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These Regional descriptions of the Humans of Maztica were offered on the
Forgotten Realms mailing list. I have permission to post them here.
Many thanks!
Download the original files, slightly modified (I added the titles and
credits, spell-checked it, and saved them as PDFs): RoFEB1.pdf,
RoFEB2.pdf
Maztican Region-
Nexalans
By Michael J.N. Arellano
Human, Nexalan
Regions: Huacali, Kultaka, Nexal, Pezelac, Tukan.
Racial Feats: Discipline, Militia, and Theocrat.
Nexalans are a strong folk. They have survived for centuries in the barren
wastelands of Maztica, and managed to bring together a lush empire equal to
those of Faerûn that lasted for some two hundred years.
All Nexalans can be said to be extremely capable warriors and cunning
tacticians. In building their empire they have also become devious diplomats, as
well as cultural patrons. They have a rigid culture, one that was built on
ceremony, and many things will endure despite change.
Nexalans are commonly mislabed as Mazticans, which describe applies to all of
the native groups of the True World. They are descended from the people of the
Metahel lands, which traveled south to the valley of Nexal. Soon taking control
the tribes and city-states around that region. They soon, conquered the lands of
Huacali and Pezlac at first, spreading their culture instantly. Eventually the
lands of Kultaka fell, and their reputation spread throughout the True World.
One could say Nexalans have explored most of the True World, although their
campaigns of conquest never took themselves above the to the lands of the
Metahel or Lopango to the south.
Nexalans tend to be of a reddish-bronze hue with smooth skin. One could say
tall, with long, lean physiques. Nexalans have dark thick hair, although males
tend to be absent of any facial hair. Eye color leans to the brown to dark-brown
end of the spectrum. Although some physical influences from the Dog People,
Green Folk, and Payit may occasionally show up.
Nexalans have come to conquer most of the True World. This was done mostly
through warfare, with the single goal of pleasing their god’s hungry appetite
for sacrifice. Obedience to their god and martial prowess, may have eventually
lead to their empires downfall. Yet despite all this they have endured, dwelling
in the lands of Huacli, Kultaka, Pezlac, and the City of Tukan.
History
Nexalans trace their ancestry to the prehistory of the True World. They were one
of the many people that were brought out from the underworld, into a barren
wasteland. It wasn’t until a man by the name of Tecco received a prophecy from
Zaltec, the god of war, to journey south into the lands of Nexal. During these
early centuries, the Nexalans mixed with their neighbors. Their ally, the Tezat,
secured the Azatl and Zokil tribes. Through all this, the Maztican were
beginning to build their empire, which began 1121 DR.
The first elected Reverend Counselor was named Ipana, he fully absorbed the
tribes of Nexal save the Tezat. Zaltec’s cult soon grew, as each tribe was
added. It wasn’t till 60 years later, under the rule of Ipana II, that the
Tezat was finally absorbed.
During the reign of Ipana III, 1168 DR to 1219 DR, was when Maztican cultured
flourished. Marriages between nobles cemented the Nexalan bloodline, as Ipana
III was determined to leave a grand legacy. Art, culture, and science began to
flourish. It was at this time when Zaltec began to overshadow the importance of
the other gods. Zaltec hungered. Peace and prosperity do not feed a god of
slaughter. Ipan III began the ritual of the Feathered Wars, ritual warfare that
would feed their god. Huacali would soon fall, when they realized even their
Feathered Wars would not be enough.
Over the reign of the next couple Reverend Counselor, the ritual warfare
continued over the years. Paved roads between the growing cities of the empire
began to appear. Yet the continued testing the mettle of the neighboring lands,
conquering Pezelac, with Kultaka being the only to withstand them.
During 1261 DR to 1287 DR, under the rule of Izco I and Izco II, culture grew
and trade with the lands of Payit flourished. However, Zaltec’s disfavor
showed even though a new layer was added to the Great Pyramid. Mt. Zatal, the
slumbering volcano adobe Nexal erupted. The Feathered Wars were start anew.
During the next 14 years, under Pakli, simultaneous revolts erupted throughout
the empire. These years of conflict insured that the Zaltec’s appetite would
be fed with great cost to the nation.
As things settled after the years, a new age of cultural growth would take
place. Interests in their history and origins were explored, and trade began to
flourish. Finally after about two centuries, Kultaka was absorbed during the
reign of Axatl.
