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 Maztica Map help needed

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T O P I C    R E V I E W
Markustay Posted - 28 Dec 2017 : 19:24:56
I unfortunately no longer own a physical copy of the Maztica boxed set, and the pdf scans of the maps aren't all that great - the map key is VERY hard to read. This happens a lot, and I can usually figure out the terrain types (they're usually way obvious, plus outside of Maztica, I have multiple maps to reference).

There is a light green terrain that looks like it says 'Arrow land', but that makes no sense. Because of the location of those swaths of terrain, it must have something to do with being fertile/farmable land. The rest I have figured out... but am I mistaken in thinking whoever did the map got the water types backwards? (in the map key, I mean)

And the FRIA maps are no help - they just show a very light green swath of color in those places, and I've never been able to locate any sort of map key for the FRIA maps (and if someone can point me to THAT, that would be simply amazing).

Thanks

EDIT:
I noticed the City of Gold region had the same terrain type, so I checked a scan I had of that, which is much better, and I STILL CAN'T READ IT. In that map key it looks like 'Arabic Lands', which is obviously not right. I know when someone tells me what that is I am going to feel like an idiot. Its making me nuts.
11   L A T E S T    R E P L I E S    (Newest First)
cpthero2 Posted - 01 Mar 2020 : 07:33:09
Master Rupert,

Fantastic bardic performance: I applaud you good sir! hahaha

Best regards,




quote:
Originally posted by Wooly Rupert

quote:
Originally posted by sleyvas

quote:
Originally posted by Wooly Rupert

...And at first glance, it looks like that map key has an entry for "Disco Dwarf Villages." That can't be right, but I'm loving the mental image!



Well, if anyone could craft an amazing disco ball....



(Please, no one contact the Bee Gees lawyer for this rendition of "Stayin' Alive"!)

Well, you can tell by the way I wear my beard
I'm a forgin' dwarf, my eyebrows seared
Hammers loud and fires warm, I've been forging steel
Since I was born
And now it's all right, it's okay
And you may look the other way
We can all understand
The way that gold affects a man

Under a mountain, embraced by stone,
You're working a mine, working a mine!
Feel the rocks breakin' and anvils a-shakin'
And working a mine, working a mine!
Ah, ha, ha, ha, working a mine, working a mine
Ah, ha, ha, ha, working a mine!

Well now, hammers low and hammers high,
Moradin and Clangeddin, I really try...
My swinging hammer pays my dues,
I'm a forgin' man and I just can't lose
You know it's all right, it's okay,
I'll live to craft another day!
We can all understand
The way that gold affects a man

Under a mountain, embraced by stone,
You're working a mine, working a mine!
Feel the rocks breakin' and anvils a-shakin'
And working a mine, working a mine!
Ah, ha, ha, ha, working a mine, working a mine
Ah, ha, ha, ha, working a mine!

Markustay Posted - 29 Dec 2017 : 08:56:00
NICE

Manshoon is a big fan of the dwarven disco singer, Glory Gainer, and her smash hit, "I will survive".

They worship the goddess of Summer... named 'Donnah', and her holy symbol is a shiny, mirrored ball (priests carry holy censers in its likeness, which double as morningstars). The Ball of 'BeeGee' is a unique example - the very first and a holy relic. Its said to be able to cast an unlimited number of Sonjar's Synchronized Dancing spells.

Little bearded men in elegant white leisure suits... working in mines. We so have to make this happen.
Wooly Rupert Posted - 29 Dec 2017 : 03:08:45
quote:
Originally posted by sleyvas

quote:
Originally posted by Wooly Rupert

...And at first glance, it looks like that map key has an entry for "Disco Dwarf Villages." That can't be right, but I'm loving the mental image!



Well, if anyone could craft an amazing disco ball....



(Please, no one contact the Bee Gees lawyer for this rendition of "Stayin' Alive"!)

Well, you can tell by the way I wear my beard
I'm a forgin' dwarf, my eyebrows seared
Hammers loud and fires warm, I've been forging steel
Since I was born
And now it's all right, it's okay
And you may look the other way
We can all understand
The way that gold affects a man

Under a mountain, embraced by stone,
You're working a mine, working a mine!
Feel the rocks breakin' and anvils a-shakin'
And working a mine, working a mine!
Ah, ha, ha, ha, working a mine, working a mine
Ah, ha, ha, ha, working a mine!

