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paladinnicolas
Seeker

92 Posts

Posted - 12 May 2018 :  18:55:24  Show Profile Send paladinnicolas a Private Message  Reply with Quote
quote:
Originally posted by Seethyr

Reread my response and what I said looks misleading - I meant to say I’m going to change some of what I’ve written to more closely match Paladinnicolas’ writing - I’m not changing what he wrote lol.

Looking forward to getting going on Anchorome!



Thanks Seethyr! I’m glad you liked it.

Paladinnicolas
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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 22 May 2018 :  01:18:33  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
So, the conclusion of the TWR series is now at 14+ pages and counting. It has the background and outline, the former of which which I will provide below, but the encounters haven't been worked out. If you are planning on running it, just so you are warned, there are minor spoilers ahead.

I would give my left arm to have a new map of the Valley of Nexal (is there anybody out there??? :-) )

Special thanks to Dazzlerdal for the concept of the Viper and other inspiration.

HISTORY OF ZATAL

Much like Zaltec’s greatest pyramids, Mount Zatal has grown over the ages. The pyramids, however, grew because new architecture was placed atop the old in order to forever expand upwards. Zatal on the other hand, has grown from within. Like a boil or abscess, there is a poison deep in the core of the mountain which literally pumps its evil, life-corrupting magic forever outwards and upwards.

THE HEART OF MAZTICA

Maztica is both the name of the continent and of its inhabitant’s deceased mother goddess – some say that the two are in fact one and the same. Though it is widely accepted that the goddess’ husband Kukul created mankind, she was known as the true source of life and highly favored among the people for her role.
Her son Zaltec resented Maztica’s popularity and though he did not seek the love she received, he sought an equitable level of fear. Zaltec, the Eater of Hearts and Bringer of War, wished to be exalted above all others. In order to accomplish this feat, he created and then gifted hishna magic to mankind. Hishna was a brand of magic which tapped into the inherent power of claws, fangs and talons and the resultant power allowed man to flourish and war in Zaltec’s great name.
Disgusted at what her son had wrought and the resultant cost to life, Maztica created pluma magic. Pluma was an equivalent magic of feathers and life that she passed to her son Qotal, who then in turn passed it on to mankind.
Infuriated over the loss of worship, Zaltec approached his mother in a fit of rage and beheaded her with his great dark macuahuitl. The weapon shattered on impact, and its black obsidian tips lodged themselves deep within both the head and body of the goddess. Some elders have claimed that this was the original source of the existence of plumastone across the body (continent) of Maztica, and while that has yet to be proven, it is certain that a force known as the Darkfire (sometimes Darkfyre) was born that day.
Zaltec left his mother’s corpse but took from her a still beating, corrupted heart from which he would occasionally feed. Instead of sating his hunger, Zaltec only sought more, and from that day forward, Zaltec yearned for a fresh flow with a far greater hunger than ever before.
Zaltec brought the Heart of Maztica to a valley in what is now known as the Valley of Nexal. He took it deep underground to a natural cavern where its veins naturally took root and flared with the corrupting force of darkfire. To this day, it beats an irregular beat that manifests as the rumblings of a semi-active volcano. Mount Zatal began to grow, quickly at first, but soon slowing to only a foot or so each year. Over thousands of years, Zatal’s reddish-orange glow became the most prominent feature in the True World’s horizon for many miles. In conjunction with the great city of Nexal, Mount Zatal eventually became the heart of an empire, and perhaps the whole of the True World itself.
Zaltec’s involvement in the region was mostly kept secret, but the Bringer of War’s brothers did not sit by entirely idly. The Lake of the Gods formed not long after the mountain dominated the valley, and it is the will of Zaltec’s brothers manifested in the physical world.