Naltecona, is known as the last Reverend Counselor of the Maztica. His reign
began in 1351 DR, but the time from 1353 to 1363 would be the years that would
be forever burned in the minds of his people. For those ten years, omen appeared
hailing the coming of the end of the True World. Each omen occurred a year
apart: A great ball of bringing light hovered above Nexal for twenty days, the
sky grew crimson for a day, Mt. Zatal belched smoke and ash for 12 days, a
monstrous feathered stag was spotted, a dream of the arrival of Cordell, a great
sound storm raged throughout Tezca for 6 days which revealed the House of the
Gods, the snow on the Mt. Zatal turned blood red, Naltecona’s second wife gave
birth to a stillborn son who was
pale white, the four lakes of the Nexal valley rippled by an unknown force, and
finally the expedition of Cordell arrived a year later in 1363. It was during
this year that the empire of Maztica fell, finishing in great clash between the
god Zaltec and the god Helm. The capital now lies in ruins, it inhabitants
cursed and twisted by the power of Zaltec.
Despite the empires destruction, many Nexalans still exist within the regions of
Huacali, Kultaka, and Pezelac, and the City of Tukan.
Outlook
Nexalans are a hardy, proud, and enduring people. Nexalans have a very strong
mindset and instinct for survival. They have survived constant warfare and the
hunger of an insatiable god. They are very adaptable, with the maxim “survival
of the fittest” running through their veins.
Nexalans do come from various regions, adding some particular characteristics.
Nexalans from the Pezelac region are very sheepish in their behavior. This is
largely due to the fact of years of oppression from the central valley. They
tend to be followers, and can be very fatalistic in their outlooks. Often
relying on fortunetellers to predict outcomes. Those from the Huacali area are
very clannish. They tend to form strong bonds with associates and family. They
are very loyal when one is finally accepted into their circles. Kultacans though
value strength above all. In their eyes, an enduring warrior is a powerful and
well-respected man. Though merchant and diplomats are despised, for their power
lies in deceptive words.
Nexalan Characters
Nexalan characters are very capable fighters. Males are taken at an early age
and taught the arts of war.
Nexalans have a strong grasp of military tactics. Clerics, Druids, and Shamans
[1] make up the next popular classes. Clerics are often hold great political
power within cities, while druid and shamans serve the rural communities. Rogues
in the traditional sense are almost unknown, since the concept of personal
property is much less evident here. However they fill a function as acrobats,
bureaucrats, merchants, diplomats, and scouts. Bards are found here in numbers,
keeping alive the many of the traditions and legends of the people.
Arcane spellcasters are extremely rare and limited only to sorcerers. Many
individuals that possess such power are usually pariahs of the community, hunted
down as valuable sacrifices for Zaltec. Those that manage to survive, quickly
learn to hide behind the façades of Hishna or Pluma user.
Prestige Classes: Most Nexalans take fighter prestige classes. The highest honor
one could receive is to be inducted into the Eagle or Jaguar Knighthoods. The
other popular classes chosen usually bend toward divine spellcasters.
Nexalan Society
Since they have been the most dominant nation of all the True World, they tend
to be very proud of their accomplishments. Many monuments of incredible stature
are found within cities, dedicating victories and celebrating the gods. Before
the destruction of Nexal, examples
of such monuments were the great pyramids temple, beautiful mosaics and murals
found decorating the plazas, as well as the lavish flora flotillas filling the
canals of the city. When they do something, they tend to do it on a large scale.
Language and Literacy
Nexalan speak Nexalan, the official language of the empire. However certain
regions have kept their language intact, such as Huacali and Pezelac. These
secondary languages share some of the common base words, which can usually be
understood by anyone with a working grasp of Nexalan. You can often tell what
region a Maztican hails from, as regional accents come through strongly. The
languages of the Payit and Kolan are also learned.
The languages of the True World are often written in pictographs, similar to
those found in with the Mulan.
It is a very complex form of communication to follow, with thousands of
characters expressing thoughts and ideas as opposed to signal syllables.
However, scholars from Amn favor using the Draconic alphabet when representing
Nexalan words.
Nexalan Magic and Lore
The extent of arcane magic has not been evident with the Nexalan people. Many
Nexalans however are drawn to the divine, for clerics often wield political
power besides divine might. However, the gods Zaltec and Qotal did pass on a
gift to those who wish to embrace it, Hishna and Pluma Magic. The practitioners
of these gifts are very similar to Shamans (see 3E Oriental Adventures). These
spellcasters with an evil bent often draw from Hishna, while those with good
tendencies lean toward Pluma.