Well now, hammers low and hammers high,
Moradin and Clangeddin, I really try...
My swinging hammer pays my dues,
I'm a forgin' man and I just can't lose
You know it's all right, it's okay,
I'll live to craft another day!
We can all understand
The way that gold affects a man

Under a mountain, embraced by stone,
You're working a mine, working a mine!
Feel the rocks breakin' and anvils a-shakin'
And working a mine, working a mine!
Ah, ha, ha, ha, working a mine, working a mine
Ah, ha, ha, ha, working a mine!
Markustay Posted - 29 Dec 2017 : 02:45:14
Wow, thanks guys!
Was I right about the map key for Maztica being backwards, in regards to the sea types? Because it would be awfully weird if the center of the sea was 'shoals' and the stuff near the coast was 'deep water'. LOL

The weird thing is, 'Arable' kept popping into my head, but I kept thinking it meant 'arid' (in other words, I was thinking 'arable lands' is desert terrain). I finally looked it up and that's when I realized my mistake. I haven't heard that word being used since elementary school (because you can just say 'farmable' and more people will know what you mean).

And those Disco dwarves really know how to 'rock' out.

So as I am trying to figure out the sizes of the settlements (and having since given up and decided to go with the simple two-symbol system for 'large' and 'small'), and I see that Helmsport and Ulatos ARE actually two settlements very close together, and that neither of them - nor counting them as one - would constitute a 'large city', as the lore implies. Unless they're packing well over a hundred people in each house. But that's not my problem with it right now... I'll go over to the Maztica thread for the rest.

Cheers (and thanks again, everyone).
sleyvas Posted - 28 Dec 2017 : 23:04:41
On the Faerunian Enclaves,

The Fort Flame "enclave" was having problems with the local Poscadari elves. They were getting some imported help from Evermeet who was sending ambassadors, but the two types of elves had a language barrier. It is canon that they were looking to Calimshan to help them by providing alchemical fire sources to help them keep safe. HOMEBREW: this is where I stuck my first Thayan enclave in the "True World" just before the Thayan Civil War. I figured the mercenaries would welcome wizards proficient with fire who were also looking to help with trade.

New Waterdeep's original colony was destroyed by Kultakans in 1369 DR and the survivors fled north to Trythosford. Later in 1373 they make "New" New Waterdeep on Maztapan Island

Regarding Trythosford (the second Waterdeep colony)
from 1366 DR
the Waterdhavian contingent forges north and establishes a second colony called Trythosford [1369], named after the expedition’s paladin leader. It lies at the mouth of a river due west of the offshore Zilhatec Island. Both new settlements are protected by log palisades and defensive ditches that enclose most of each settlement’s buildings.


The below is a rough timeline that is non-canon that I made up for my United Tharchs:

