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  LOPANGO – LAND OF THE SACRED SUN 
   
  TWC2 
  
   
   
   
  CREDITS: 
   
  Designer:  Jon Hild 
   
  Cover Art:  Piter 
   
  http://pitercr.deviantart.com/ 
   
  Watermark:  Zeezee Canning 
   
  http://zeezeeazc123.deviantart.com 
   
  “Maztica Alive!” Logo:  Cliff Wolter  
   
  http://yardarkwood.deviantart.com 
   
  Maztica Map:  Dustin Harbuck 
   
  Picchu Umu Map:  Thorkhammer 
   
  Interior Artists (in order):   
   
  Will Owen 
   
  http://thewillowen 
   
  Silvia 
   
  http://chioccioletta.deviantart.com/ 
   
  Sir Tiefling 
   
  http://sirtiefling.deviantart.com/ 
   
  Joel Amat Güell    
   
  http://fo3the13th.deviantart.com  
    
   
  _______________________________________ 
   
   
   
   
   
   
   
   
  Marcelo A. Orsi Blanco 
   
  http://carpet-crawler.deviantart.com/ 
   
  Elshazam 
   
  http://elshazam.deviantart.com/ 
   
  Sweetrosali 
   
  http://sweetrosali.deviantart.com/ 
   
  Abbey Normal 
   
  http://abbey1normal.deviantart.com/ 
   
  Mark Molnar 
   
  http://markmorlnar.com 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  LOPANGO – LAND OF THE SACRED SUN 
  5TH EDITION 
   
   
  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. 
   
  ©2016 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. 
   
   
   
  
   
   
   
  TABLE OF CONTENTS 
  INTRODUCTION ..................................................... 1 
  MAZTICA ALIVE! .................................................. 1 
        WHAT IS IN THIS BOOK? ........................................ 2 
  MAP OF LOPANGO ................................................. 3 
  LOPANGO ............................................................ 4 
  THE HISTORY OF LOPANGO .................................... 4 
             THE NATICAN .................................................. 4 
        SIDEBAR: REFERENCES TO REALMSPACE .................... 4 
             THE CAYMA .................................................... 5 
             THE JUNGLE ORCS ............................................ 6 
             THE JUNGLE DROW .......................................... 7 
             THE EMPEROR SCORPIONFOLK ............................ 8 
             THE GOLD-CLAD GIANT KINGS ............................ 9 
             THE SUPAY GNOMES....................................... 10 
             THE ANADJIIN AND THE YAGREL ......................... 11 
             THE TZAKANDI ............................................... 12 
        SIDEBAR: LOPANGO –  LAND OF FIRE ...................... 12 
  THE GODS OF LOPANGO ........................................ 13 
             INTIRI .......................................................... 13 
            KONI ............................................................ 14 
             MAMA CAROCHA ........................................... 14 
             MAMA TRANQUILLA ....................................... 15 
             SUPAI .......................................................... 15 
             VIRACHOA .................................................... 15 
             VULKOON ..................................................... 16 
  PLACES OF INTEREST ............................................. 33 
  MOUNT MIXHUACAN ......................................... 17 
  MOUNT XOCHIPAS ............................................. 17 
  CHAPULLELEL JUNGLE ......................................... 17 
  TZAKAN MARSH ................................................ 17 
   
  PICHU UMU ..................................................... 18 
  MAP OF PICCHU UMU .......................................... 18 
  MOUNT CUZCALAC ............................................ 19 
  APU ROCA ....................................................... 20 
  PERSONALITIES ................................................... 20 
  CHARACTERS ..................................................... 21 
  RACES ............................................................. 21 
             NATICAN ...................................................... 21 
             JUNGLE DROW .............................................. 22 
             CAYMA ........................................................ 22 
  CLASSES .......................................................... 24 
             CLERIC DOMAIN (SUN PRIEST) .......................... 24 
  EQUIPMENT....................................................... 25 
  ARMOR AND WEAPONS ...................................... 26 
        SIDEBAR: LANGUAGE .......................................... 26 
  MAGIC ITEMS .................................................... 27 
  ARTIFACT .......................................................... 27 
        SIDEBAR: CURRENCY .......................................... 27 
   
   
   
   
   
  
   
  1 
   
  HERE, HIGH UPON THE MOUNTAIN SHALL BE 
  MY HOME!  FOREVER I WILL LIVE AMONG YOU, 
  MY CHOSEN PEOPLE!  FOR IN THIS LAND YOU 
  SHALL FIND MANY AND GREAT ENEMIES, BUT 
  KNOW THAT FOR AS LONG AS THE SUN SHINES 
  UPON THESE LANDS, THE NATICAN SHALL 
  PROSPER!” 
   
  -INTIRI TO THE NATICAN  
  UPON THE DISCOVERY OF PICHU UMU 
   
  INTRODUCTION 
   
  Over a hundred years ago in the Year of 
  Maidens (1361 DR), Cordell set off on his 
  fateful journey and found  what he and his 
  Golden Legion believed to be a whole new 
  world.   
   
  To the inhabitants, he did not discover a new 
  world, but rather what they would define as the 
  True World.  With a vibrant and too often 
  bloody history of their own, the Mazticans were 
  the center of their own universe.  Some scholars 
  believe that this isolation was a main factor in 
  Maztica’s relatively easy conquest. 
   
  Though it did not stay subjugated for long, the 
  True World had forever changed.  Traces of this 
  historical event can be found in the pale faces of 
  the cosmopolitan cities like New Amn, Tukan 
  and others.  From the brutal Kultakans, to the 
  contemplative Payit, every nation has felt the 
  influence of the outsiders.   
   
  What few Mazticans will speak of, mostly due to 
  their own ignorance, is that their nations are 
  hardly the whole of the True World.  Encounters 
  with the Dog People of the north have led to 
  legends of the fabled lands of Anchorome, and 
  in the south, the pochteca of both the Huacli and 
  Kolan speak of a land far to the south through 
  dangerous territory.  This land is known as 
  Lopango – the Land of the Sacred Sun.   
   
   
   
   
   
  MAZTICA ALIVE! 
   
  In the 1990 Maztica Boxed Set, the name 
  “Maztica Alive” was given to the game book 
  designed solely for the dungeon master.  In 
  2010, when a name was needed to represent the 
  legion of remaining fans and the community that 
  they were slowly forming, there was in truth no 
  name that could have been more appropriate.  
  Fittingly, this community began exactly two 
  decades after the introduction of Maztica.  
  “Maztica Alive!” therefore, has come to 
  represent a growing community of game 
  enthusiasts who are determined to see Maztica 
  survive in each new game incarnation.  
  Currently, the group is most active in the Yahoo 
  Group of the same name.  To join the group, 
  simply follow the link provided: 
   
  https://groups.yahoo.com/neo/groups/Maztica
  Alive/info 
   
  Also, discussions are actively growing in the 
  community known as The Piazza: 
   
  http://thepiazza.org.uk/bb/index.php 
   
  Though the intention of this netbook is to draw 
  in new fans, the group itself is always looking 
  for new authors, artists and contributors.  Please 
  feel free to join us at either site and participate in 
  the conversation.  Perhaps your material will 
  shape the events in countless future campaigns 
  for future fans! 
   
  Keep an eye out for future products from “Maztica 
  Alive!” under the following tags: 
   
  TWC – “True World Core.”  A Maztica Alive  
  Core setting book  
   
  TWA – “True World Adventure.”  A Maztica  
  Alive! Adventure book 
   
  TWN – “True World Novel” A Maztica Alive!  
  Novel 
   
  TWM – “True World Mini” A Maztica Alive  
  mini-sourcebook  
  
   
  2 
   
  WHAT IS IN THIS BOOK? 
   
  This book is designed to help form the 
  framework of a campaign set partially or entirely 
  in the region of the Forgotten Realms known as 
  Lopango.  Lopango, as stated in the 
  introduction, is found far to the south of the 
  more well-known lands of Maztica.   
   
  Other than hints and legends, little has been said 
  about Maztica’s southerly neighbor. What is the 
  land like?  Who are its people?  What is 
  important to them, and what are its major 
  conflicts?  When all these questions are 
  answered, perhaps Lopango can become a 
  wonderful – if dangerous place to visit. 
   
  Lopango has been given an “Incan feel” to it, 
  but it is not a direct translation of that culture’s 
  history.  Rather, it is only loosely based on the 
  Incan people, and it is only “Incan” as much as 
  the Lord of the Rings is European.   
   
  In these pages you will recognize the Incans in 
  the form of the Natican, a beleaguered race that 
  trusts in their patron deity with nearly full 
  devotion.  He even lives among them in the 
  Forgotten Realms equivalent of Macchu Picchu! 
   
  You will also find that their enemies are many.  
  Altered classics like the jungle drow and orcs 
  may not be a new threat to gaming veterans, but 
  the greedy giants whose very touch can turn a 
  man into fool’s gold most certainly are.  Though 
  the appetites of these giants may be greedy and 
  often cruel, their sadistic capabilities pale in 
  comparison to the necromancies of the 
  horrifying Supay Gnomes!   
       
  Yes, you read it correctly; these gnomes are not 
  to be trifled with and they are certainly not your 
  “garden variety.” 
   
  All are not necessarily enemies, however, and 
  races who simply desire to survive can also be 
  found aplenty.  Possibilities include a race of 
  lizardfolk known as the cayma who yearn for 
  freedom, a violent yet valiant race of 
  scorpionfolk who live deep in the dark places of 
  Lopango, and even a race of alien hunters from 
  another world who battle endlessly with a 
  savage and degenerate breed of illithid!     
   
  What this all means for the Natican people is 
  largely up to you and those who adventure 
  within these lands.  Perhaps the future of the 
  Natican depends upon the actions of the 
  strangers who know neither their ways, nor 
  those of their enemies.  Perhaps instead, native 
  heroes arise among the races to end the 
  increasingly deadly threats of Lopango.  
   
  Elsewhere in these pages you will discover the 
  richness of the Lopangan divine pantheon.  Gods 
  play a direct role in the lives of the Lopangans, 
  even more so than those of their northerly 
  Maztican neighbors.  Some deities, like Intiri of 
  the Natican, even live among their chosen 
  people! 
   
  This book is designed to be an expansion of 
  TWC1 The Maztican Campaign Guide, and 
  all of the “crunchy” material available within 
  that book is also valid in Lopango – though you 
  will find additional material within these pages.  
  A new playable race, class, spells and magic 
  items are all given their own portion of this 
  book.  Even without actually playing within 
  Lopango itself, a Dungeon Master can put this 
  material to good use! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  4 
   
  LOPANGO 
   
  The history of Lopango cannot be separated 
  from the story of its inhabitants.  Since the sun 
  god Intiri first led his people to the mount of 
  Pichu Umu, his priests have recorded much of 
  Lopango’s history on baked disks of clay in the 
  temple libraries of the holy city.  Even they do 
  not know the whole of what has occurred.      
   