THE VIPER OF ZATAL

The continent of Maztica had a history that existed long before even the gods arrived on Toril in their prehistoric forms and created the race of man that have come to dominate it. The creator races once graced these lands, first in the form of the serpentine sarruhk, then the amphibian batrachi and finally among the avian aeree. The sarruhk may have been long gone from the world upon mankind’s arrival, but there were still remnants scattered in the darkest regions.
An individual sarruhk once known as Mixcoatl slept an age-long sleep in the very cavern to which Zaltec brought the Heart. Its darkfire energies (and the god’s not inconsequential presence) woke the slumbering serpent and awed the ancient being. It is unknown what kind of deal was brokered on that day, but the sarruhk, now changed by the corrupted life energy of the Heart, agreed to serve as its guardian forevermore. Mixcoatl assumed the name, “The Viper” and has secretly had a hand in a number of events that have been falsely attributed to Zaltec himself.

DAWN OF AN EMPIRE

Far to the north of Zatal, a people who actually referred to themselves as the Mazticans, lived in caves and communities in a dryer, less fertile land. Unbeknownst to the majority of mankind, Zaltec had decided that this unlikely group would be his chosen people. The Eater of Hearts manifested his image to a Maztican shaman named Tecco, and commanded him to lead his people south.
Zaltec chose Tecco knowing full well that the Mazticans would obey, as Tecco was known for his detailed and accurate visions. For his whole life, Zaltec had guided the shaman.
The Mazticans were many thousands strong and they eventually came to the Valley of Nexal, which at the time had three cities already established near the base of Mount Zatal and the shores of the Lake of the Gods.
The three cities were known as Tezat, Azatl, Zotil and when the Mazticans arrived, all three maintained a precarious balance of power. If one grew too powerful, the others would join forces to reestablish balance. The situation had remained under these circumstances for many decades.
The Mazticans initially served as a major boon for the city’s inhabitants. They accepted menial work for the slightest of wages and only settled in waterlogged lands unwanted by the majority of the populace. Their knowledge of war was also known to be exceptional and the Mazticans were not greedy with their knowledge.
After a number of years, and a strategic betrayal, the Mazticans came to dominate Azatl, Zotil and Tezat. Within a few decades of their arrival, the newly declared Empire of Nexal spread beyond its valley, and the mixed inhabitants came to refer to themselves as Nexalans with great pride.
It wasn’t long before Zaltec established his utter dominance as the primary god of the entire empire. Many sacrifices were made in his name, and the flow of fresh hearts consistently fed the vile god. On one occasion, after the ascendance of a new emperor (known as a Revered Counselor), a paltry sacrifice of one-thousand hearts was offered – inciting Zaltec’s anger. He awakened the Viper who had become attuned the corrupted life-magic of the Heart of Maztica and with its power, caused the eruption of the volcano. Many more lives were lost and Nexal was burned nearly to the ground.
The Empire of Nexal was undoubtedly the greatest human (human empire, as the scorpionfolk and creator races would attest) empire to ever grace the True World. Yet as powerful as they were, even they could not handle the coming of Cordell, the clergy of the foreign god Helm, and the Golden Legion. Wielding weapons and magic unseen before in the True World, the invading force of Faerunians and their native allies (consisting of Payit and more importantly the long established Kultakan enemies of the empire) decimated the Nexalan Empire and it took far less time than they could have ever imagined. The last of the Revered Counselors of Nexal, Naltecona, was slain, and the invaders trampled upon hundreds of years of history. Hoxitl, Zaltec’s high priest, beseeched his god for deliverance and the Bringer of War responded by awakening the Viper once again. Those who were loyal to Zaltec voluntarily wore a symbol known as the Mark of the Viper, and together created the Viperhand Cult.
Through the god’s will, interference from the foreign deities Helm and Lolth, and the terrible corrupting magic of the darkfire, Zatal erupted with magical energies in an event known as the Night of Wailing. Survivors of the terrible night fled as the Lake of the Gods boiled, and the men of the Viperhand became orcs, ogres, trolls and new beings known as jagres who could change forms between ogre and displacer beast. Hoxitl became the grandest of them all, towering over even the most massive jagre.
Eventually men returned to the Valley of Nexal, but only the most vile and unwanted. Life in the heart of the once great empire became short for the children of Maztica and Kukul.