Sorcerers themselves are not unknown, but often live in the fringe of society.
If such sorcerers are found, they are usually given as a sacrifice to Zaltec,
for in their blood runs with power.
Spells and Spellcasting
Nexalans tend to favor spells that evoke the power inherent in nature or provide
some protection against various entities. The magic of shapechanging is also
highly useful.
Spellcasting Tradition: Nexalans tend to be drawn to divine magics. It is what
they know. The practitioners of Hishna tend to favor aggressive and predatory
like spells: Bane, Deathwatch, and Hold Person. Those who practice Pluma refer
passive and defensive spell Bless, Endure Elements, and Create Spring.
Unique Spell: None.
Nexalan Magic Items
Nexalans with access to Hishna or Pluma magics often make all the magical items
known in the True World. Most though are small talismans [2].
Common Magic Item: Practitioners of Pluma can create any Qotol ‘s [Quaal’s]
Feather Tokens. Garments made of brilliant feathers have many of the same
proprieties similar items made into cloaks and robes. Practitioners of Hishna
create weapons that have a poisonous nature to them, as well as items of
entrapment. Iconic Magic Item: None.
Nexalan Deities
Nexalans are very devout people. Their lives are built around ritual and
ceremony. Evidence of the gods presence are everywhere after all. Nexalans
traditionally revere Zaltec, the god of War. Azul and Tezca come in second, with
the rest of the pantheon falling behind. When the Nexalans first left their
barren wastelands, it was Zaltec who showed them the path to the promised
valley. It was he who favored these warriors from the north. The worship of
Zaltec, god of war and the eater of hearts, allowed the Nexalans to prosper and
conquer their enemies. Tezca and Azul have held their place only because they
provide the necessities of life, the sun and the rain. The Pezelac were one of
the few regions that kept the worship of Qotol strong with the Nexalan empire.
When the Amn began their conquest of the True World, they also brought the
worship of foreign gods. Those Nexalans, like many Payit, have been converted by
force to worship of Helm.
(See Appendix for Deity listings of the Gods of Maztica)
Relation with other Races
Nexalans have only encountered two other races, halfling and dwarves. Halfling
tribes have been encountered in the wilds of Far Payit, but they have always
resulted in bloody battles. These halflings are as bloodthirsty as Zaltec
himself.
The dwarves of Tezca were encountered during the empire’s later explorations.
Tales of these strangers have circulated regarding kind hermits assisting desert
travelers. Nexalans merely associate them as lone hermits that live in the
desert and not a separate race.
Unknown to many, the Drow of the True World did have dealings with the cult of
Zaltec for some time. It is unknown when exactly they took an interest, but they
have been in the shadows for centuries. What there purpose or goal is unknown.
It wasn’t until after 1363 DR, that the Nexalans had to deal with other races.
Elves, Dwarves, Halflings, and Half-Humans made there way with the Amn and other
foreigners. The average Nexalan tend to view these races based upon their
individual merits and with some curiosity. They do not judge them or have any
particular bias toward them. Only those Nexalans that have traveled to Faerûn
have hade the chance to actually associate with these races in full.
Unfortunately, Amn has been successful in restricting contact between those from
Faerûn and the True World (mainly the Payit). Some have attempted contact with
the other strangers, the Waterdavians of the Borderlands.
Nexalan Equipment
Nexalan still engage in some trade, but mostly everything they have need can be
found within their lands. Tools made from stone and wood are common, tools in
need sharp edges often are made from obsidian. Tools made of gold and copper can
be found as well, since both metals work well. Stoneware is used in almost
everything, items made of clay are most common. Textiles are not unknown, so
clothing and other items made from cotton are found here.
Arms and Armor
Weapons commonly used are made of stone, though sharper weapons are constructed
of obsidian. Spears, daggers, axes, and various bows can be easily constructed.
Again some weapons made from copper can be found, but are mostly reserved for
the wealthy.
The favored weapon of most fighters though is a maca, which is very similar to a
spiked war club.
Nexalan armor tends to be light and non-cumbersome. Padded cotton armor is the
cheapest thing sold, while more experienced warriors use stiffened fibers that
can turn the blows of most weapons. Although Warriors who have been inducted
into the knighthoods often have special suits of armor constructed for them.
These armors often of made of jaguar skins or carefully weaved bird feathers.
Shields constructed out of wood are often taken into battle as well.
Common Items: Obsidian knives, quarter staves, slings, spears, and stone axes.