  THE HISTORY OF LOPANGO 
   
  Nations are not as important to the history of 
  Lopango as is race.  Their origins and 
  interactions are crucial to understanding the 
  tentative peace that exists.  Geographically, they 
  are isolated enough to keep encounters to a 
  minimum, but with the rise of the orcs and other 
  threats this tendency might soon change.   
   
                                                    THE NATICAN 
   
  As far as anyone knows, the Natican have 
  always been in Lopango, but the Sun-Priests 
  speak of a time when the people entered the 
  world through the “Womb of Mama Carocha.”  
  Many foreign sages believe this means they left 
  their dwellings in caves and the Underdark long 
  ago.   
   
  It is well known that Intiri, the great sun god and 
  child of both Virachoa and Mama Carocha, 
  personally led his people until he came upon the 
  mountain site now known as Pichu Umu.  
  Guided by the light of his Sun Staff, the Natican 
  traveled many years until they settled upon this 
  holy site.  Intiri declared Pichu Umu the center 
  of their faith where only the sun-priests and 
  Intiri himself would reside.   Nearby, atop 
  Mount Cuzcalac, the rest of the population 
  founded a great city of their own.   
   
  Over time, the Natican came into contact with a 
  variety of other beings, and the encounters were 
  rarely peaceful.  They first came upon the Giant 
  Kings who were haughty and greedy giants that 
  fled some great shame.  The giants enslaved 
  many Natican to mine their precious gold, but 
  were eventually punished by Intiri’s father 
  Virachoa.  Virachoa, who was nominally 
  worshiped by the Giant-Kings, sent a great flood 
  into their valleys and drowned hundreds before 
  his rage subsided.  After surveying the 
  destruction he had wrought, Virachoa’s guilt 
  forced him to leave the heavens and abandon the 
  world, though some folk claim that he was slain 
  by an unknown son.  Mountain hermits tell 
  stories that Virachoa still walks the land as an 
  old wanderer or even a black llama to this day 
  however, so Natican give great respect to old 
   
  REFERENCES TO 
  REALMSPACE 
     
  Spelljammer is another popular setting 
  from the 2nd edition era of Dungeons and 
  Dragons.  Essentially, “D&D in Space,” 
  there are a number of references to this 
  setting made within the pages of this 
  book. 
   
  However, if Spelljammer is not a part of 
  your campaign, there will only be minor 
  adjustments necessary.  If a passage here 
  refers to “other worlds,” it is a simple 
  enough matter to change the meaning to 
  “other planes.”  The anadjiin, for 
  example, could just as easily be 
  inhabitants of one of an outer plane such 
  as the Beastlands or even Ysgard.   
   
  In an earlier edition of this book, the 
  mysterious inhabitants of Mt. Mixhuacan 
  were none other than the blue skinned 
  space traders known as the Arcane.  That 
  angle could be explored once again if a 
  DM so chooses, but references to them 
  have been kept intentionally vague within 
  this book.  Replacing them with oni 
  displaced somehow from Kara-Tur would 
  make an excellent variant. 
   
    
   
  
   
  5 
   
  strangers and practically revere the black llama 
  in fear of offending the deity.  This fact is 
  widely taken advantage of by the cursed beings 
  known as the qarqacha, who can appear as 
  either; though only a fool would ignore that 
  creature’s malformation. 
   
  Intiri, the current patron of the race and source 
  of most of the Naticans’ good fortune, is said to 
  dwell still within the Temple of the Sun in Pichu 
  Umu.  He remains aloof – forcing his people to 
  survive without his divine or direct intervention.   
   
  On the heels of the war with the 
  Giant Kings, the Natican 
  became embroiled in two 
  more devastating wars. 
   
  The first was against the 
  barbaric emperor 
  scorpionfolk, whose name 
  amongst themselves was 
  the Imperatonti.  The 
  savage creatures blamed 
  flooding from 
  Virachoa’s wrath on 
  the humans 
  where their 
  young and 
  least mobile 
  died horribly during the 
  deluge.  The stubborn creatures 
  were convinced that the Natican had caused the 
  flood, and in 
  response, they 
  sought to eradicate the threat from above.  The 
  war cost many lives on both sides and left a long 
  standing racial distrust between the two species. 
   
  Many centuries later and relatively recently in 
  Natican history, orcs poured forth from the 
  southern jungles with their drow and cayma 
  slaves.  With brutal efficiency, they wiped out 
  all of the Natican jungle settlements.  Intiri’s sun 
  priests were at least able to hold the orcs at the 
  jungle border.     
   
  Other conflicts have occurred on a smaller scale 
  with the threat of the yagrel and their tzakandi 
  allies in the north.  These horrid creatures are 
  even more alien in outlook and appearance than 
  the scorpionfolk and many Natican have 
  disappeared when they strayed too far in that 
  direction.   
   
  One threat has been taken far less seriously than 
  deserved and the Natican may soon pay the price 
  of their ignorance.  A race of gnomes lives deep 
  within the mountains, mostly unknown to the 
  Natican.  Unlike their Faerunian kin, these 
  gnomes know nothing of Garl Glittergold or the 
  gnomish pantheon, but instead worship a deity 
  of death known alternately as Supai or Supay 
  (for which the race has been named).  Death, to 
  these gnomes, is not just a part 
  of the natural cycle, but 
  rather something to 
  look forward 
  to and 
  encourage.  
  The gnomes 
  seek only 
  genocide and 
  believe it is their 
  sacred duty to 
  bring death to all 
  of the inhabitants 
  of the True 
  World.  They will 
  not hesitate to use 
  undead to do so.   
   
               THE CAYMA 
   
  The cayma are an 
  ancient race, but have never been a well-known 
  or even very successful one.  Like many 
  lizardfolk, they are simply content to survive.  
  Their legends speak of the great snakemen, who 
  in a land before time gave them the gift of life.  
  Sages speculate that this legend is an obvious 
  reference to the Sarrukh, and many believe the 
  caymas are a created race.  Their legends also 
  allude to their masters having found them 
  unworthy even of slavery, and thus the caymas 
  “earned” their freedom.  Perhaps the creation of 
  the yuan-ti made cayma obedience obsolete. 
   
  Apparently, not all races have been as discerning 
  as the Sarrukh because century after century, the 
  tale of slavery repeats itself.  Brief moments of 
  
   
  6 
   
  independence are interspersed with entire 
  centuries of enslavement.  Most recently, the 
  cayma have become the servants of the 
  sorcerous jungle orcs from the southern 
  continent Katashaka.  The orcs did not find the 
  cayma quite so useless in their conquering of the 
  jungles of Lopango.  In fact, Natican who have 
  come into conflict with 
  the diminutive 
  lizardfolk often 
  remark that they 
  fight with a 
  selfless abandon 
  seldom seen in 
  their cowardly orc 
  masters.   
   
  The cayma are at 
  peace with their 
  history and accept 
  that they may 
  forever survive in 
  servitude. 
  However, as the 
  orc grow more 
  abusive over the 
  years, they are 
  finding an 
  independent streak 
  never before seen in 
  their long existence.  
  Perhaps the cayma are 
  no longer simply content 
  to survive.  Rumors 
  among the orcs 
  speak of a resistance leader 
  within their midst known only as 
  Lockjaw.  They do not know 
  exactly who this leader is, but in their efforts to 
  ferret him or her out they have grown 
  increasingly abusive.  This of course drives even 
  more cayma to the revolutionary. 
   
                                           THE JUNGLE ORCS 
   
  Though they are not the most recent transplant 
  to Lopango, the jungle orcs are certainly one of 
  the most aggressive.  Having long ago found an 
  affinity for sorcery within their blood, these 
  unusual orcs held a powerful empire in the 
  northern nations of Katashaka.  Like so many 
  great civilizations, the orcs grew decadent and 
  reliant on their slaves.  They still commanded 
  great power, but understood little of the day to 
  day maintenance of their empire.   
   
  When a being known to some as The Sleeper, 
  and to others as the dreaded 
  Tarrasque, awoke 
  from a hundred 
  year slumber and 
  decimated the orc 
  civilization; 
  opportunistic slaves 
  rose up and rebelled 
  against their abusive 
  masters.  The orcs 
  were forced to flee to 
  the lands of Lopango 
  bringing only their 
  ever loyal cayma 
  along.  
   
  The orcs soon 
  encountered others 
  in Lopango’s 
  jungles, including 
  small clans of 
  scorpionfolk and the 
  settlements of the sun 
  worshiping humans 
  known as Natican.  
  War was inevitable 
  with both.  If the 
  Natican and the 
  scorpionfolk had been 
  allies, the orcs would not 
  have stood a chance, but 
  as fate would have it, these two races themselves 
  were hardly at peace.  Even still, it was the 
  guerilla tactics and deadly ambushes of their 
  cayma slaves that won the jungle for the orcs. 
   
  The orcs only briefly attempted to continue their 
  way into the mountains as powerful sun priests 
  from the holy city of Pichu Umu rained 
  destruction on the orcs.  Satisfied with a 
  stalemate and content to digest their new 
  “empire,” the orcs retreated. 
   
  
   
  7 
   
  Six years after the last major skirmishes, the orcs 
  were set upon by yet another race, though they 
  jokingly call this day the “Gift from Below.”  
  Embattled drow, refugees from their own war 
  with the scorpionfolk in the Underdark, simply 
  appeared amid orc lands one day.  With their 
  vast numbers, still potent sorcery and ever useful 
  cayma allies; the orcs humiliated and enslaved 
  the drow.           
   
  Today, the typical orc seems almost completely 
  unaware that their history and doom in 
  Katashaka may soon repeat itself.  They know of 
  resistance within their cayma slaves, but the 
  diminutive lizardfolk are not the only threat to 
  their power.  What the orcs do not realize is that 
  they may have unintentionally caused a first 
  time event in Lopango’s long history.  There are 
  major hurdles to overcome, but the races of 
  Lopango have the unique possibility of working 
  together and finding a common enemy.  
  Lockjaw, whoever he or she is, is fully aware of 
  this possibility and between the drow, the 
  scorpionfolk, the Natican and the cayma; an end 
  to orc power might be inevitable.  
   
                                         THE JUNGLE DROW 
   
  Those who know the story of the jungle drow 
  tend to utter the cliché about how quickly the 
  mighty may fall.  Less than four hundred years 
  ago the drow were the masters of their 
  Underdark city in Faerun, but everything 
  changed the day they decided to give chase to a 
  clan of dwarves traveling westward through 
  unknown tunnels.  Greatly outnumbered, the 
  dwarves should have been an easy kill, but they 
  proved more stubborn than expected.  Their 
  resistance proved a minor disaster compared to 
  the catastrophe of the event known as the 
  Rockfire.  In one particularly bloody skirmish, 
  the drow unleashed magic that the fragile 
  Underdark walls simply could not handle. Their 
  mighty spells ripped the tunnels apart and 
  brought upon the combatants the twin disaster of 
  magma from below and a deluge of ocean water 
  from above.  Chased by massive plumes of 
  scalding stream, the survivors of both races 
  forgot their war and ran far and fast westward, 
  forever separated from home. 
   