1318 DR - Mythrell'aa, Zulkir of Illusion, in searching out lore on Netherese spell mantles runs across an entry on a Netherese flying enclave, known as the city of Doubloon, which disappeared some years prior to Karsus' Folly and which was rumored to be able to hide itself from all magic known at that time.
1323 DR - The Zulkir of enchantment leads an attempt to control the minds of influential people through their dreams. The efforts of the Red Wizards are eventually thwarted, but the Zulkirs study of the nature of dream magic continues.
1326 DR - The exiled Halruaan, Velsharoon the Vaunted, begins research on the rise of Bane, Bhaal, and Myrkul. It is rumored that he visits Ironfang Keep and survives.
1328 DR - Mythrell'aa, Zulkir of Illusion, assaults a Halruaan exile, rumored to have been amongst the original red wizards who helped rise up against the Mulhorandi centuries ago. The female had been employing spies and peering too closely into Thayan business ventures surrounding the formation of a Thayan enclave in Soorenar. The woman manages to escape through the aid of another renegade red wizard and Halruaan exile, the archmage Velsharoon the Vaunted. From the history books left behind by woman, Mythrell'aa reads of a "flying city which could make itself invisible which aided the Netherese diaspora in finding a new homeland to the south".
1330 DR - Following up on leads she found in Lerian religious texts surrounding the Exodus of Leirans, Mythrell'aa sets out to secretly invade the Isle of Nimbral in order to seek lore on the lost Netherese flying enclave of Doubloon. She learns that the flying city left the island centuries ago loaded with humans and tall elves to visit the stars.
1334 DR - Using an illusion to appear as Knights of the Flying Hunt, Zulkir Mythrell'aa and a select band of thayans loyal to her approach an incoming spelljamming vessel off the coast of Nimbral. Slaughtering its crew, they then take said vessel into orbit, whereupon they discover that the moon is inhabited by Leirans, though where these inhabitants learned of the religion is a secret she is unable to have revealed.
1339 DR - Samas Kul becomes Master of the Guild of Foreign Trade in Thay, a minor post at the time. He gains this position however with the aid of Zulkir Mythrell'aa, who agrees to supply his future enclaves with illusionists to make minor illusion items for sale, such as potions of invisibility and disguise self, in return for his unquestioning aid in securing components for a private project of her own.
1345 - 1354 DR - The dread necromancer, Velsharoon the Vaunted, builds a tower, which he names the Tower Terrible, in the city of Soorenar in Chessenta. He then spends several years visiting Murghom and the Plains of Purple Dust seeking lore on the mortal life of Myrkul.
1356 DR - Using her mastery of the arcane arts, rumors gained from a captured spelljamming crew, Mythrell'aa is finally able to find the "lost" Netherese enclave of Doubloon floating amongst the Tears of Selune. The city is inhabited by humans and elves with ties to the surface cities of Nimbral, having long ago separated themselves from their former nation. Mythrell'aa sends several of her agents to infiltrate the colony and soon learns things are not as they seem, but that there are mysteries within mysteries occurring in this city and upon the moon's surface.
1358 DR - Time of Troubles - Using knowledge gained from the vestige of Karsus to gain better control over his arcane powers, the renegade red wizard, Velsharoon the Vaunted hunts down the avatar of Mellifleur inhabiting the body of a half-fiend lich rumored to be one of several grandchildren of the line of Garthelaun Darakh "the Goreslayer", fourth ruler of the Darakh Dynasty of ancient Narfell.
1359 DR - Samas Kul negotiates the creation of Thayan trade enclaves in Hlath, Calimport, Messemprar, and Athkatla
1359 DR - Intrigued by the machinations of his former ally and fellow renegade red wizard, Zhengyi the Witch-King of Vaasa, Velsharoon begins following the actions of Gareth Dragonsbane and company as they steal the wand of Orcus, slay an avatar of Tiamat, and soak the wand in its blood. Unbeknownst to Gareth and company, Velsharoon transports in and gathers a portion of the blood and bile of the dead avatar which have been infused with a remnant of the power of the wand of Orcus.
1360 DR - Mythrell'aa's spies in the flying city of Doubloon uncover several plots involving doppelgangers, illithids. By carefully revealing these plots and their plotters to the people of Doubloon, the Zulkir of Illusion is able to replace the current leadership with her own lieutenants and select individuals within the colony who will work towards its success. Contact between the citizens of Doubloon and the Leiran Trading Center are strained as the leader of the moon's colony, Phlandra Alabaster, has disappeared, and many of the moon's inhabitants blame the surface worlders who have recently arrived.
1361 DR - Samas Kul establishes the Thayan trade enclaves in Soorenar, Calaunt, and Hillsfar.
1362 DR - Mythrell'aa finds and frees Phlandra Alabaster, but coerces her fealty in return for her life and the keeping of her secrets. She further improves upon this fealty with magical compulsions. Mythrell'aa establishes herself as the ruler of the flying city of Doubloon, which she renames Luneira.
1364 DR - red wizards of the enclave of Soorenar, under the orders of Szass Tam, invade the home of the renegade red wizard, Velsharoon the Vaunted. This meets with disastrous results. The survivors, upon threat of utter annihilation, declare peace with the renegade red wizard and Velsharoon rewards them for their bravery by providing them several rituals involving undead creation. He however advises that the red wizards must not share these rituals with their cohorts in Thay "who have not dared enough in the field of necromancy". The red wizards request the protection of Zulkir Lauzoril against the wrath of Szass Tam. Lauzoril and the other Zulkirs chastise Tam for threatening the security of their enclave over a matter that he should have handled himself.
1364 DR - Samas Kul establishes the Thayan trade enclaves in Hlondeth and Scardale.
1365 DR - Samas Kul establishes the Thayan trade enclave in Mulmaster as part of the negotiations for marriage between High Blade Selfaril and the "First Princess of Thay", Dmitra Flass.
1366 DR - Velsharoon the Vaunted enters the Dire Wood of the High Forest. Although challenged by the arcanist Wulgreth and other magical obstacles, Velsharoon obtains a bottle of the pure heart's blood pumping from the Karsestone.
1367 DR - Samas Kul establishes the Thayan trade enclaves in Baldur's Gate, Raven's Bluff, and Saerloon.