THE DESCENT

The True World has seen its share of upheavals in recent centuries, and the Night of Wailing should have been the worst. Alas, it would not be so. When the repercussions of Cordell’s invasion and the creation of the Viperhand finally settled, what might have been considered a “new normal” was established. Faerunians became a somewhat common sight, particularly in the settlements of Helmsport-Ulatos, Trythosford, Tukan and a number of others. Mazticans managed to maintain their old ways and in some cases learned much from the invaders. They could certainly not have handled the Viperhand without the assistance of Cordell’s Golden Legion, but that was hardly consolation for what had been done to their land and culture.
When all seemed normal, the sky one day began to shimmer and warp. Those who stared into its wavering form grew nauseous, but within moments the effect abruptly stopped. The sky, however, had changed from its normal bright blue to a steely gray – unlike any that had ever been seen before.
Clerics of the gods sought answers immediately from their deities but the only response they received from the gods was silence – cold, empty nothingness. They knew almost instantaneously that the gods had either abandoned them, or were somehow cut off from their prayers.
The repercussions of this event were of course felt across the True World, but in the Valley of Nexal, where the beasts ruled and mankind was reduced to an eternally fearful shadow of themselves, a new upheaval was set to occur. Hoxitl had begun to taste divinity himself, but he too could not hear the voice of his patron. Thinking his master displeased, Hoxitl organized a massive assault on the remaining human population of Nexal. Much like the Feathered Wars of old, every orc, ogre and troll was instructed to incapacitate instead of kill. Thousands of humans were captured and Hoxitl planned a truly grand sacrifice.
In lieu of the standard temple sacrifice, Hoxitl thought it would please his lord to perform the mass sacrifice upon Zatal’s caldera. In a single file, the thousands of slaves marched up the mountainside. Hoxitl made no secret of his intentions – once their hearts were removed and while the body remained semi-living, the offerings would be fed directly in the fires of Zatal!
Hoxitl did not understand that it was not only Zaltec who had grown silent, and the chosen of the myriad other deities had also grown panicked. Though typically somnolent in the depths of their own watery lairs in Zatal, the great rain dragons known as tlalocoatl awoke when they lost the constant hum of their watery lord Azul. As they awoke, they found thousands of men led by not more than a hundred of Zaltec’s foul Viperhand near their demesnes. The tlalocouatl, confused by Azul’s silence, attacked mercilessly, allowing the humans to escape into hidden tunnels in the mountain. Hoxitl lost his prize that day, but managed to singlehandedly slay an ancient rain dragon. Hoxitl, understanding the depths of his failure, chose to rip his own heart from his chest with his powerful claws and cast it into the bubbling lava. What was left of his retinue observed the great sacrifice and fell to their knees in reverence.
Though the gods were gone, the Heart of Maztica remained deep within the mountain – nurturing the darkfire and tended to by the Viper. Its corrupting magic emanated once again through the mountain tunnels and slowly changed the escaped humans over the span of a generation. Nothing remains of mankind, though many thousands of grimlocks now roam the upper tunnels.

AZURE SKIES, AGAIN

For over a century the gods remained silent, and the True World changed in uncountable ways. Threats both new and old hardened its inhabitants, and mankind found new ways to defend themselves in the new world. Once again a “new normal” was established with entire generations never having seen the blue skies of Toril.
As it had once been, so it did return. The shimmering and warping began once again as it did a century past. The grey, steel sky slowly changed to azure once again, and in the event known as the Sundering, the True World had found its way back to Toril.
Though they had long slept, the gods returned, and Zaltec was the first to awaken. The god shifted in the grand cavern beneath Zatal and the mountain rumbled.




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Edited by - Seethyr on 22 May 2018 01:19:14
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TBeholder
Great Reader

2428 Posts

Posted - 22 May 2018 :  05:56:31  Show Profile Send TBeholder a Private Message  Reply with Quote
quote:
TWC1:
Shar fooled Qotal
Shar?

People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 22 May 2018 :  12:00:35  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
quote:
Originally posted by TBeholder

quote:
TWC1:
Shar fooled Qotal
Shar?




Non canonical - but an attempt at explaining away one of the most uncomfortable events from the original boxed set. There was a whole supplement written about this (TWM1) and it stressed the point that this was one of the few occasions other than the invasion of Cordell (along with Helm and Lolth) where a “foreign” deity has attempted to meddle in Maztica.