  In the confusion many drow were lost within the 
  unknown tunnels.  Trapped in dead ends, 
  scalding and deadly steam caught up to some.  
  Others headed either due west or southwest with 
  no idea where they might end up.  The story of 
  the jungle drow is the story of the individuals 
  whose journey included the more southerly 
  route.      
   
  Unaccustomed to wandering, the refugees 
  suffered for two decades before finding a new 
  realm they believed they could call home.  Their 
  first major encounter was with an unknown race 
  of creatures whose lower torso was that of a 
  massive scorpion and whose upper bodies were 
  of a race of barbaric men and women.  Oddly, 
  initial contact between the two fierce peoples 
  was almost peaceable.  The drow were too 
  accustomed to betrayal however, and were not 
  quick to change their ways. Seeing a moment of 
  
   
  8 
   
  weakness, they sought to murder the 
  scorpionfolk leader known as the Scorpion King 
  and replace him with one of their own.  Once 
  again, the drow underestimated their adversaries 
  and were chased aboveground to hide away their 
  days from both their enemies and the painfully 
  blinding sun.   
   
  Under the darkened canopies of their new jungle 
  home, the eyes and skin of the drow eventually 
  adjusted to the upper world.  It was not long 
  before they realized their new home also had its 
  masters.  Orcs, strangely powerful and sorcerous 
  in nature, commanded the jungles and war came 
  yet again.  Having been battered from recent 
  conflicts and a “natural” disaster of epic 
  proportions, the refugees of twenty years of 
  wandering fell to a race that would make them a 
  laughing stock back in their homeland.  The 
  drow had become the slaves of the lowly orc!   
   
  The drows’ acceptance of the upper world’s 
  bright sun was the only physical change they 
  had undergone, but their spiritual change was far 
  more significant.  Having lost most of their 
  priestesses in three wars, the drow abandoned 
  Lolth and her demonic obsession with spiders.  
  A different type of vermin had proven both more 
  powerful and more in tune with their quest for 
  freedom and survival.   
   
  The scorpionfolk god Vulkoon accepted both 
  priests and priestesses of the drow race even 
  though the scorpionfolk themselves remained 
  wary. The drow attempted betrayal once, and the 
  imperatonti did not take long to understand their 
  duplicitous nature.  Time will tell if the drow 
  truly have changed. 
   
                   THE EMPEROR SCORPIONFOLK 
   
  Known among themselves as the imperatonti, 
  myths and legends abound in the emperor 
  scorpionfolks’ history.  They are passed down 
  through word of mouth because the imperatonti 
  have no written language.  The stories 
  themselves are incredibly important to the race 
  and are taught to each new generation with 
  underlying religious tones. 
   
  The most well-known myth is the life of the one-
  time hero and current deity known as Vulkoon.  
  In ancient times, the emperor scorpionfolk were 
  not so different from their northerly tlincalli 
  cousins.  They were a strong subrace, but 
  typically less fervent in the worship of their 
  multi-deity pantheon. 
   
  The subrace served as warriors of brute force 
  during primeval wars until the rise of the mortal 
  barbarian Vulkoon.  Vulkoon was fierce but 
  unlike many of his kin, he seemed to care for the 
  welfare of others of his kind.   
   
  During Vulkoon’s reign, Rr'ikin'aka, a tanar’ri 
  lord who fancied himself the King of Scorpions, 
  made a play for the devotion of all scorpionfolk. 
  Vulkoon and his powerful retinue assisted the 
  obyrith lord Obox-Ob and the Chattering Prince, 
  Tharzax (another minor demon lord) in 
  entrapping the would-be usurper.  Forever after, 
  Rr'ikin'aka has been imprisoned deep in the 
  Abyss.  A lesser known part of the legend 
  among the tlincalli claims that Vulkoon and his 
  retinue were set up as bait for the trap that led to 
  the demise of the demon lord. Obox-Ob lost his 
  servant’s loyalty when the last of Vulkoon’s 
  broodmates were slain that day. 
   
  Vulkoon’s dissent only grew in the years 
  following Rr’ikin’aka’s defeat.  Obox-Ob was 
  careless with his worshipers and demanded too 
  many sacrifices.  The other scorpionfolk gods 
  were unconcerned with this abuse so in disgust 
  Vulkoon led those who had grown to revere him 
  far to the south.  Within a few years they settled 
  in the Underdark of Lopango and have remained 
  ever since.  Upon the time of his death, the mass 
  worship of his people allowed Vulkoon to 
  ascend to the status of a demigod.  Vulkoon’s 
  youngest progeny, birthed not long after their 
  arrival in Lopango, became a line of unbroken 
  kings and they took the title originally assumed 
  by vanquished Rr'ikin'aka.  These ancestors of 
  Vulkoon, known interchangeably as the King of 
  Scorpions or the Scorpion King, have ruled ever 
  since. 
   
  The scorpionfolk have thrived and adjusted to a 
  far more peaceful existence than their northerly 
  cousins, at least among themselves.  However, 
  
   
  9 
   
  their relationship with other races, all interlopers 
  in the scorpionfolk mind, have been at the very 
  best of times strained.  Their first contact with 
  non-scorpionfolk was made with the Giant 
  Kings, whose obsession with gold knew no 
  bounds; but encounters were sporadic at best.  
  Centuries later, mankind arrived led by their sun 
  god, and peace might have ensued were it not 
  for the Great Flood.  The scorpionfolk laired far 
  belowground, but the deluge was so vast that 
  even far below, the caverns filled.  The majority 
  of adult scorpionfolk survived, but many young 
  and the infirm drowned in the deepest of 
  chambers.  In fact, so many young ones were 
  slain, that they became known to the 
  scorpionfolk as the “Lost Brood.”   
   
  After many years of war with mankind over 
  their assumed involvement in the Flood, the 
  reigning Scorpion King, Krikata’en, finally 
  called a truce.  To this day, many scorpionfolk 
  still blame mankind, but others know the true 
  culprits were the greedy giants of the mountains 
  and their vengeful deity.  Now all three races 
  distrust the other, but at least open warfare has 
  been averted.      
   
  The orcs came many centuries later, and were 
  followed almost instantly by the duplicitous 
  drow.  Unlike the giants and mankind, the 
  intentions of the orcs have never been 
  questioned.  In fact, the orcs sought to make 
  slaves of all scorpionfolk they encountered, but 
  the proud Imperatonti would rather slit their own 
  throats than find themselves beholden to a 
  master.  While the few imperatonti settlements 
  that lay within the jungles were eradicated by 
  the orcs, war on a grander scale has been 
  avoided due to the geographic separation of the 
  two races.  
   
  The drow, beaten and weary from years of 
  wandering, arrived less than a decade after the 
  vile orcs.  Initially, the Scorpion King Je’ra’krik, 
  in an unprecedented show of mercy, welcomed 
  the drow within their warrens despite the 
  objections of his advisors.  He nearly paid for 
  his kindness with his life, as the drow attempted 
  to turn his people against him and made their 
  own play for power.  The drow did not count on 
  the scorpionfolks’ loyalty to one another and 
  they were hounded all the way to the surface.  
  Knowing of the orcs’ existence in those lands, 
  the scorpionfolk left the drow to their fate. 
   
  A lesser race, as hostile and vile as the orcs 
  themselves, has made themselves known to the 
  scorpionfolk in recent years.  These diminutive 
  manfolk, who call themselves “gnomes,” have 
  attempted to sacrifice young scorpionfolk to 
  their horrid deity of all that is dead and undead.  
  In this conflict and in the continued skirmish 
  with the jungle orcs, the scorpionfolk find more 
  in common with the other races of Lopango 
  every day.  If the Scorpion King, a powerful but 
  ancient barbarian sorcerer known as Grikataw, 
  sees a benefit in alliance, they may finally look 
  to their other neighbors as something other than 
  potential enemies. 
   
                 THE GOLD-CLAD GIANT KINGS 
   
  Guilt and shame runs deep within this race of 
  giants, and both emotions have only hardened 
  their hearts.  For many thousands of years the 
  giants have found solace only in the 
  accumulation of what they know as the “Flesh of 
  the Sun,” and what mankind calls gold. 
   
  A clan of stone giants, whose name is lost or 
  intentionally forgotten, once battled with the 
  avatar of the violent and rapacious dragon deity 
  known as Garyx in the Dawn Ages.  Having 
  seen many of their kin rent or devoured by the 
  great red dragon, these giants fled the field of 
  battle.  Though some considered the battle 
  hopeless from the start, the desertion of the stone 
  giants forced many more casualties upon their 
  storm giant allies than might have otherwise 
  occurred.  
   
  It is unknown exactly how the giants arrived in 
  Lopango, but what is known is that the deity 
  Virachoa, still grief stricken over the death of his 
  wife Mama Carocha, welcomed the giants with 
  open arms.  To begin with, the giants loved 
  Virachoa in return, and the giants grew 
  prosperous under their deity’s watchful eye.  
  The shame of their desertion remained, however, 
  and festered like an open wound.  Eventually, 
  they found a new “god” in their reverence for 
  
   
  10 
   
  wealth.  At this point in their history, gold 
  became an obsession.  To accumulate more, the 
  giants at first worked the mountains themselves, 
  but when mankind arrived, the giants found the 
  perfect slaves. 
   
  Some say it was not actually the act of turning 
  from his worship that so angered Virachoa, but 
  rather the complaints of his son Intiri, patron 
  deity of the enslaved humans.  Whatever the 
  reason, Virachoa enlisted the help of the 
  northern deity Azul to destroy the giant race 
  through many tendays of torrential rain and the 
  massive flood that followed.   
   
  The giants in their valleys surely suffered the 
  most, but all peoples of Lopango were affected 
  by the flood.  Surviving humans fled to the 
  mountaintops where most remain to this day.   
   
  When Virachoa saw the destruction that Azul 
  was creating, he felt a great deal of remorse and 
  attempted to halt the rains.  This act angered 
  Azul and the two gods briefly battled.  Koni, a 
  new god of destruction, was born that day when 
  Azul fled to the north and left a small part of his 
  divine essence behind.  
  Virachoa himself was 
  disgraced and chose to leave 
  the heavens forever.  
  Whether he committed some 
  form of deity suicide or 
  simply chose another form 
  remains to be seen.  
   