1368 DR - The renegade red wizard and Halruaan exile, Velsharoon the Vaunted, assaults an ancient ruin on Damara's northwestern border, rumored to be named Jiksidur, and slays a gold dragon and its cloud giant guardians . It is rumored that he butchered the dragon on the spot, taking its stone-filled gizzard and brewing it in a cauldron containing blood of the Karsestone, the mixed blood and bile of the avatar of Tiamat, and the bone powder of the former avatar of Mellifleur. Several weeks later, using the Phylactery of Mellifleur and the Skull Staff of the Necromancer in a modified Ritual of Endless Night, Velsharoon ascends to godhood with the sponsorship of the deity Talos. The red wizards of Soorenar are some of the first converts, and many former priests of Myrkul in Thay flock to the city in order to turn the land surrounding the Tower Terrible into a temple complex.

1368 DR - Samas Kul establishes the Thayan trade enclaves in Cimbar, Phsant, Proskur, and Tsurlagol
1369 DR - Samas Kul, Master of the Guild of Foreign Trade, is approached by a Savrassan priest who states that he received a vision that the Thayan wizard should check for new opportunities in the west. After visiting several western trade enclaves, he decides that Thay should seek to open negotiations with the Flaming Fist to aid their fledgling colony of Fort Flame.
1369 DR - Ever untrusting of the Zulkir of Necromancy, the Zulkir of Enchantment, Lauzoril of Thay, geases a white necromancer of Damara to train his fourteen year old daughter, Mimuay. She had already learned the rudiments of magic from a ghost apprentice named Ferrin, but this ghost had been destroyed (see the novel the Simbul's Gift). Lauzoril also altered the woman's memories so that she would have memories of arriving at the estate due to a “dream vision” that she had received from the gods themselves. She came bearing a magical bloodstone diadem, an item enchanted by Lauzoril himself, but which she believed would lead her to an apprentice who needed her guidance. As part of her training, the Ilmatari necromancer also teaches Mimuay of the various Faerunian deities, and in particular preaches the evils of Orcus, demon lord of undead, and her hopes that the newly risen god of necromancy, one Velsharoon, will prove to be less evil.
1370 DR - Samas Kul establishes the Thayan trade enclaves in Waterdeep, Marsember, Iriaebor, and Scornubel
1371 DR - Using numerous ships, the trade negotiations of dozens of far flung trade enclaves, hundreds of bags of holding, and thousands of humanoid slaves illicitly bought from bounty hunters, slavers, and prison wardens, Samas Kul establishes the Balduran Bay Trade Enclave in Anchorome. The initial construction is small with vast acres of farmland protected by tall walls, but plans to fill this space with additional housing, slave barracks, temples, magical academies, and several large marketplaces are in the works. Samas Kul is noted as saying "it is a beauteous wonder to be able to build an enclave from the ground up without having to worry about infringement on the sister city".

1372 DR - A "short jump" portal network is setup between the Thayan trade enclaves of Hlath, Cimbar, Soorenar, and Messemprar on the orders of Zulkir Lauzoril. These portals are limited to the transport of small pallets of materials or single individuals between colonies at first, but as the civil war in Thay begins to rage in later years Lauzoril expands their functionality.

1373 DR - Poscadari elves attack Fort Flame, but are turned back by the fire and lightning of their red wizard benefactors. The bodies of the fallen elves are animated by the necromancers of Thay, who then pursue the retreating elves for dozens of miles in the surrounding wilderness. Of the original force, nearly two-thirds of the elves die horribly painful deaths, only to be reanimated to serve as undead guardians.