Unique Items: Maca
Animals and Pets
Nexalans usually favor rather practical pets, birds being the most common. They
are often prized for their vibrant plumage. Many varieties are very popular, but
songbirds are highly prized. Various types of colorful parrots are also found
among the more affluential Nexalans. These birds possess and amazing capability
of being able to mimic human speech.
Dogs are then next the common type of pet, but mostly are used as guards or for
hunting.
Some more exotic pets can be found on temple of palatial grounds. Great cats
such as panthers and jaguars are often kept in the royal palaces, domesticated
when they were mere cubs. Small monkeys from the jungles of Payit can be found
in the market place, making interesting playmates for small children.
Associated Creatures: Small rodent type creatures (armadillo) are also found
within the city. They can be kept as pets, but are also severe as a food source.
These creatures have a scaly hide, and can even roll up into a ball.
Nexalan Region
Nexalans hail from a variety of climes, from desert-like to mountainous shrub
regions. They have learned to adept and flourish. The characters described here
reflects a hardy and prepared individual. One who has tasted combat and survived
in harsh climes. These individuals are commonly found among the remnants of the
Nexalan Empire or those traveling abroad along the Sword Coast.
Preferred Classes: Nexalan males are trained from birth as warriors. Fighters
make up the majority of the populace. With Clerics, Druids, and Shamans making
up the next strong majority of professions.
Automatic Languages: Nexalan
Bonus Languages: Huacali, Kolan, Pezelec, Payit,
Regional Feats: Discipline, Militia, and Theocrat.
Bonus Equipment: (A) Maca and Wooden Shield, (B) Stiffened Fiber Armor and a
Stone Axe, or (C) 1st level Pluma or Hishna Talisman.
*May substitute the prerequisite an orc with human for Blood the Warlord feat.
REFERENCES
Maztican Box Set, TSR1066, Douglas Niles.
Lands of Intrigue Box Set, TSR1159, Book Two, pgs 60-63 .Steven E. Schend.
Fires of Zatal, TSR9333, Jeff Grubb & Tim Beach.
[1] Oriental Adventures 3E, pgs 22-24.
[2] Oriental Adventures 3E, pg 61.
[*] Domains and Spells Taken from Oriental Adventures 3E.
Maztican Region- Payits
By Michael J.N. Arellano
Human, Payit
Regions: Far Payit, Payit.
Racial Feats: Artist, Education.
Payits are the remnants of an ancient civilization that covered most of the
eastern jungles of the True World, well before the ascension of the Nexalans.
Their civilization was peaceful, favoring both the spiritual and mental pursuits
of life. They were able to tame the jungle and live in harmony. This cultural
attitude has reflected the Payit as conscientious and friendly people. Their way
of life has not changed much, each village keeping these traditions of the past
alive.
Payits tend to be of a reddish-bronze hue with smooth skin. They are somewhat
shorter than average, and tend to be stout. Like Nexalans, they have dark hair
and dark eyes. As the years go by, many physical traits of the people of Amn are
slowly beginning to show.
The Payits live their life in simple reverence of the gods ever since the great
disaster that destroyed their civilization. The jungle has reclaimed many of
their great cities over the past two centuries. Most of their ancient lore has
been lost to them, only kept alive by the memory of the elder generations and
the few that still remain within the cities.
History
The Payit are descended from the followers of Qotal, those that followed the god
as he departed the lands of Maztica. The site would be later known as the Twin
Visages, which held the prophecy of his return.
This was believed to have occurred around 363 DR, when Qotal left Maztica over a
thousand years ago.
Over the next two hundred years the people of Payit began to grow and multiply,
exploring their lands and making home within the jungles of Far Payit. They were
able to cultivate the rich lands of Payit, taming the jungles, and drawing forth
the bounty of the sea. The founding of their most prominent cities of Maxal,
Tulom-Itzi, and Ulatos were believed to occur sometime during 563 DR. Over the
next five hundred years the Payit entered a Golden Age of enlightenment. The
sciences of astronomy, biology, literature, mathematics, and medicine began to
develop and flourish during this period. The fundamentals of arcane magic were
also grasped. The arts of Hishna and Pluma in conjunction with this new type of
magic, bought about many wondrous creations. Warfare was largely unknown, and
the Payit existed in a peaceful state for many centuries. The Payit also
developed roads linking their civilization, created the first written language
of the True World, and explored coastal regions of the Teyola and the Sea of
Azul.
