jeff Grubb) and one
  accessory/adventure (FMQ1 City of Gold by John
  Nephew and Jonathan Tweet).
  In later editions of Dungeons and Dragons, with
  a few minor exceptions, Maztica was summarily
  ignored or outright removed from the Forgotten
  Realms setting. With the advent of 5e and the
  Dungeon Master’s Guild, Maztica is back once
  again in the Realms!
  A New, New Edition!
  The first time I started writing for Maztica was
  way back in the latter days of the 3rd Edition.
  Floating out there on the internet somewhere
  there is a nightmarish early version of this book
  which I highly recommend you avoid!
  But time passed and with dozens of additional
  books written, I have tried to hone both my writing
  skills and game knowledge to eventually come
  back to my first love. While loaded with errors, I
  believe the first version of this book was headed in
  the right direction. But now, with the advent of
  wonderful programs like GmBinder, it was time for
  a new update. If you have the first version (which
  is also available here for download) you'll notice
  some major differences, beyond even the rules
  clarifications.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Maztica 5e/MZC1 - Maztica - The Maztica Campaign Guide v2.pdf