1373 DR - A secret "short jump" portal network is setup in the Vast between the Thayan trade enclaves of Mulmaster, Calaunt, Raven's Bluff, Procampur, and Tsurlagol on the orders of the Tharchion Dmitra Flass, "The First Princess of Thay". A keyed and "blood tied" location is setup from the Mulmaster portal to her residence in the city of Eltabbar.
1373 DR - Upon the recommendation of the same Savrassan priest, Samas Kul begins negotiations to open trade enclaves in the cities of Samargol in Samarach, Lundeth in Thindol, and Tashluta in Tashalar. With the influx of Netherese control in the Sembian cities of Yhaunn, Selgaunt and Saerloon, many red wizards leave those enclaves in order to make new homes in other enclaves.
1374 DR - Lauzoril, Zulkir of enchantment, buys from the commander of Fort Flame a wrecked elven skyship and the rights to copy a journal of a dead elven Captain Eartharran Neidre of Evermeet. Suspecting that they might find a lost Netherese enclave or ancient magics of great power, Lauzoril, Samas Kul, and Mythrell'aa set forth towards the frozen northlands far above Evermeet with a retinue of Kossuthan priests and Thayan Knights. The city is captured after a fight with a large black dragon and its children forces said monster to flee or die, and the three Thayans fly it south into the Trackless Sea. They magically anchor the city at a halfway point between the Maztican city of Helmsport and the islands of Lantan and begin construction of portals linking this city to the Balduran Bay Colony and the cities of Tashluta and Samargol.
1374 DR - The Red Wizards open a merchant enclave in Kourmira, a Tuigan city in the Endless Wastes.

1375 DR - Civil War begins in Thay. Many common folk of Thay see safety in the remote trade enclaves, where they can continue to work in relative safety while the red wizards of those enclaves work feverishly to establish portal networks between enclaves.
1375 DR - The red wizard necromancers of the Soorenar and Cimbar enclaves officially declare their breaking of loyalty with Szass Tam. They turn their efforts in undead creation towards practical pursuits to support the war effort of the surviving Zulkirs. Condemned as outlaws by the Zulkir of Necromancy, they fervently embrace the tenets of the church of Velsharoon. Many other enclaves soon take up the construction of shrines to Velsharoon as a sign of their hatred of the Zulkir of Necromancy.