Sometime around 1100 DR is when the Payit needed it golden age. Apparently this
was due to a conflict between the princes of Tulom-Itzi and Ulatos over Aliah.
Aliah was known to be the most beautiful of all Payit women. She was the product
of many generations of careful breeding, representing the highest ideal of a
Payit woman. She was to be married to her half-brother, Prince Xetl. Tacal, the
prince of Tulom-Itzi, coveted the princess and wanted her as his bride. The
prince of Tulom-Itzi and a band of his warriors attended the festivities leading
to the ceremony, in hopes of abducting here. Aliah would make her appearance
until the day she was to wed Xetl. When she finally appeared, Tacal and his
warriors seized her and fought there way out of the Palace. The warriors of
Ulatos pursued them, and also punished them as well. All of the people of
Tulom-Itzi that attended the ceremony were killed, their bodies decorating the
wall of the palace. Many nobles hung there, including Tacal’s parents. Enraged
by the horrific scene he beheaded the princess with his maca. Seconds after
words he was killed by hundred of arrows fired by the warriors of Ulatos.
Many Payits left their cities and returned to a simpler and more humble way of
life. No one reason could explain this behavior. Some say it was the great shame
at the loss of life between the Ulatos and Tulom-Itzi that bought about this
turn of events. Over the next two hundred years, they quaint live among the
villages scattered throughout Payit, enduring occasional raids from the Nexalans.
1363 DR would prove to be a fatal year. Strangers from the east arrived and
conquered the lands of the Payit and the Nexalan. The heart of the Nexalan
Empire was destroyed. The lands of the Payit now stand occupied by the Kingdom
of Amn. Despite being occupied by the Amnish, many Payit were able to retreat
into the jungles of Far Payit. They have reclaimed their ancient city of
Tolum-Itza, marking a new age for their civilization.
Outlook
Payits are a very practical people. They see things as how they really are, and
often ponder the consequences of their actions. They are not quick to take
action, but when they apply their decisions swiftly. Payits are traditional, but
they quickly adapt to new situations when they arise.
Generally Payits are considered a friendly, hospitable and helpful people. They
often see foreigners as opportunities to learn and increase their understanding
of the world. They seek compromise and understanding in almost all they do. In
this light, the love of learning and expression is most evident once you see
past their practical surface.
They do have a strong moral streak. They are a people who keep their word and
reflect on their actions. Payits wish to live in harmony and conduct benign way
of life. They do whatever it takes to achieve this goal, often learning patience
and tolerance as a result. When they do fail in this, they take it as a personal
setback. Many Payits can be bought to edges of despair and shame when these
things go wrong. Often being fatalistic in resigning their current situation to
some personal failure on their part.
Payit Characters
Payit characters rarely adventure, instead spending their hours into maintaining
the well being of their village. Bards, Clerics, Druids, and Shamans do make up
the majority of classes found among the Payit. They are mainly responsible for
keeping the traditions of the Payit people alive. Clerics, Druids, and Shamans
[1] ensure that the balance with nature and the divine forces are maintained.
Fighters do exist. Although Payit life often reflects a peaceful existence, they
are capable defenders when need be. Jaguar and Eagle Knight can be found as
well. Wizards and sorcerers do appear within the Payit, and are accepted with
open arms as learned sages. It is believed that these individuals still retain
knowledge of old Payit.
Prestige Classes: Most Payit tend to favor divine spellcaster prestige classes.
The Payit are known to excel in the art practiced by Plumaweavers and
Hishnashapers. Arcane spellcasters favor classes that construct magical items or
excel in the arts of divination. The Candle Caster is an appropriate Prestige
Class for wizards, repressing the use of a lost technology. Fighters usual lean
toward a class that relies on defense or protection.
Payit Society
Payits were a culture that was in a social decline. Since the fall of their
civilization, many have retreated from their great cities. At the height of
their civilization, they were a diverse people with a full of passion and
appreciation for life. They were known to be admirers of both beauty and
ethereal concepts. They also put an emphasis in understanding the nature of
their world and what place they had in it. Payits were known to have excelled in
the sciences of biology, astronomy, literature, mathematics, medicine, and
philosophy.
When the great disaster struck, many abandoned their city lives and returned to
the more rural way of living. Yet despite the loss of a metropolitan lifestyle,
they still retained much of their of their outlook. Learning from the shame of
their leaders, they began to live a simple and humble life. Although the focus
of their society had shifted greatly, they kept what they could alive.
Since the fall of the Nexalan empire and the arrival of the foreigners, their
way of life has changed again.