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sleyvas
Skilled Spell Strategist

USA
11829 Posts

Posted - 22 May 2018 :  14:42:30  Show Profile Send sleyvas a Private Message  Reply with Quote
Interesting idea having a Sarrukh involved with the night of wailing.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 22 May 2018 :  15:10:47  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

Interesting idea having a Sarrukh involved with the night of wailing.



Yeah, that was a great addition by Dazzlerdal. It had the added benefit of giving the Vioerhand Cult a stronger basis. Other than hishna magic relating to fangs and venom - I never understood why they used a snake motif to begin with.

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sleyvas
Skilled Spell Strategist

USA
11829 Posts

Posted - 23 May 2018 :  12:49:30  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Seethyr

quote:
Originally posted by sleyvas

Interesting idea having a Sarrukh involved with the night of wailing.



Yeah, that was a great addition by Dazzlerdal. It had the added benefit of giving the Vioerhand Cult a stronger basis. Other than hishna magic relating to fangs and venom - I never understood why they used a snake motif to begin with.



Along those lines, it might be interesting to "find out" that Hishna magic has ties to the Ba'etith and their attempts to study "the primitive forms of magic utilised by the various races"

After all, we know that Zaltec "taught" it to the humans, but did he do so simply by bringing them to some ancient Sarrukh "library"/ "academy" of some sort.... or even just turn them onto some stone tablets with magical theory.

Consequently, maybe we find out that Pluma magic is simply a similar magic left over by the aearee that was also discovered. Of course, this "concept" also leads one to believe that Qotal was a "god" of the Aearee and Zaltec was a "god" of the Sarrukh (not saying that they were exclusive to either).

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 23 May 2018 :  15:10:55  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

quote:
Originally posted by Seethyr

quote:
Originally posted by sleyvas

Interesting idea having a Sarrukh involved with the night of wailing.



Yeah, that was a great addition by Dazzlerdal. It had the added benefit of giving the Vioerhand Cult a stronger basis. Other than hishna magic relating to fangs and venom - I never understood why they used a snake motif to begin with.



Along those lines, it might be interesting to "find out" that Hishna magic has ties to the Ba'etith and their attempts to study "the primitive forms of magic utilised by the various races"

After all, we know that Zaltec "taught" it to the humans, but did he do so simply by bringing them to some ancient Sarrukh "library"/ "academy" of some sort.... or even just turn them onto some stone tablets with magical theory.

Consequently, maybe we find out that Pluma magic is simply a similar magic left over by the aearee that was also discovered. Of course, this "concept" also leads one to believe that Qotal was a "god" of the Aearee and Zaltec was a "god" of the Sarrukh (not saying that they were exclusive to either).



Very clever. That opens up a whole ton of possibilities if true. First off, developing new spells (as the number of pluma and hishna spells is sorely lacking) could be done by grabbing mining old supplements and Dragon magazine articles on the Yuan-ti.

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TBeholder
Great Reader

2428 Posts

Posted - 24 May 2018 :  08:38:51  Show Profile Send TBeholder a Private Message  Reply with Quote
quote:
Originally posted by Seethyr

Non canonical - but an attempt at explaining away one of the most uncomfortable events from the original boxed set.
Ah, to make the setting more SafeSpace™ compatible.
It's just that since the book doesn't say so, it leaves an impression of a cheap way being taken for its own sake, rather than to fix a non-issue.
quote:
and it stressed the point that this was one of the few occasions other than the invasion of Cordell (along with Helm and Lolth) where a “foreign” deity has attempted to meddle in Maztica.

Speaking of whom...
Maybe anything that involves Shar without much rhyme or reason looks worse than it is after infestation of ShadowShadow plots in 3.5 era.
Which conquered the place from Salvatore fans' ritual of sticking Lolth into every old stovepipe, until Operation "Demonweave" took it back.
Since her participation in a Maztican myth doesn't really have reason or lasting effect beyond the scope of this incident, so it counts as yet another one-shot shoehorning.
In that she didn't even start a hidden priesthood when balance of power was shifting and everyone was too busy to watch out for sneaky interlopers.

quote:
There was a whole supplement written about this (TWM1)

(took a look at it). "A whole supplement"? Most of it is a fanfic leading from nowhere and into nowhere.
In that Shar just dropped in, then won "with unreasonable ease", and then did she just... walked out, content to waste efforts for the sake of Teh Evulz, without any gain to herself?