1375 DR - Portals are setup between the Hlath enclave and the enclave in Lundeth. Lumber harvested in Hlath is transported via this portal to the lumber mills of Lundeth. One of the many water mills active in this city is converted from the creation of shoddy swords and into the creation of basic building materials, such as nails, rivets, simple woodscrews and drivers, and simple tools like hammers, chisels, handsaws, axes, and augers. A "short jump" portal network is established between the new enclaves of Lundeth, Tashluta, and Samargol. Mythrell'aa, in secret agreement with the Khazark of the enclave of Samargol, establishes a portal connecting the Thayan enclave with her city of Luneira.
1376 DR - Several thousand Thayan immigrants express a desire to "aid the war effort remotely by working in an enclave". The new Zulkir of Transmutation, Samas Kul, rewards many of these individuals by transporting them in small batches via several portal jumps (all while blindfolded) to the Balduran Bay enclave. While they initially find the accomodations rough, they do come to accept that its better than being turned into an undead minion by Szass Tam's necromancers.
1377 DR - As the war for Thayan independence draws on, and Szass Tam forces wizards out of their luxury homes in High Thay, several hundred red wizards, Thayan knights, and numerous priests arrive in the Balduran Bay enclave, along with their personal guard of gnoll, orc, and centaur mercenaries. After a disagreement between some of these individuals who favor expansion via aggression, a small army of gnolls and centaurs is led east to search for the fabled "City of Gold".
1377 DR – The rural estate of Zulkir of Enchantment, Lauzoril Tavai, in Thazalhar is discovered by the undead forces of Xingax, an atropal in service to Szass Tam who experimented in necromantic magics. Zulkir Lauzoril is unaware of the assault due to the spellwork of the red wizard necromancers amongst the undead. The household servants and guards are quickly overwhelmed and the undead converge upon the estate house itself. Lauzoril's wife, Wenne, and his two daughters, Mimuay, a young necromancer in training, and Nyasia, an innocent young teenager with an interest in stories, poetry, and music all wait in fear for their lives. However, when the undead actually enter the house, Mimuay calls upon Velsharoon to aid her, and the god answers her plea. All of the undead shirk their bonds of control placed upon them by the allies of Szass Tam and immediately kill them. Mimuay leads her mother and younger sister to the city of Bezantur, leaving her estate home for the first time in her life. They are met in Bezantur by necromancer priests of Velsharoon, who believed themselves sent by their god to find and bring a powerful necromancer to Soorenar.
1378 DR - After a prolonged military expedition, the red wizards who had sought the "City of Gold" instead seize the "Cursed City" of Esh Alakar and magically secure the aid of its undead and construct guardians. They then use these forces to capture the smaller Azuposi villages of Elfmeet and Nozoma, thereby subjugating the Badger Tribe with fear alone and little bloodshed. They make a treaty with the peoples of the Shrew tribe in Keshtin Pueblo to allow them to build mills and a small village at the top of Keshtin Falls, and they agree to leave the Eagle Tribe of Opallinoc alone in return for the right trade with them for coal, turqoise, and other minerals.
1379 DR - Wild nomad tribes of the Nahopaca humans attack the Shrew tribe of Keshtin Pueblo, taking more than two score native women as slaves. An Azuposi native gets a message to the red wizards supervising the construction of the mills several miles north of Keshtin Falls. The red wizards justice is swift and brutal, as they slaughter the Nahopaca raiders and turn them into undead. The red wizards spend the next year raiding the nearby desert wilds of the Nahopaca, enslaving those they can capture and reanimating their dead to continue scouring the desert. Many are offered the right to live as free men if they will serve as slavers for the red wizards. Those who refuse will be forced to enter Esh Alakar, which the superstitious nomads fear greatly.
1379 DR - The city of Messemprar falls before the might of Mulhorand and Unther falls completely under Mulhorandi rule. The remainder of the Thayan enclave and Untheric resistance retreat to other nearby enclaves, such as Mourktar, Cimbar, and Soorenar.
1379 DR - A "short jump" portal is established between the Esh Alakar enclave and the Balduran Bay colony. Building supplies in the form of lumber and simple metal implements are sent through to Esh Alakar. The red wizards of Esh Alakar begin negotiations with a coastal culture of humans, calling themselves the Metahel, and who resemble the Northmen of the Savage Frontier. The two groups agree to use the wood brought in by the portal to build longships.
1380 DR - More Mulans arrive in the Balduran Bay Colony, as it is now called. Some of these stay, expanding out from the enclave to form the villages of Reduna and Ivilmur along the coastline. Others proceed east, where it is said a military expedition is mounting, and will result in free homes, land, and slaves for those who will take up residence from those who leave. Others arrive seeking the glory of conquering a new land.
1380 DR - Tharchioness Dmitra Flass, manages to lead a raid upon her own treasury in the capital of Eltabbar with the aid of Zulkir Lauzoril and a small army of red wizards and Thayan Knights. She secures several million gold pieces in the form of coins, gems, jewelry, art, and magic.
1380 DR - Using Nahopaca humans as slavers, the red wizards wring a forced fealty from the "short ones" as the nearby halflings to the west are called. They then setup the Nahopaca as overseers over the halflings. Some Nahopaca abuse this newfound power, and they are removed from their positions and forced back into the desert as slavers required to capture the humans known as "dog men". Those Nahopaca and dog men who fall in the desert are returned for reanimation.
1381 DR - After two years of preparation, several thousand raiders from the Esh Alakar enclave and Pasocada Basin go forth upon more than a hundred longships to find the rich and fertile jungle lands to the south. Along the way, they conduct raids and take captives in the cities of Kolan and the Natican settlements on the outskirts of Apu Roca and Mt. Cuzculac.
1381 DR - The "First Princess of Thay", Dmitra Flass, decides to make an investment in her people, using nearly 5 million gold pieces to purchase large tracts of land in the vast from hardworking farmers who are more than willing to take the money and try their luck elsewhere. Specifically, she purchases land near the cities of Kurth, a city of retired bandits and pirates whose lack of adequate water supply has earned them a reputation about the tangy nature of their beer, and Blanaer, a city known for its unattractive smell due to its cattle pastures. She then instructs her autharchs who are of no use to her on the battlefield to begin civic improvement projects to encourage acceptance of Mulan neighbors.
1382 DR - The cities of New Kensten, Zanzilaha, and Mictalarra are established along the coastline of the Lopango jungles. These lay the foundation for what will eventually become the Lopango Enclave. They establish strong defenses around their settlements, for the surrounding jungles appear to be filled with jungle orc sorcerers and their servile lizard folk warriors, known as Cayma.
1382 DR – Szass Tam becomes incensed by the necromancer-priests of Velsharoon serving as mercenaries alongside the other Zulkirs. Seeking to deter their influence, he sends several cultists of Orcus to assault their temple surrounding the Tower Terrible in Soorenar. The cultists fail disastrously, but they do manage to kill Lauzoril's wife, Wenne, who was busy sewing a silken robe for her eldest daughter, Mimuay, in their new home. Mimuay, who had been serving alongside the necromancer-priests of Velsharoon in Thay, turns in grief to Tharchion Dmitra Flass for comfort and a bond is formed between these two women.
1383 DR - Dmitra Flass' generosity begins to pay off, as skeletal work crews at night turn Blanaer into a lush garden city filled with irrigation canals to catch the runoff from the nearby Troll Mountains. Her autharchs also begin negotiations with the prospectors of Kings Reach, offering to buy their slag rack for use in building an aqueduct for bringing additional water to the city of Kurth.
1384 DR - Zulkir of Divination, Yaphyll warns the Zulkir of Illusion that she foresees Mythrell'aa's death in the near future.
1385 DR - After receiving a vision from Leira herself, Mythrell'aa decides it is time to fake her own death and attend to matters in Luneira. Tharchioness Dmitra Flass is elected to become the next Zulkir of Illusion, but is later killed by Malark Springhill.
1385 DR - Zulkir of Divination, Yaphyll, is forced by Zulkir of Necromancy, Szass Tam, to use her most powerful divination to see into the future. Unbeknownst to Tam, she is forced to "split herself and send one half of herself into the future" and this future portion is outside of Tam's control. However, this future self also is touched by the Spellplague.
TomCosta Posted - 28 Dec 2017 : 21:06:27
I have the physical maps still. Here are types the first column from top to bottom: shoals, coastal shallows, ocean depth, undersea cliff, desert, jungle/forest. Second column: arable land (as you guessed), brush/savannah, swamp, mountains 2,000'-10,000', 10,000-15,000', 15,000'+. Third column: city (15,000+), town (5,000-15,000), desert dwarf villagtes, Halfling population centers, ruin, point of interest.