  Instead of instilling humility 
  in the giants, the Great Flood 
  only angered the race and 
  drove them into greater 
  depths of greed, isolation and 
  evil.  From that day forward, 
  each giant considered 
  himself worthy of the title of 
  king, for they alone had 
  survived the wrath of a deity.  
  On the surface, the giants try 
  to cover their racial shame 
  with their titles and power 
  but underneath, their 
  thousands of years of shame 
  still cause great grief.  
   
                SUPAY GNOMES 
   
  Like the drow of Lopango 
  and the dwarves of the 
  House of Tezca to the north, 
  the supay gnomes are 
  transplants trapped in this 
  land after the Rockfire 
  Disaster of 987 DR.  The 
  dwarves were the first to 
  head west under the ocean in 
  
   
  11 
   
  search of wealth, but they did not realize a small 
  clan of gnomes had followed close behind, 
  hoping to scavenge and steal what they could.  
  Canny as they were, the gnomes discovered the 
  drow without being noticed themselves.  
  Unwilling to fight the drow; the gnomes fled 
  westward ahead of both drow and dwarf.  In 
  fact, the gnomes traveled many of the same 
  tunnels the surviving drow would take only 
  shortly afterward. 
   
  A cowardly bunch, the gnomes avoided contact 
  with all races in their journey through the 
  Underdark.  With their illusion magic, they were 
  able to avoid even the most wary of scorpionfolk 
  sentries and eventually 
  found themselves in the 
  mountains of Lopango.  
  When they emerged from the 
  Underdark, the gnomes 
  stood at the caldera of an 
  inactive volcano.  It is 
  unknown exactly how he 
  appeared, or what was said, 
  but this is typically regarded 
  as the moment that the death 
  god Supai made himself 
  known.   
   
  There have been few 
  opportunities for other races 
  to converse civilly with a 
  Supay Gnome, but in those 
  rare moments they claim that 
  they would not have 
  survived in the mountains 
  without the undead that 
  Supai provided; the 
  surrounding threats were just 
  too great.  Within a 
  generation, the kind but 
  mischievous gnomes traded 
  all they knew of illusion for 
  its diametric opposite; 
  necromancy.      
   
  Supai grows hungrier every 
  year, and demands frequent 
  sacrifices.  Natican have 
  always been the sacrifice of 
  choice as Supai was once 
  solely a human deity.  His recent demands, 
  however, have included orcs, drow, caymas, 
  giants and particularly the powerful Underdark 
  race known as imperatonti.  Much like the orc 
  threat, this assault on all of Lopango is serving 
  to unite the fractured races.     
           
               THE ANADJIIN AND THE YAGREL 
   
  The yagrel and anadjiin of the northern jungles 
  of Lopango are two very different races whose 
  histories are closely intertwined, and few others 
  have made contact with either race successfully.  
  Their presence forms a border between the 
  Mazticans of the north and southerly Lopango.   
  
   
  12 
   
   
  The yagrel of Chapullelel Jungle are a beaten, 
  degenerate subrace of illithids that no longer 
  carry the same dominating mental abilities of 
  their forebears, but certainly make up for their 
  lost abilities in cunning and ferocity. 
   
  The yagrel were once normal illithid who preyed 
  on the hidden race of hunters known as anadjiin.   
  Though the anadjiin were fearsome predators, 
  they were not truly of this world and they 
  wielded a “natural” form of magic similar to that 
  of Faerun’s druids.  Unfortunately, it was not 
  always reliable on the blue-green world of Toril.   
   
  The pattern of subjugation continued with the 
  ferocity of the anadjiin being no match for the 
  mental powers of the terrible illithid.  In the 
  most desperate of times, and under the threat of 
  extinction, a leader named Yatilli rose among 
  the typically solitary anadjiin. 
   
  Yatilli was a powerful hunter himself, but his 
  greatest accomplishment was bringing together 
  dozens of his kind’s most powerful druids.  This 
  circle of casters drew upon the magic of their 
  home world together and forever transformed 
  the elder brain of the illithids.  From that day 
  forward, the illithids no longer benefitted from 
  the leadership of the godlike being, and every 
  tadpole born from that point forward was 
  somehow…different.  The race of yagrels had 
  been born. 
   
                                                 THE TZAKANDI 
   
  When the illithids began to transition into the 
  barbaric yagrel, some pure illithid still remained.  
  They knew that they were in decline, but sought 
  an edge where none were needed in the past. 
   
  The illithid had never attempted the process of 
  ceremorphosis on different creatures in the past, 
  but some experimentation with a lizardfolk 
  shaman named Gewshallk led to the birth of the 
  first tzakandi.  It appeared that yagrel tadpoles 
  were much less discerning in ceremorphosis, and 
  lizardfolk in particular were susceptible to a 
  terrible transformation.   
   
  Aided by the young yagrels, the illithid captured 
  and transformed hundreds of lizardfolk.  From 
  that time forward, the tzakandi have served as 
  some of the yagrels’ most powerful and loyal 
  allies.  Semuanya had truly forsaken his people, 
  and the few remaining true lizardfolk do not 
  know the reasons why. 
   
   
   
   
   
   
  LOPANGO – LAND OF FIRE  
     
  In the lands of Maztica and even Faerun 
  (for those who know of Lopango), the 
  region is often called “The Land of 
  Fire.”  This is due to the fact that 
  volcanos, both small and large, are 
  commonplace is the region. 
   
  Native folk tend to wisely avoid the 
  more active regions, with the exception 
  of the Supay Gnomes who benefit from 
  the isolation this affords them. 
   
  There are known to be many creatures of 
  fire found within these regions as well, 
  including magmin, salamanders, fire 
  newts and xiuhcouatl.  These creatures 
  are as a whole typically cruel and 
  vicious, but also tend to keep to 
  themselves and avoid the more 
  populated regions.   
   
    
   
   
  
   
  13 
   
  THE GODS OF LOPANGO 
   
  The gods of Maztica and Lopango bear many 
  striking similarities in both outlook and 
  appearance.  There are also a great number of 
  parallels that can be drawn in their own personal 
  histories.   
   
  This is not coincidental. 
   
  The deities Virachoa and his wife Mama 
  Carocha are in fact aspects of the northern gods 
  Kukul and Maztica, respectively.  They 
  somehow split from their progenitors upon their 
  arrival to Toril in the ship known as the Great 
  Skyhome.   
   
  Even Intiri is said to display a similar 
  personality and certainly the same nobility as the 
  Plumed Dragon Qotal, but his history does not 
  have the same parallels as his mother and father. 
   
  When Maztica was slain by her son Zaltec, 
  Mama Carocha passed from the world as well, 
  though only Virachoa knows the exact 
  circumstances and he does not speak of it.   
   
  Vulkoon’s origins are explained in the history of 
  the scorpionfolk but it is well known that as his 
  base of worshipers grows, he too grows in 
  power.  
   
  Supai was once an assistant to the ancient god of 
  death Jergal, but he grew jealous and sought out 
  worshipers of his own.  He seeks them out far 
  from the eyes of his former master, or the upstart 
  god Kelemvor. 
   
  Koni is a destructive force created from the 
  mingling of divine blood, destruction and guilt.  
  She is not a popular deity, but worshiped by a 
  significant number of outcasts nevertheless. 
   
  From the lands to the south, ancestral spirits 
  known as orishas are also believed to exist.  
  These beings may not be gods per se, but many 
  transplants from Katashaka still revere them. 
   
  Finally there is kind lunar goddess Mama 
  Tranquilla.  The Natican believe her to be an 
  unknown interloper goddess, but one who is 
  truly kind and generous in her blessings.  Few 
  know that she is in fact the Faerunian goddess 
  Selune in a guise that is more acceptable to the 
  inhabitants of the True World. 
   
  A nearly universal fact about life in Lopango is 
  that it is primarily focused around religion.  
  Perhaps it is because the gods play such an 
  active role in their worshipers’ lives or it could 
  be the fact that some gods even live among their 
  people. 
   
  Listed below are the deities and concepts each 
  race primarily worships in order of importance.  
  Exceptions exist but they are generally few in 
  number. 
   
  Race 
  Deity/Concept 
  Natican 
  Intiri, Mama Tranquilla, 
  Virachoa, Koni 
   
  Imperatonti 
   
  Vulkoon 
   
  Cayma 
   
  Semuanya, Orishas, Mama 
  Tranquilla 
   
  Giant Kings 
   
  Gold, Virachoa 
   
  Jungle Orc 
   
  Orishas 
   
  Jungle Drow 
   
  Vulkoon 
   
  Supay Gnome 
   
  Supai 
   
  Anadjiin 
   
  Nature 
   
  Yagrel/Tzakandi 
   
  Elder Brain of the Yagrel 
   
                                                                    INTIRI 
   
  Father Sun, The Golden Lord 
   
  Intiri is a well-loved and supremely benevolent 
  deity who often appears in the form of a flame 
  covered Natican (see cover).  Intiri expects self- 
  sufficiency from his chosen people and does not 
  get involved in their day to day problems and 
  believes that his interference would lead the 
  Natican to becoming weak.  He still remains 
  fiercely overprotective, but only appears in the 
  direst circumstances.  It is unknown whether he 
  would have protected Pichu Umu had the orcs 
  made all the way to the Holy City. 
   
  
   
  14 
   
   
  DEITIES OF LOPANGO 
   
  Deity 
  Alignment 
  Domains 
  Symbol 
  Intiri, god of the sun 
  LG 
  Sun Priest, Light 
  Rain surrounding a fish  
  Koni, goddess of drowning 
  NE 
  Tempest 
  Storm cloud 
  Mama Tranquilla, goddess of the moon 
  CG 
  Life, Light 
  Pair of feminine eyes in a moon 
  Vulkoon, god of barbarians 
  CN 
  War 
  Tail stinger and pincers 
  Supai, god of death 
  CE 
  Arcana, Death 
  Fanged skull 
   
  DEAD/MISSING DEITIES OF LOPANGO 
   
  Deity 
  Alignment 
  Domains 
  Symbol 
  Virachoa, god of creation 
  N 
  Knowledge, Life 
  Seven stars in five concentric circles 
  Mama Carocha, goddess of life 
  N 
  Life, Nature 
  Pregnant woman 
   
  Intiri’s avatar lives within his temple in Pichu 
  Umu, but he almost never appears to any other 
  than his highest ranked sun-priests.  If Intiri 
  were driven to battle he would undoubtedly 
  wield his famed Sun Staff. 
   
  The sun-priests themselves live their lives to 
  serve both their god and their people.  It is rare 
  to find one that would not lay down his life for 
  the benefit of the Natican. 
   
                                                                     KONI 
   
  The Douser, The Drowning Queen 
   
  Koni is the goddess of storms and floods who 
  seeks to one day bring a second Great Flood to 
  all of Lopango.  She was created from the blood 
  of Azul as the god bled from wounds received 
  from the maca of the great god Virachoa.  
  Somehow, when Azul was struck and sent 
  fleeing back to the north, this divine blood 
  mixed with the remains of the Great Flood itself 
  and in it the goddess was born.  
   