People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 24 May 2018 :  11:38:46  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
Shar has been horrifically overused. She clearly defined a major portion of 3.5 Realms and yes, she’s the big bad evil a tad bit too often. I don’t think, however, that this means she should be avoided when it comes to stories that she might be appropriately placed in. “Loss” can be a very interesting concept in its own right. I also don’t treat gods like a common adventurer. They don’t need some reward in booty or lands to conquer when they get involved somehow. In Diamond Eyes, Shar’s momentary involvement (using limited effort) led to the voluntary exile of a god that represented hope for millions of individuals for multiple generations. That in my mind was the very definition of loss, and more than enough reason for Shar to get involved.
Shar might not do “eebil” for “eebil’s sake,” but she would most certainly disguise herself as a beautiful woman for a hot moment if the afteraffects sucked a big chunk of hope from a whole continent.

I also don’t want her to be finished in Maztica, but as you pointed out, her overuse might be fresh in too many minds. That story, and the accompanying magic items, places of interest, etc actually had its origin in the 3.0 era before she became the “big bad flavor of the month.” There’s nothing to say she hasn’t established a hidden priesthood manipulating events from behind the scenes - it just hasn’t been written about yet.

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Edited by - Seethyr on 24 May 2018 11:45:31
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sleyvas
Skilled Spell Strategist

USA
11829 Posts

Posted - 24 May 2018 :  16:12:50  Show Profile Send sleyvas a Private Message  Reply with Quote
Just to throw out there as well, Shar and Qotal are noted as having involvement in other ways as well if one accepts the very much hinted at idea that Qotal and Ubtao are the same individual. Ubtao is noted as having a shadow self that's evil (Eshowdow), and that shadow self is being interacted with by Shar in F&A. That shadow self was formed around the time of the dawn cataclysm as well since it was 1500 years ago. So, when Tyche was being split into Tymora and Beshaba... Ubtao/Qotal was also being split apart. Also around the time that Jergal split himself voluntarily into the dark three.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Wooly Rupert
Master of Mischief
Moderator

USA
36804 Posts

Posted - 24 May 2018 :  16:45:24  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

Just to throw out there as well, Shar and Qotal are noted as having involvement in other ways as well if one accepts the very much hinted at idea that Qotal and Ubtao are the same individual. Ubtao is noted as having a shadow self that's evil (Eshowdow), and that shadow self is being interacted with by Shar in F&A. That shadow self was formed around the time of the dawn cataclysm as well since it was 1500 years ago. So, when Tyche was being split into Tymora and Beshaba... Ubtao/Qotal was also being split apart. Also around the time that Jergal split himself voluntarily into the dark three.



Actually, most of the info about the Dawn Cataclysm points to it happening between 700 and 712 DR. We know there's some connection between the DC and Myth Drannor's fall, and we know that Tyche's church schismed into the churches of Beshaba and Tyche in the 700s.

If you assume, as I do, that the schism in the church would happen soon after Tyche's split into the two goddesses (which we know happened during the DC), and go with the established Myth Drannor connection, then you get that target date.

Officially, of course, there isn't a date, because it somehow happened outside of time. I personally think this is a refusal to be pinned down on the topic.

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Edited by - Wooly Rupert on 24 May 2018 16:46:21
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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 24 May 2018 :  19:48:09  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by sleyvas

Just to throw out there as well, Shar and Qotal are noted as having involvement in other ways as well if one accepts the very much hinted at idea that Qotal and Ubtao are the same individual. Ubtao is noted as having a shadow self that's evil (Eshowdow), and that shadow self is being interacted with by Shar in F&A. That shadow self was formed around the time of the dawn cataclysm as well since it was 1500 years ago. So, when Tyche was being split into Tymora and Beshaba... Ubtao/Qotal was also being split apart. Also around the time that Jergal split himself voluntarily into the dark three.