Their society is slowly being absorbed and destroyed by the Amnish in the
occupied lands of Payit. They endure and accept this change, for it is what it
is.
Ironically many were displaced during the conflict and fled into Far Payit,
increasing the populations of Tulom-Itzi and Maxal. This increase has started to
revitalize the Payit cultural way of life, rediscovering the ancient lore and
practices at the height of their civilization.
Language and Literacy
Native of both Payit and Far Payit speak Payit, many also knowing Huaclai,
Nexalan and Payit as well. Payits were among the first of the people of the True
World to grasp the concept to form a writing language.
Since the arrival of the Golden Legion of Amn, many Payits quickly picked up
Realms Common.
They took many of the artistic symbols and categorized them into pictographs,
associating various concepts and ideas to each symbol. These pictographs are
similar in nature to those that the Mulan used. It is a very complex form of
communication to follow, with thousands of characters expressing thoughts and
ideas as opposed to single syllables. However, scholars from Amn favor using the
Draconic alphabet when representing the language of the Mazticans.
Payit Magic and Lore
Payits excel in the practice of Hishna and Pluma magics, gifts of the gods
Zaltec and Qotal. Like many Mazticans they practice a variety of forms of divine
magic. Many are simply traditions handed down by the various clergies of the
Maztican Pantheon.
Payits are one of the few cultures to actually practice arcane magic. Sorcerers
and wizards are not unknown to the lands and people of the Payit. Sorcerers
exist in the rural villages, often assisting clerics and shaman with their
activities or serving as a village defenders. Wizards are a dying breed they
found scattered among the cities and ruins of Payit, grasping to the forgotten
lore of their ancient civilization.
Spells and Spellcasting
Payits tend to favor spells that evoke the natural elements or provide some
protection against various entities. The magic of shapechanging is also highly
useful. Divination magics often practiced as well.
Spellcasting Tradition: Payits are drawn to divine magics. The most evident of
these practices are found among the followers of Qotal. They often create items
of Pluma that assist day to activities. Their magic mainly used to develop the
land and to maintain a healthy way of life.
Arcane spellcasters among the Payit are not common, but have been known to
master many of the schools of magic that are practiced throughout Faerûn. It is
possible to come upon a native spellcaster that is able to hold his might
against wizards of the realms. Divination is widely practiced and is used
closely in conjunction with astrology.
Unique Spell: None.
Payit Magic Items
Payit Hishnashapers and Plumaweavers produced the highest quality of magic items
found throughout the True World. Most though are small talismans [2], but many
wondrous creations can be found that duplicate many common magic items. Although
many are developed through the use of Hishna or Pluma magics, some Payit items
are arcane in nature. These items are often from Payits golden age, but their
manufacture is being rediscovered.
Common Magic Items: Qotol ‘s [Quaal’s] Feather Tokens, and Plumaliters
[Flying Carpet]. Garments made of brilliant feathers have many of the same
proprieties similar items made into cloaks and robes. Figurines of Wondrous
Power made of Jade are found. Magical candles and Incense are also very popular.
Iconic Magic Item: None.
Payit Deities
Payits hold Qotal as their god. His dogma closely resonates with the Payit way
of life. His clerics are the most numerous within Payit. Many of the others gods
are revered, but surprisingly the cult of Zaltec is found in scarce numbers.
Payits pay respect and recognize many members of the Maztican Pantheon, most
realizing their importance to the maintenance of the world. When needed, prayers
and gifts are often given to the appropriate deity. They are aware that the gods
can be jealous, so they tend to keep that in mind when petitioning other deities
than Qotal. Followers of Eha, Kiltza, Maztica, Nula, Plutoq, and Watil can be
found among within the cities. Often attending small shrines scattered
throughout the land. Payits are one of the very few that still recognize Kukul,
often paying tribute to the father of the gods.
In the city of Maxal, Azul holds a place in the hearts of the people. Much of
that cities welfare depends on what mood Azul holds.
When the Amn began their conquest of the True World, they also brought the
worship of foreign gods. Many
Mazticans, like the Payit, have been converted by force to the worship of Helm.
Relation with other Races
Payits have only had relations with the savage tribes of halfling [3]
encountered within the wilds of Far Payit. These halflings often form fierce
tribes, dominated by a single powerful halfling chief. The halflings tend to be
territorial, rarely attempting to raid the villages and cities within Far Payit
without good reason.