  Much like the deity from which she was birthed, 
  Koni is violent and quick to anger. She is, 
  however, far more sadistic than Azul and unlike 
  the northern god of rain, sacrifice does not 
  appease her.  She is single minded in her desire 
  to drown the world once again. 
   
  The physical form of the goddess combines 
  features of a Natican warrior and a bird of prey.  
  Her feet are taloned like a great raptor and no 
  matter what form she takes, Koni is always 
  accompanied by violent and stormy weather. 
   
  Koni’s priests are typically Natican who have, 
  for a variety of reasons, found themselves cast 
  out from their villages.  Koni often appears to 
  these outcasts in their dreams and offers 
  revenge.  They are encouraged to harass and kill 
  the Giant-Kings to finish the task that Koni’s 
  “father” Azul was once given. 
   
                                             MAMA CAROCHA 
   
  Mother Earth, Mother of All that Is 
   
  Mama Carocha is the deceased wife of Virachoa 
  and mother to Intiri.  Maztica, which is the 
  northern aspect of this goddess, was murdered 
  by her son Zaltec and at the time of the murder, 
  Mama Carocha herself also ceased to exist, yet 
  the exact cause of her demise is a mystery.   
   
  Her body has retained much of her power and in 
  fact has merged with the land of Lopango itself.  
  Thus, Mama Carocha still has hundreds of 
  worshipers in the form of nearly every Natican 
  druid.  These druids receive substantial favor in 
  major population centers for their understanding 
  
   
  15 
   
  of agriculture.  Without their help, it would be 
  impossible to sustain so many.   
   
                                       MAMA TRANQUILLA 
   
  Mother Moon, The Silver Lady 
   
  Mama Tranquilla is an aspect of Selune who 
  appeared among the Natican nearly 2,000 years 
  ago but her priestesses claim she has watched 
  over the people for far longer.  In Lopango, 
  Mama Tranquilla plays much of the same role 
  that Selune plays in greater Faerun, though she 
  does not speak much of her connection to 
  lycanthropes.  Silver, however, is becoming an 
  increasingly common form of wealth in 
  Lopango and its abundance is often attributed to 
  the goddess. 
   
  Mama Tranquilla has also become the secret 
  patron of many of the slaves of the Jungle Orcs.  
  In fact, the mysterious Lockjaw is said to 
  worship her along with 
  an assortment of Natican, 
  caymas and even the 
  occasional jungle drow.  
  Her main goal is 
  currently to unite the 
  varied peoples of 
  Lopango in order to face 
  threats like the jungle 
  orcs, Supay and his 
  gnomes, and the storm 
  goddess Koni. 
   
                              SUPAI 
   
  The Bringer of Oblivion 
   
  Supai (spelled in many 
  texts as Supay) was once 
  a simple scribe under the 
  guidance of the 
  Faerunian deity of death, 
  Jergal.  From the onset, 
  Supai was unhappy with 
  his servitude and what he 
  perceived as the weak 
  outlook of his master.  At 
  some point in Toril’s 
  prehistory, Supai 
  abandoned his post and came to Lopango to find 
  his own chosen people.  Many thousands of 
  years later, he presented himself to a scared and 
  lost tribe of gnomes that have worshiped him 
  ever since. 
   
  Supai is a horrifying deity to gaze upon, and his 
  countenance is said to startle even the other 
  deities.  Supai greatly favors undead worshipers 
  and the leaders of the Supay gnome settlements 
  are typically “blessed” by being turned into 
  vampires.  Supai seeks nothing less than the 
  death of all sentient races in Lopango.  
   
                                                          VIRACHOA 
   
  The Old Man of the Mountain, The Black Llama 
   
  The aspect of the great god Kukul known as 
  Virachoa originally arrived in Lopango over a 
  millennia in the past.  In those ancient days, he 
  was thought of as representing all of the celestial 
  
   
  16 
   
  bodies in both the day and night sky.  
   
  When Virachoa’s wife Mama Carocha died, 
  Virachoa became distant and depressed.  When 
  his chosen people, the Golden-Clad Giant Kings, 
  turned from his worship, he overreacted and 
  nearly wiped out the whole race with the Great 
  Flood.  After coming to his senses and sparing 
  the survivors, Virachoa chose to leave the mortal 
  world behind.  After his battle with Azul and the 
  resultant birth of the Drowning Queen Koni, he 
  simply disappeared and stopped answering the 
  prayers of his remaining faithful. 
   
  Today, Virachoa is still afforded great respect 
  among the Natican and some (particularly in the 
  town of Apu Roca) still chose to worship him.  
  He is nominally still the primary god of the 
  Gold-Clad Giant Kings, though they worship the 
  metal of their namesake with far greater piety. 
                                                           VULKOON 
   
  The Emperor Scorpion, The Divine Scorpion 
   
  Vulkoon embodies all that his worshipers expect 
  of him.  He is fierce, unforgiving and utterly 
  reckless, but cares deeply for the survival and 
  welfare of his people.  Vulkoon is eternally wary 
  of the hold the obyrith demon lord Obox-Ob has 
  on many of the northerly scorpionfolk and his 
  followers slay any such beings on sight.  He 
  remains neutral towards the rest of the Tlincalli 
  pantheon. 
   
  Vulkoon has not yet decided what to make of the 
  other races of Lopango and remains quiet when 
  answers are sought from his priests.  The jungle 
  drow, however, have converted to his worship 
  and he has welcomed many of them into his 
  priesthood. 
   
  Vulkoon once 
  appeared as a 
  simple barbarian 
  emperor 
  scorpionfolk, but 
  has since enhanced 
  his appearance 
  with an excess of 
  magical armoring, 
  weapons and other 
  items.  At some 
  point in his divine 
  existence the 
  appearance of his 
  body also changed 
  in subtle ways and 
  he no longer 
  resembles any 
  known species of 
  scorpionfolk.  
   
   
   
   
   
   
   
   
   
  
   
  17 
   
  AREAS OF INTEREST 
   
  The mountains, volcanos and jungles of 
  Lopango are filled with hidden sites for 
  adventure.  Some of the more well-known sites 
  are described below.   
   
                                      MOUNT MIXHUACAN 
   
  It is whispered in legends and rumors that a 
  great city unlike any in Lopango rests atop 
  Mount Mixhuacan.  No inhabitant of Lopango 
  has ever visited this city and none know who or 
  what lives there. 
   
  Besides the inherent difficulties in climbing the 
  mountain itself, there is some type of magic 
  which causes travelers to get hopelessly lost, no 
  matter what approach they take.  Flying also 
  attracts attacks from families of hakuna that live 
  within the steep cliffs.   
   
  The secret to finding the city is rumored to lie 
  within the “Natican Lines;” massive glyphs and 
  symbols that can only be seen in their entirety 
  from the highest points that a climber can reach.  
  The lines are made of white stone placed long 
  ago in very specific formations.  The effort to 
  create the vast network of strange symbols 
  required either great amounts of cooperation or 
  powerful magic. 
   
                                           MOUNT XOCHIPAS 
   
  Mount Xochipas is the demesne of hermits, 
  llamas, and many of the dread beings known as 
  qarqachas.  Adventurous travelers climb the 
  mountain to find riches that are said to be hidden 
  upon its slopes, but most do not come back 
  alive.  
   
  Gold-Clad Giant Kings can also occasionally be 
  found here – but they are typically outsiders who 
  are seeking some form of redemption in the eyes 
  of Virachoa.  These outcasts believe that 
  whatever remains of their former lord still exists 
  somewhere on the mountain.  
   
   
                                   CHAPULLELEL JUNGLE 
   
  Chapullelel is well known by the Natican as a 
  place to avoid at all costs. 
   
  It is the home of the dreaded yagrel, their 
  tzakandi allies, and a whole host of other terrible 
  creatures.  War with anadjiin in the jungle is 
  frequent, yet neither side ever seems to gain the 
  upper hand.  This has been the state of affairs for 
  a long time now and change doesn’t seem to be 
  coming soon. 
   
  Lopango’s isolation is due in many ways to the 
  effective border that this warzone forms.  The 
  jungle, alongside the Tzakan marsh (which is 
  even more impassible), reaches from coast to 
  coast and only the most foolhardy of pochteca 
  have made it through alive.  Some pochteca in 
  fact, having traveled through once – settle in 
  with the Natican permanently, rather than pass 
  through such dangerous territory again.  
  Unfortunately, sahuagin and worse patrol the 
  water routes nearby, so waterborne travel is 
  hardly a safer option. 
   
  Deep in the jungle, the yagrel’s deformed elder 
  brain is said to reside.  Destroying this being 
  would effectively remove the yagrel threat 
  permanently, but the anadjiin have been trying 
  to do just that for untold ages and have not been 
  successful. 
   
                                               TZAKAN MARSH 
   
  Lizardfolk are sometimes implanted with yagrel 
  tadpoles and undergo the process of 
  ceremorphosis.  The half-breed creatures that 
  result from are known by the name Tzakandi; 
  which is undoubtedly due to the huge numbers 
  of the creatures found within this marsh from 
  which they were named.  Ages ago, the original 
  lizardfolk who resided here kept the numbers of 
  dangerous predators to a minimum – they were 
  devoted to their god Semuanya and eked out a 
  relatively comfortable existence in their 
  seclusion.  This is no longer the case, and now 
  creatures such as hydra and intellect devourers 
  roam the marsh.   
   
  
   
  18 
   
  In the hidden waters of the swamp,  there is said 
  to be a holdout among the true lizardfolk.  The 
  yagrel have yet to completely eradicate these 
  besieged survivors, but new tzakandi are created 
  from captives culled from this group. 
   
                                                        PICHU UMU 
   
  Despite its title as the Holy City of the Sun, 
  Pichu Umu is in fact no city at all.  Its small 
  population is more akin to a small town, 
  however, its powerful residents and divine 
  occupant gives the mountaintop abode far 
  greater significance.  Pichu Umu is the center to 
  the whole Natican way of 
  life.  The deity Intiri, who is 
  widely considered the father 
  of the Natican, resides in its 
  greatest temple personally!  
   
  Ages ago, when Intiri led 
  his people out from the 
  caves and the dark 
  underground, he planned to 
  build the greatest of cities 
  here.  He changed his mind 
  when the day to day 
  governance of so many men 
  and women became a 
  burden.  He sent the people 
  away with his love, while 
  the greatest of his sun-
  priests remained.  Every 
  Natican makes the difficult 
  climb to the summit of the 
  mountain upon which Pichu 
  Umu is located at least once 
  in their lifetime.  The spirits 
  of Intiri’s faithful are also 
  said to remain with him 
  temporarily before moving 
  into the realm of the dead.  
  Thus, Pichu Umu remains a 
  “city” in name. 
   