City of Gold is: column one: river/shoals, seasonal river, coastal shallows, deep ocean, waterfall, arable land; column two: mountains 2,000-10,000', 10,000-15,000', 15,000'+, desert, salt flats, rush/savannah; third column: settlement, ruins, sginal tower, road, turqoise mine, cliff
sleyvas Posted - 28 Dec 2017 : 20:52:36
quote:
Originally posted by Wooly Rupert

...And at first glance, it looks like that map key has an entry for "Disco Dwarf Villages." That can't be right, but I'm loving the mental image!



Well, if anyone could craft an amazing disco ball....
Wooly Rupert Posted - 28 Dec 2017 : 20:11:11
...And at first glance, it looks like that map key has an entry for "Disco Dwarf Villages." That can't be right, but I'm loving the mental image!
Wooly Rupert Posted - 28 Dec 2017 : 20:07:42
So I guess I'm looking at the same pdf, since that map key is horrible... I think this must have been a freebie, back before WotC hid all those free downloads, because I've ignored Maztica and wouldn't have purchased that pdf.

I did a search on the pdf itself, for the word "savannah" and found multiple references -- including one that looked like it was in reference to map stuff (page 106 of the pdf) -- that said "brush/savannah."
Wooly Rupert Posted - 28 Dec 2017 : 19:53:16
Could it be "arable lands"?

Never mind, you got it sometime betwixt me opening this page and having a chance to respond.
Markustay Posted - 28 Dec 2017 : 19:47:11
Okay, I think I got it - 'Arable Lands'.

Can anyone figure out what the one directly to the right says (on the CoG map - its placed differently in the main Maztica key)? The second part is definitely 'Savannah', but I can't make out that first word (it looks like it says '*****/Savannah').

EDIT:
Also, so long as I am asking questions, whats the 'current' (as of the GHotR, I assume is the most recent) info on the Faerûnian enclaves? Sizes?

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