Payits are one of the few humans that have gained any insight to the native
halfling culture, which they have deemed the little people. The little people do
not look kindly upon weak individuals. Injured and abandoned halflings are
encountered in the wilds of the jungles, left to the mercy of the many
predators. Payits often rescue and rehabilitate them, showing them kindness
mostly because of child-like features.
Another race of note has been encountered in the past, and scarcely among the
Payit of the coastal regions. The Itzcatli [4], in the past often raided the
coastal cities of Payit seeing them as easy targets. This practice was a result
of when canoes began to travel along the coast to reach the cities in Far Payit.
For years they came from the northern waters, never reaching the Sea of Azul.
For whatever reasons the raids stopped after the fall of the Payit civilization.
The recent shipping activities of the Amnish, Baldurans, and Waterdavians may
bring them back.
It wasn’t until after 1363 DR, that the Payits had to deal with other races.
Elves, Dwarves, and Half-Humans so came in droves with the other humans. The
average Payit tend to view these races based upon their individual merits and
with some curiosity. They do not judge them or have any particular bias toward
them. Only those few Payit that have traveled to Amn have the chance to actually
associate with these races. Unfortunately, Amn has been successful in
restricting contact between those from Faerûn and the True World.
Payit Equipment
Payit equipment is as varied as that found in most marketplaces of Faerûn. Many
recognizable items are spotted. Everyday items are available, mostly constructed
either from gold, jade, and common stone. The jungles provide a rich variety of
base materials to construct almost anything needed. Payits are the only natives
of the True World that can also produce silk. The ground itself is rich with
gold, jade, and limestone. Since Payit itself in a huge peninsula surrounded by
the Sea of Azul and Tayola, many items common to coastal regions are found
within the jungles as well.
Arms and Armor
Weapons constructed from stone and wood are found. Spears, daggers, axes, and
various bows can be easily constructed. Weapon made from gold or jade can be
found, but most serve a ceremonial purpose.
Sharper weapons needed often use shells bought in from the coastal areas.
Fighters often favor spears and bows, and excel at the use of these ranged
weapons.
Payits armor tends to be light and non-cumbersome. Most are simply cloth or
skins enhanced with Pluma or Hishna magics. Suits of padded cotton are common
northern areas of Payit. Suits used by Jaguar and Eagle Knight are found as
well. Shields constructed out of wood are common.
Common Items: Slings, Spear, Bows, and items constructed from Shells.
Animals and Pets
Payits usually favor rather practical pets, birds being the most common. They
are often prized for their vibrant plumage. Many varieties are very popular,
from songbirds to flamingos to parrots. Their plumage highly sought for
Plumaweavers.
Freshwater fish are also prized, many decorating public ponds and private pools.
A lush variety of these fish are often found in the rivers of the Payit jungles
and bought back to the cities and villages.
Insects are also favored by many, caterpillars being most popular. These short
lived pets, are held in awe as they transforming into a stunning display
butterflies. Beetles and cicadas are also kept for their entertainment value.
Either providing a novelty of a flying bug on a string or the soothing sounds of
chirping.
Many small animals found within the jungles region make interesting pets. Small
monkeys are most popular, and can be found in the market place, making
interesting playmates for small children.
Payit Region
The Payit region is divided into three climes. Coastal, Jungle, and Plains. The
people of Payit farm their rich land, and harvest the bounty of the sea. Those
of Far Payit fair the same within their jungles. The Payit region though borders
the Nexalan Empire, which had to deal with minor invasions every so often.
Those Payits of the plains region have been occupied by the people of Amn, and
are restricted in their activities. Some have traveled along with the Nexalans
as far as the Sword Coast. Those of Far Payit still retain their independence,
and have rediscovered much of their former culture.
Preferred Classes: Payits tend to pick professions that will benefit their
communities lifestyle. Fighters are found in equal numbers to those of clerics
and shamans. Bards are also found, keeping the oral traditions and history of
the Payit alive. Arcane Spellcasters though are very uncommon.
Automatic Languages: Payit
Bonus Languages: Nexalan, Pezelec, Payit,
Regional Feats: Artists, Education.
Bonus Equipment: (A) Spear and Wooden Shield, (B) Quiver of 36 Flight Arrows and
Bow (Short of Long) or (C) 1st level Pluma or Hishna Talisman.
REFERENCES
Maztican Box Set, TSR1066, Douglas Niles.
Endless Armies, TSR9340, Jeff Grub.
Lands of Intrigue Box Set, TSR1159, Book Two, pgs 60-63 .Steven E. Schend.
.