  Pichu Umu’s sun-priests 
  lead simple lives, but are 
  known to command great 
  power.  Their might has 
  been known to turn back 
  hordes of the sorcerous jungle orcs and the fear 
  of their holy light has prevented many of the 
  other races from wiping out Natican civilization.   
   
  Features of Pichu Umu. 
   
  1. City Entrance.  When pilgrims arrive in Pichu 
  Umu, they enter through these small gates.  The 
  path up the mountain leads directly to this part 
  of the city.   
   
  2. Temple of the Sun.  This is the residence of 
  the great god Intiri.  As much as he loves his 
  people, Intiri does not deal well with trespassers.  
  For matters important to all Natican, he will 
  250 ft. 
  
   
  19 
   
  occasionally see or speak with his highest 
  ranked sun priest.  Outsiders would need a truly 
  monumental reason to meet with the avatar and 
  even so would surely need to provide a major 
  service for him. 
   
  Little is known of what is inside the temple 
  itself, though it is said to be many thousands of 
  times larger on the inside than it appears on the 
  outside.  It is inhabited by the spirits of the 
  Natican newly dead before they pass onto the 
  next phase of their existence.  
   
  3.  Ritual Fountains.  These four fountains serve 
  the dual purpose of providing drinking water and 
  serving as a focus for many sun-priest rituals.  
  Intiri once bathed in the center pool and its 
  waters somehow retain his power and the power 
  of the sun.  Only the sun-priests know specifics 
  and pilgrims and outsiders are strictly forbidden 
  from this central pool. 
   
  4.  Sun-Priest Homes.  Each sun priest leads a 
  quiet and unassuming life either in these modest 
  homes, or small homes that dot the mountainside 
  on the way to Pichu Umu.  The roofs of each 
  home are covered in as strong but glassy 
  substance in order to allow the maximum 
  amount of exposure to their beloved sun.  
   
  5.  Cultivation Terrace.  Two sun priests are 
  always located in the fields during the day 
  tending to this source of food and beauty and 
  they are overseen by a druidess named Itala.  
  She is one of the very few who do not directly 
  worship Intiri in Pichu Umu, though she holds 
  great respect for the god and his priests.  
   
  6.  Secondary Temple.  When weather does not 
  permit the sun priests’ daily rituals to be 
  performed at the ritual pools, the priests will 
  worship here.  The walls have beautiful displays 
  of gold, silver and turquoise artwork portraying 
  the history of the Lopango region.  The gold 
  filigree depiction of Intiri alone is said to be 
  worth over ten-thousand pieces of gold. 
   
  7.  Sacred Rock.  The beauty of this sacred rock 
  and its position in relation to the motions of 
  celestial objects is said to be what drove Intiri to 
  choose this location.  Considerably higher than 
  the surrounding mountains, pilgrims can see for 
  miles upon miles when standing on its summit. 
   
  There is magic within the rock itself and the 
  divinations of the sun-priests are amplified here.  
  Effectively, spells of this sort are given 
  Advantage when cast within 250 feet of the 
  rock. 
   
  8.  Main Square.  The main square is where sun-
  priests will first greet pilgrims and preach to 
  them the glory of Intiri before they are allowed 
  to set foot upon the sacred rock.  Trading of 
  goods for healing and other priestly services is 
  also performed here.  It is the only area where 
  outsiders are fully welcomed. 
   
  9.  House of the Sun Staff.   Intiri’s Sun-Staff lies 
  untouched in a domed glass chamber for all to 
  see here as it has for ages.  An unknown 
  guardian or guardians protects the staff and the 
  screams of potential thieves have chilled the 
  bones of even the fearless sun priests.  No man 
  or woman may enter the chamber except for 
  Intiri himself, and he has not done so for ages.    
   
  10.  Sun-Priest Tombs.  The sun priests are not 
  denied the glory of the sun even in death.  A 
  complex series of silvered mirrors keeps the 
  royal tombs lit whenever the sun is in the sky.  
  Undead are not tolerated, and none exist among 
  the holy dead.   
   
                                         MOUNT CUZCALAC 
   
  Pichu Umu may be the spiritual center of the 
  Natican but their true cultural center lies in the 
  great city atop Mt. Cuzcalac.  It also happens to 
  be the city with the largest population of Natican 
  and is approaching the size of a metropolis.   
   
  The richest and oldest families live high upon 
  the mountain top in an area known as High 
  Cuzca.  The general public can be found residing 
  all throughout the sides of the mountain, 
  particularly the lower peaks.   
   
  Intiri is the dominant deity of Cuzcalac, but 
  Mama Tranquilla has made major gains in recent 
  years.  Worship of Koni is the only other deity 
  
   
  20 
   
  who has a substantial following in the great city, 
  but her rites are always performed in secret.  
  Koni’s followers wish to see all of Lopango 
  drowned in a second Great Flood and many 
  hope to initiate this cataclysm in Cuzcalac itself. 
   
  Life in Cuzcalac can truly be described as 
  “happy” for most of its people.  Poor are treated 
  quite well and none are known to go wanting for 
  food.  Intiri takes care of his chosen people and 
  the sun-priests that make most of the decisions 
  for the city typically do so with the people’s best 
  intentions in mind.  There is some strife and 
  jealousy of those Natican who reside in High 
  Cuzca, but this rarely turns to violence. 
   
                                   APU ROCA 
   
  Apu Roca is the second largest 
  settlement of Natican in 
  Lopango.  The town is largely 
  run by the clergy of Mama 
  Tranquilla and there are also 
  relatively large 
  concentrations of Natican 
  who worship the old gods 
  (Virachoa and Mama 
  Carocha).   
   
  Unlike almost every other 
  major settlement in Lopango, 
  Apu Roca is quite 
  cosmopolitan in its attitude 
  towards other races.  The 
  city welcomes any who come 
  to trade and it is not unknown 
  to see imperatonti walking alongside an 
  emancipated cayma on its streets.   
   
  Druids tend to great fields of mayz below the 
  town and large amounts of silver are found 
  locally.  The town is known for its exceptional 
  friendliness, but those who endanger the peace 
  are frequently put to death or at the very least 
  permanently exiled.  Should a massive alliance 
  of races ever occur within Lopango, Apu Roca 
  will certainly play a central role.   
   
  PERSONALITIES 
   
  Lockjaw (Female Cayma, N)  
   
  Lockjaw plays the role of a good slave.  She 
  seems content in service to the jungle orcs and 
  follows her masters’ bidding in both letter and 
  intent.  In truth, Lockjaw maintains this 
  appearance to thwart the possibility of 
  identifying her true nature as the leader of the 
  slave resistance.  Even the other slaves are 
  unaware of her true identity because she wears a 
  mask of disguise (treat as hat of disguise) when 
  she addresses them.  Lockjaw seeks to recruit 
  drow, Natican, scorpionfolk and cayma in a bid 
  to eradicate the orcs and 
  free her people.  She is 
  currently involved in a number of 
  plots to form this union.     
   
  Huamanpallpa (Male Human 
  (Natican), LG) 
   
  Huamanpallpa is the greatest of 
  the sun-priests and is said to have 
  the ear of Intiri personally.  He 
  cares greatly for his people and 
  much like his patron deity, he 
  can be overprotective at times.  
  Huamanpallpa remains fearful of 
  the nonhuman races of Lopango 
  and he has resisted allying with 
  them.    Younger Sun-Priests, 
  most notably Pahuac (Male 
  Human (Natican), LG) and 
  Runtu (Female Human 
  (Natican), LG) are attempting 
  to change his outlook with some success. 
   
  King Je’ra’krik (Male Mummy Lord 
  Imperatonti, CE) 
    
  King Je’ra’krik was originally a kindly 
  scorpionfolk king who made various attempts at 
  alliances with manfolk and other races of 
  Lopango.  He was betrayed when he attempted 
  to befriend the newly arrived drow in 1007 DR.  
  Though he survived the attempt on his life, the 
  Scorpion King became bitter and resentful.  The 
  resentfulness soon turned to bitterness and 
  cruelty, and when he died of natural causes not 
  long after, He began to murder Natican at whim 
  but he thankfully died of heartstop not long after 
  
   
  21 
   
  this change.  Years later, the vengeful Je’ra’krik 
  rose as a mohrg and he has stalked the 
  underground tunnels for centuries preying on 
  any non-scorpionfolk that he comes across.  
  Though Je’ra’krik leaves the imperatonti alone 
  for the most part, he will attempt to sabotage any 
  attempt at peace with other races.    
   
  King Grikataw (Male Imperatonti, CN (good 
  tendencies))  
   
  King Grikataw is the most liberal in a long line 
  of scorpionfolk kings.  He is a true believer in 
  Vulkoon’s worship and seeks peace in Lopango 
  far more than any of his predecessors.  He has 
  attempted contact with the jungle drow though 
  he is more than aware of their past betrayal.  He 
  is also known to Lockjaw and may be one of the 
  few beings to know her true identity.  
  Unfortunately, not all of the king’s advisors see 
  the wisdom in this open attitude and Grikataw’s 
  power is not absolute. 
   
  Iggritch (Yagrel, LE) 
   
  Iggritch is the leader of at least one faction of 
  the Chapullelel yagrel.  He is potentially the 
  most intelligent and cunning of the yagrel, and is 
  known to be nearly as influential as the elder 
  brain itself.   
   
  Black Acuahana (Male Vampire Supay 
  Gnome, CE) 
   
  Black Acuahana has led the race of Supay 
  gnomes for centuries and is the first gnome to 
  have met with Supai himself upon the volcano 
  caldera.  For his long service, Acuahana was 
  “blessed” with vampirism.  He is no fool, 
  however, and realizes that his deity will one day 
  devour his soul just like all others. 
   
  Jantorine the Gilded (Female Golden-Clad 
  Giant King, LE) 
   
  If the giants could be said to have a leader, it is 
  Jantorine.  Stubborn as they are, the giants still 
  listen to Jantorine when it comes to matters that 
  may affect the race as a whole.  In part this is 
  due to the fact that she is a powerful warrior, but 
  more so that she has control of the richest gold 
  mine in all of Lopango.  Jantorine has nothing 
  but disdain for the other races of Lopango and 
  sees them as competition for resources.  Though 
  Jantorine takes greed to a new level, she is not 
  needlessly cruel. 
   
  Chic’ya (Female Human (Natican), CG) 
   
  Chic’ya is currently the highest ranking priestess 
  of Mama Tranquilla.  She is one of the few who 
  is aware of her goddesses’ identity as Selune in 
  mainland Faerun, and she also is one of the few 
  in Lopango to have visited this far off land.  
  Chic’ya, more than any, also hopes to unite all 
  the races of Lopango against the dual threats of 
  the jungle orcs and the Supay gnomes.    
   
  CHARACTERS 
   
  Many of the same characters available in TWC1 
  The Maztican Campaign Guide are also 
  available in Lopango.  New races and a new 
  class are described below for play as well.  
   
  RACES 
   
  The Natican are by and far the most populous 
  race in Lopango.  They are the only true human 
  ethnicity with only the rarest of exceptions. 
   
  Of all the other well-known races, only 
  emancipated drow or cayma are found with any 
  relative frequency adventuring.  The imperatonti 
  find the notion foolish, the orcs are at war with 
  basically every other race and would never 
  cooperate; and the giant-kings, anadjiin, and 
  yagrel do not even understand the concept.  The 
  rarest of Supay gnomes might throw off the yolk 
  of their vile upbringing and racial philosophy, 
  but this would be an incredibly rare event.  
  Should a player desire to play a Supay gnome, 
  simply use the statistics for svirfneblin (from the 
  Sword Coast Adventurer’s Guide), but replace 
  their racial ability of stone camouflage with a 
  racial resistance to necrotic damage. 
   
  NATICAN 
   
  
   
  22 
   
  The Natican have a relatively homogeneous 
  society with little outside influence to cause 
  variations in their appearance.  They are almost 
  always copper skinned, with long and thin black 
  hair; though many crop their hair short or even 
  go bald.  Some Natican have excessively large 
  craniums and almost all have elongated noses.  
  Given their diets and active lifestyles, both the 
  men and woman are known to be physically fit 
  and attractive. 
   
  Natican Names: (Male) Amaru, Antay, Asto, 
  Atik, Hakan, Huamanpallpa, Inti, Kumya, 
  Kunak, Manko, Poma, Raymi, Samin, Sumaq, 
  Uchu, Urqu; (female) Achik, Asiri, Chuki, 
  Inkasisa, Kayara, Koya, Kusi, Mamak, Pacha, 
  Pakari, Quri, Rimak, Sami, Sisa, Taki, Wayta;  
   
  JUNGLE DROW 
   
  The jungle drow of Lopango share much in 
  appearance with their ancestors, but have 
  changed drastically in outlook and culture.  
  Years of wandering in the underdark of the True 
  World, followed by decades of slavery among 
  the sorcerous jungle orcs have tempered their 
  haughtiness and some have even come to rely 
  upon one another. 
   
  No longer beholden to the whims of a demonic 
  spider goddess, the jungle drow worship a 
  wholly different arachnid lord.  Vulkoon the 
  Scorpion King has taken the drow under his 
  guidance and the jungle drow share his chaotic 
  and neutral outlook.   
   
  Physiologically the drow have 
  also changed in some subtle 
  ways.  Having been exposed to 
  the sunlit world for generations 
  now, they no longer suffer from 
  the sunlight sensitivity of their 
  Faerunian kin, but have lost 
  their darkvision as a result.  
   
  CAYMA 
   
  Sashaya ran ever deeper into 
  the jungle. Five years of 
  planning and finally the cayma 
  slave had managed to shake the 
  yoke of her orc oppressors.   
   
  She heard a sound to her left as 
  she felt the wind get knocked 
  out of her.  Her master Khalif 
  found her too valuable to let go 
  this easily and had pursued her 
  personally.  She shook off the 
  effects of his crushing spell, 
  brandished the dagger that she 
  had stolen from him, and threw 
  it directly at the foul orc’s face.  
  Sashaya would never go back! 
   
  The cayma have known very 
  little more than servitude 
  through their ages of existence.  
  
   
  23 
   
  Always dedicated to their masters, the cayma 
  were exceptional slaves and somehow found 
  contentment in this state of affairs. 
   
  After a brief century of freedom, the cayma were 
  most recently enslaved by sorcerous orcs from 
  the continent of Katashaka, but under their 
  needless cruelties and abuse, the cayma have 
  finally begun to rebel. 
   
  Cayma fought hard and bravely against the 
  Natican – maintaining a semblance of honor 
  throughout the entire war.  There are stories 
  among the Natican during  of cayma allowing 
  their elderly or children to escape to the 
  mountains before the arrival of their orc masters.  
  The Natican have not forgotten, and escaped 
  cayma are not wholly unwelcome in human 
  lands. 
   
  FREEDOM FIGHTERS 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
  Cayma who have found freedom rarely forget 
  their brothers and sisters who still suffer under 
  cruel oppressors.   
    Adventuring cayma at the very least cannot 
  pass up an opportunity to free cayma slaves 
  when they happen upon them.  Though many 
  cayma choose to become rogues, the reminder of 
  the abuses they endured elicits an almost savage 
  response when they are confronted with their 
  former lives.  Cayma despise orcs, and will 
  always push their adopted party to seek them 
  out. 
   
  GUERILLA WARRIORS  
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
  Cayma use their natural camouflage in the 
  jungle to its greatest effect but lose this 
  advantage in other settings. 
    Their methods are consistent, however, and 
  cayma like to strike hard and fast from a position 
  of surprise.  They are honorable creatures but in 
  war, sticking a dagger in the back of an 
  unsuspecting combatant is certainly an 
  acceptable tactic. 
     
  CAYMA NAMES 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
  The cayma are discovering their way in the 
  world and have not yet developed a full cultural 
  identity of their own.  Their masters over the 
  centuries have typically given them short, easy 
  names used to bark orders and many retain this 
  convention.  More recently cayma freedom 
  fighters have begun to choose new names for 
  themselves; typically ones  that can instill fear in 
  their enemies, while still retaining a sense of 
  anonymity – Lockjaw being the perfect example.   
     
  CAYMA TRAITS 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
  Your cayma character has the following traits 
  which are in common with all cayma. 
   
  Ability Score Increase.  Your Dexterity score 
  increases by 2, and your Wisdom score increases 
  by 1. 
  Age.  Cayma are slightly shorter lived than 
  humans, rarely living until 80 years of age.  
  They reach adulthood earlier than humans 
  however, and are typically fully grown by 12.  
  Alignment.  Cayma tend toward true neutrality 
  in outlook and rarely choose the ideals of one 
  alignment over another. 
  Size.  Cayma vary in height and weight greatly 
  because of their breeding for a variety of 
  purposes.  Some are as small as a human child, 
  while most warriors tend to be more than 6 feet 
  tall.  Either way, your size is medium. 
  Speed.  Your base walking speed is 30 feet.  
  You may also climb at the same rate. 
  Keen Senses.  You gain advantage on all 
  Wisdom (Perception) checks that rely on hearing 
  or smell. 
  Jungle Camouflage.  When hiding in natural 
  surroundings, you are proficient on your 
  Dexterity (Stealth) check. 
  Claw Attack.  When making an unarmed strike, 
  your sharp claws do 1d4 + your Strength 
  modifier in Slashing damage. 
  Free Movement.  Your ability to travel through 
  difficult terrain makes you the perfect scout or 
  forward infantry troop.  Your movement is 
  unaffected by difficult terrain and you have 
  advantage on saving throws against magical 
  effects that reduce your movement.   
  Languages.  You can speak, read and write in 
  the jungle orc tongue and one additional 
  language of those you interact with most often.   
   
   
   
  
   
  24 
   
  CLASSES 
   
  Classes from the Player’s Handbook (PHB), 
  the Sword Coast Adventurer’s Guide (SCAG) 
  and the Maztica Campaign Guide (TWC1) can 
  be found in Lopango, but not with the same 
  frequency as in Faerun or Maztica.  The list 
  below describes which are common, uncommon 
  and rare.  Unlisted classes should be considered 
  very rare and only encountered in extenuating 
  circumstances. 
   
  From the PHB: 
   
  Class (Subclass) 
  Frequency 
  Barbarian (Totem Warrior) 
  Common 
  Bard (Lore) 
  Rare 
  Bard (Valor) 
  Rare 
  Cleric (All Domains) 
  Common 
  Druid (Land) 
  Uncommon 
  Druid (Moon) 
  Common 
  Fighter (Champion) 
  Common 
  Fighter (Battle Master) 
  Common 
  Fighter (Eldritch Knight) 
  Rare 
  Monk (Four Elements) 
  Uncommon 
  Paladin (Ancients) 
  Rare 
  Ranger (Hunter) 
  Common 
  Ranger (Beast Master) 
  Uncommon 
  Rogue (Thief) 
  Rare 
  Rogue (Arcane Trickster) 
  Rare 
  Sorcerer (Draconic) 
  Rare (Common in Orcs) 
  Sorcerer (Wild Magic) 
  Rare (Common in Orcs) 
  Warlock (Archfey) 
  Uncommon 
  Warlock (Fiend) 
  Rare 
  Wizard (All Schools) 
  Uncommon (Necromancy 
  Common for Supay 
  Gnomes) 
  From the SCAG: 
   
  Class (Subclass) 
  Frequency 
  Cleric (All Domains) 
  Common 
  Rogue (Mastermind) 
  Rare 
  Sorcerer (Storm) 
  Uncommon (Common in Orcs) 
  Cleric (All Domains) 
  Common 
  Druid (Land) 
  Uncommon 
  Warlock (Undying) 
  Uncommon for Supay Gnomes 
   
  From the TWC1: 
   
  Class (Subclass) 
  Frequency 
  Artisan (Plumaweaver) 
  Uncommon 
  Artisan (Hishnashaper) 
  Uncommon 
  Cleric (True World Shaman) 
  Common 
  Ranger (Eagle Knight) 
  Rare 
  Ranger (Jaguar Knight) 
  Rare 
  Rogue (Pochteca) 
  Common 
  Warlock (Obsidian Butterfly) 
  Rare 
  Wizard (Plumacaster) 
  Uncommon 
  Wizard (Hishnacaster) 
  Uncommon 
   
  By and far, the most common classes chosen by 
  adventurers are clerics, druids and rangers 
  (hunters).  Orcs use sorcery almost exclusively 
  and the Supay gnomes choose to become 
  necromancers or warlocks. 
   
  CLERIC DOMAIN  
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  All of the domains listed in the PHB and SCAG 
  are available in Lopango.  Clerics of many gods 
  are present here but by and far the most common 
  are the Sun Priests of Intiri.  Treat “Sun Priest” 
  as if it was its own specific domain.   
   
  SUN PRIEST DOMAIN 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Intiri’s priests revere the power of the sun with 
  even greater fervency than clerics who choose 
  the Light domain.  While the two share some 
  common abilities, there are also notable 
  differences, particularly at higher levels. 
   
  The radiant energy that suffuses a sun priest’s 
  soul is almost palpable in his or her presence.  
  Though they are not connected to the element of 
  fire, sun priests never feel cold and neither do 
  allies within a certain radius. 
   
  SUN PRIEST DOMAIN SPELLS 
   
  Spell Level 
  Spells 
  1st 
  Chromatic Orb, Searing Smite 
  3rd 
  Exhausting Wave, See Invisibility 
  5th 
  Daylight, Breath of Intiri* 
  7th 
  Aura of Life, Fire Shield 
  9th 
  Conjure Elemental, Flame Strike  
     
  *As Breath of Qotal (TWC1) 
   
  BONUS CANTRIP 
  When you choose this domain at 1st level, you 
  gain the light cantrip if you don’t already know 
  it.  
   