[1] Oriental Adventures 3E, pgs 22-24.
[2] Oriental Adventures 3E, pg 61.
[3] Similar to Ghostwise halflings, but adjusted to a jungle environment.
[4] Saughin found in the oceanic regions of the True World. See illustrated map
in Maztican Box Set.
APPENDIX
MAZTICAN
PANTHEON (Mythos of the Nexalan, Payit, Green Folk, and Dog Peoples)
Deity- -Align- -Symbol- -Portfolios- -Domains- -Favored Weapon
Azul- -LE- -Frog- -Rain, Water, Storms- -River[*], Storm, Water- -Spear
Eha- -CN- -Smoke- -Air, Gases, Winds- -Air, Divination[*], Travel- -Bow
Kiltzi- -CG- -Flower- -Family, Hearth, Love- -Charm, Family, Healing- -Knife
Maztica- -N- -Mountains- -Nature, Womankind- -Earth, Nature[*],Renewal- -Club
Nula- -CN- -Monkey- -Animals- -Animal, Knowledge, Nature [*]- -Quarterstaff
Qotal - -LG- -Feather- -Air, Goodness, Peace- -Air, Nature [*], Pluma-
-Quarterstaff
Plutoq- -LN- -Rock- -Earth, Stone- -Earth, Plant, Stone [*]- -Great Axe
Tezca- -CE- -Fiery Lizard- -Deserts, Fire, Sun- -Fire, Flame[*], Sun- -Spear
Watil- -NG- -Cactus- -Plants- -Nature [*], Plant, Wood [*]- -Spiked Club
Zaltec- -CE- -Bloody Skull- -Destruction, Death, War- -Fury, Hishna, War- -Maca
(Deceased)
Kukul- -N- -Star- Father of the Gods, Mankind- -Cannot Grant Spells- -None
NEW DOMAINS
Hishna Domain
Deities: Zaltec.
Granted Power: Increase damage die to next category 1/day.
1 Trance [*]
2 Kiss of the Toad [*]
3 Possess Animal [*]
4 Snake Dart [*]
5 Heart Ripper [*]
6 Stoneskin
7 Power Word, Stun
8 Creeping Doom
9 Energy Drain
Pluma Domain
Deities: Qotal
Granted Power: Plumaweaving Feat for free.
1 Trance [*]
2 Calm Emotions
3 Create Spring [*]
4 Remove Fatigue [*]
5 Summoning Wind [*]
6 Dance of the Feathered Dragon (Dance of the Unicorn) [*]
7 Control Weather
8 Legend Lore
9 Sympathy
NEW FEAT
Plumaweaving [General]
You know how to blend colorful and bright feathers into your weavings.
Prerequisite: Dexterity 13+, Craft (Featherweaving) 4.
Benefit: The character knows the art of weaving beautiful creations made out of
feathers. This includes item such as cloaks, capes, rugs, liters, pendants, etc.
These creations are always considered of a masterwork quality for purposes of
magical item construction.
This type of weaving is a relaxing and mentally health activity. The character
can create 1 square inch of material per hour, and gain back 1hp per square inch
weaved.
Eric Boyd's response:
In addition to suggesting that you add an equivalent Hishna
feat, I would suggest the following changes to the Plumaweaving feat:
NEW FEAT
Plumaweaving [General]
You know how to blend colorful and bright feathers into your weavings.
Prerequisite: Dexterity 13+, Craft (Featherweaving) skill.
Benefit: The character knows the art of weaving beautiful creations made out of
feathers. This includes item such as cloaks, capes, rugs, liters, pendants, etc.
You receive a +3 bonus to Craft (Featherweaving) checks. Your effective DC for
creating masterwork featherweaving creations is DC 10.
In addition, featherweaving is a relaxing
and mentally healthful activity. The character can create 1 square inch of
featherwoven material per hour, and gain back 1hp per square inch weaved.
Normal: Creating masterwork featherwoven
items requires a successful Craft check (DC 20), as they are considered complex
or superior items. (See the discussion of the Craft skill in the PHB.)
Alternatively, I might drop the "relaxing and mentally healthful
activity" paragraph and replace it with:
You receive +1 caster level when casting
spells that employ a feather as a material component or focus.
Then, in the plumaweaver prestige class (with this feat as a prerequisite), you
could give an ability that allows the caster to substitute feathers for other
material components, perhaps at the cost of extending the casting time
(identical to a sorcerer employing a metamagic feat) of the spell so affected.
--Eric
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