   
   
  
   
  25 
   
  WARM BODY 
  Also at 1st level, your body radiates heat like the 
  sunshine on a clear day.  You are permanently 
  under the effect of the spell warmth except that 
  it also affects allies within 30 feet of you. 
   
  CHANNEL DIVINITY:  RADIANCE OF THE 
  DAWN 
  This ability is the same as that listed under the 
  Light domain in the PHB.   
    As an action, you present your holy symbol and 
  any magical darkness within 30 feet of you is 
  dispelled.  Additionally, each hostile creature 
  within 30 feet of you must make a Constitution 
  saving throw.  A creature takes 2d10 + your 
  cleric level on a failed saving throw and half as 
  much damage on a successful one.  A creature 
  that has total cover from you is unaffected. 
   
  LIGHT OF INTIRI 
  Starting at 6th level, the light of Intiri protects 
  your soul.  You gain resistance to necrotic 
  damage. 
   
  RADIANT SPELL 
  At 8th level, you gain the ability to replace fire 
  damage done by any spell with radiant damage.  
  In addition, spells that originally caused radiant 
  damage gain additional damage equal to your 
  cleric level.  When you cast a radiant spell, a 
  small ephemeral sun appears above your head 
  which lights a 30 foot area until the beginning of 
  your next turn. 
   
  RIDE SUNBEAM 
  At 17th level, you may ride 
  beams of sunlight allowing you 
  to fly at a speed of 10 + your 
  walking speed.  However, this 
  ability is only available where 
  the sun is shining and only 
  under bright light conditions. 
   
  EQUIPMENT 
   
  The Natican and other 
  inhabitants of Lopango have a 
  number of unique armors, 
  weapons and magical items.  
  Only recently have the 
  pochteca of Maztica brought 
  common use of the spells 
  plumastone and hishnahide 
  however, and items made of 
  these substances are still 
  relatively rare. 
   
  Even though Maztica has had 
  more contact with Faerun in the 
  recent century, Lopangans are 
  more likely to use the 
  weaponry of the mainland.  
  Metal swords are actually quite 
  common among the non-human 
  races, and slightly less so 
  
   
  26 
   
  among the Natican.  The weaponry of the 
  Mazticans is also common here, though use of 
  the mācuahuitl is not as dominating as it is in 
  northern lands.    
   
  ARMOR AND WEAPONS 
   
  Listed below are unique weapons and armors 
  found in Lopango.  They are each given a small 
  description and an item equivalency from either 
  the PHB or TWC1 in parenthesis.  The statistics 
  for a new weapon known as alternatively bolas 
  or ayllos are also provided. 
   
  Hualcana (Shield).  These shields are built from 
  wood covered in leather. Their shape is typically 
  round, but could also be square or rectangular. 
   
  Uma chucu (Padded Armor).  At one time, 
  uma chucu simply referred to the copper or 
  wooden helmets worn by high ranking warriors 
  among the Natican.  Eventually, the thick and 
  padded cotton tunics (with wooden plates to 
  cover the back) took this name as well and now 
  it refers to an entire set of armor with equivalent 
  weight and protection of padded armor.  
   
  Estolica (Atlatl).  These weapons are small and 
  flexible spear throwers that are mostly employed 
  within the jungles.  They are mostly used by 
  cayma and jungle drow in addition to the 
  Natican. 
   
  Huaraca (Sling).  These are simply leather 
  slings that throw rounded stones with a circular 
  movement of the huaraca. 
   
  Suchuc Chiqui (Spear).  Favored among the 
  troops of Mount Cuzcalac, these wooden spears 
  are adorned with symbols of authority.  
   
  Macana or Chaska Chiqui (Mace).  This 
  object was a wooden shaft with a heavy object at 
  its end that would usually be in the shape of a 
  star to maximize the chances of breaking bones. 
   
  Chambi (Club or Morningstar).  Chambi were 
  simple clubs that sometimes were adorned with 
  spikes.  These are the favored hand to hand 
  weapons of the orcs when they are forced to 
  fight in that way.  
   
  Cuncha Chucuna (Handaxe).  These handaxes 
  were often made of either stone or copper.  
   
  Bolas 
  Cost 
  Damage 
  Weight 
  Properties 
  1 gp 
  1d4 
  bludgeoning 
  2 lb. 
  Special, thrown 
  (range 20/60) 
   
  This is a length of rope with two or three stones 
  tied to the ends.  It is swung around the head and 
  then thrown at enemies (also used in hunting), 
  and can be used to trip foes from a distance. A 
  Large or smaller bipedal or quadruped creature 
  hit with bolas must make a DC 10 Strength 
  (Athletics) check or be knocked prone. 
   
   
   
   
  LANGUAGE 
     
  The languages in Lopango have their 
  ancient roots from different parts of the 
  world, but most are based on either the 
  Maztican common tongue (originally 
  called Nexalan) or that of Faerun.  This 
  is due to in many ways to each species 
  origin elsewhere in the world or the 
  commonality between the deities of the 
  north and the Natican gods.  The Natican 
  are thought of as having a very heavy 
  accent in the north, however. 
   
  The orcs, imperatonti and anadjiin have 
  unique languages of their own but of the 
  three only the anadjiin are incapable of 
  speaking Maztican. 
   
   
   
  
   
  27 
   
  MAGIC ITEMS 
   
  SUN STONE 
  Weapon (sling stone), uncommon  
   
  A sun stone is a small clay ball embedded with 
  quartz crystals that can be thrown or used as a 
  sling stone.  When it strikes a target, it shatters 
  and creates illumination equivalent to a daylight 
  spell, but it has a duration of 1d4+1 rounds. 
  Using a sun stone destroys it. 
   
  SUN GLOBE 
  Wondrous Item, rare  
   
  A sun globe is similar in appearance to a sun 
  stone, but it is larger and contains more quartz 
  crystal.  It does not fit in a sling and can only be 
  hurled. 
    Wherever the sun globe strikes, it causes the 
  same effect as a sunburst spell centered at its 
  location.  Using a sun globe destroys the item. 
   
  ARTIFACT 
   
  There may be a number of artifacts in the Land 
  of the Sacred Sun, but only one stands out as the 
  symbol of an empire. 
   
  THE SUN STAFF OF INTIRI 
  Weapon (quarterstaff), artifact (requires 
  attunement by a creature approved by Intiri)  
   
  The Sun Staff of Intiri is the symbol of all the 
  Natican people and the primary weapon of the 
  patron deity of its namesake.  
    Any creature besides Intiri or one to whom he 
  has given the weapon must make a DC 17 
  Constitution save.  On a successful save, the 
  creature takes 10d6 radiant damage, on a failed 
  save, the creature dies.  
    If used as a weapon by someone who is attuned 
  to it, the quarterstaff adds +3 to attack and 
  damage rolls.  In addition, the quarterstaff does 
  2d12 additional radiant damage on a hit. 
     Random Properties.  The Sun Staff of Intiri 
  has the following random properties from the 
  Dungeon Master’s Guide: 
   
  • 
  2 minor beneficial properties 
  • 
  1 major beneficial property 
  • 
  2 minor detrimental properties 
  • 
  1 major detrimental property 
   
  The detrimental properties of the Sun Staff of 
  Intiri are suppressed when the quarterstaff is in 
  the hands of Intiri. 
   
  CURRENCY 
     
  The Natican survived within their 
  empire utterly devoid of a form of 
  currency.  Barter was common, but there 
  was originally no standard to base all 
  transactions on.  Service, artworks, and 
  food all had value based on need or 
  want. 
   
  Much of that has changed since they 
  began intermingling with other races.  
  The Giant-Kings and their greed for gold 
  taught the Natican (for better or worse) 
  the perceived value of the metal, and 
  actual gold pieces are now used.  Many 
  are minted with the face of an actual 
  Giant-King as they all tend to love 
  having their own individualized 
  currency. 
   
  The scorpionfolk, orcs, cayma and even 
  the gnomes and yagrel at least have a 
  rudimentary understanding of the value 
  of gold, but simply golden nuggets 
  (typically 10 gp in value) are common, 
  rather than coinage. 
   
   In the marketplaces of Apu Roca, 
  currency can be found from anywhere.  
  Even gold quills from Maztica or coins 
  minted in faraway Faerun! 
   
   
   
   
  CURRENCY 
     
  The Natican survived within their 
  empire utterly devoid of a form of 
  currency.  Barter was common, but there 
  was originally no standard to base all 
  transactions on.  Service, artworks, and 
  food all had value based on need or 
  want. 
   
  Much of that has changed since they 
  began intermingling with other races.  
  The Giant-Kings and their greed for gold 
  taught the Natican (for better or worse) 
  the perceived value of the metal, and 
  actual gold pieces are now used.  Many 
  are minted with the face of an actual 
  Giant-King as they all tend to love 
  having their own individualized 
  currency. 
   
  The scorpionfolk, orcs, cayma and even 
  the gnomes and yagrel at least have a 
  rudimentary understanding of the value 
  of gold, but simply golden nuggets 
  (typically 10 gp in value) are common, 
  rather than coinage. 
   
   In the marketplaces of Apu Roca, 
  currency can be found from anywhere.  
  Even gold quills from Maztica or coins 
  minted in faraway Faerun! 
   
   
   
  
   
  28 
   
     Adjusted Ability Scores.  While holding the 
  Sun Staff, the wielder receives a +2 bonus to 
  both Charisma and Wisdom.  This cannot raise 
  either ability score over 24.  Once the staff is 
  released, both scores return to their normal 
  values. 
     Spells.  The quarterstaff starts each dawn with 
  7 charges.  While an attuned wielder is holding 
  the staff and uses an action, they can expend 1 or 
  more of its charges.  The charges can be used to 
  cast one of the following spells (save DC 18): 
  crusader’s mantle (1 charge), aura of life (1 
  charge), destructive wave (2 charges), flame 
  strike (3 charges), or Prismatic Spray (uses all 
  charges, at least 3 must be remaining).  
     Consuming Light.  The fabled Sun Staff lies 
  for all to see within its glass home in Pichu 
  Umu.  Its light is so intense as to be nearly 
  blinding, effectively emitting a daylight spell 
  with a 120 foot radius which cannot be dispelled 
  by any effect that is not of artifact or divine level 
  power.  In addition, creatures that have either the 
  sunlight sensitivity or hypersensitivity trait (such 
  as a wraith or vampire) take 12d8 radiant 
  damage while they are in range of the light or 
  half that if they make a Constitution save with a 
  DC of 20. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Maztica 5e/TWC2 - Lopango - Land of the Sacred Sun [5e].pdf