Actually, most of the info about the Dawn Cataclysm points to it happening between 700 and 712 DR. We know there's some connection between the DC and Myth Drannor's fall, and we know that Tyche's church schismed into the churches of Beshaba and Tyche in the 700s.

If you assume, as I do, that the schism in the church would happen soon after Tyche's split into the two goddesses (which we know happened during the DC), and go with the established Myth Drannor connection, then you get that target date.

Officially, of course, there isn't a date, because it somehow happened outside of time. I personally think this is a refusal to be pinned down on the topic.



The whole time concept freaks me out in both physics and fantasy. Makes me wonder if Hawkins was just hand waving and rebooting theories on black holes, the Big Bang, etc.

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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 29 May 2018 :  18:54:22  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
Worked on a short little side trek - really just a fun encounter in between working on Zatal (which is at 26 pages right now!). I saw the movie the Relic AGAIN, and just had to finish this off. TWA6 The Relic

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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 07 Jun 2018 :  22:24:57  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
Here is a draft of Zatal. I could really use some advice. The adventure itself is pretty much done, but it obviously needs editing, a Table of Contents and monster statistics. I am also waiting on some additional art, though my artist only seems to respond to text messages once a month now :/.

TWR4 Zatal - The Mountain of Fire DRAFT 6-7-18

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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 28 Jun 2018 :  04:14:29  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
Zatal is finally done. This is a project that Dazzlerdal and I took on starting literally years ago. I really hope everyone who tries it enjoys it, or can at least get something from it.

Zatal - The Mountain of Fire

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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 04 Jul 2018 :  15:38:10  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
Zatal got a little shout out at DMSGuild

http://www.dmsguild.com/newsletter_current.php

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paladinnicolas
Seeker

92 Posts

Posted - 04 Jul 2018 :  15:44:13  Show Profile Send paladinnicolas a Private Message  Reply with Quote
quote:
Originally posted by Seethyr

Zatal got a little shout out at DMSGuild

http://www.dmsguild.com/newsletter_current.php


Awesome! Out of curiosity, is there any reference to the Esmeralda tie-in TWR adventure on the corruption of Maztica?
And congrats! Cool adventure.
Best,
Nicolás
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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 22 Jul 2018 :  15:59:58  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
quote:
Originally posted by paladinnicolas

quote:
Originally posted by Seethyr

Zatal got a little shout out at DMSGuild

http://www.dmsguild.com/newsletter_current.php


Awesome! Out of curiosity, is there any reference to the Esmeralda tie-in TWR adventure on the corruption of Maztica?
And congrats! Cool adventure.
Best,
Nicolás



Hey there,

I haven't included it yet, but I think that I'd really like to. Do you have any suggestions? I read through TWR4 and couldn't see a way to make a logical connection. I'm doing an update to the timeline though and want to use what you wrote, if that is okay?

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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 16 Feb 2019 :  22:45:33  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
Been thinking of starting up some projects again. I tend to take these hiatus’s as the research and writing takes over my life. Wondering if there is still interest out there.

My thoughts on the next two would be to write a collection of short stories for Lopango after doing some heavy Inca myth research. With each story there would be 5e game stats for any items, creatures, magic or locations showcased within the story. Working title would be Tales from the Land of Fire or Tales of Lopango.

I also have found doing Anchorome to simply be too difficult, mostly because I can’t seem to obtain a good map without investing a good chunk of money to begin with. I might, however make an attempt to update City of Gold with a heavy focus on its classes (the old kits) and the city of Michaca itself.

Thoughts?

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Edited by - Seethyr on 16 Feb 2019 22:46:36
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paladinnicolas
Seeker

92 Posts

Posted - 16 Feb 2019 :  22:54:56  Show Profile Send paladinnicolas a Private Message  Reply with Quote
Sounds cool. As of late I’ve also been wondering ig there will be any Maztica reference in the soon-to-be fully disclosed maritime adventure. Tomb of Annihilation included a Zaltec relic and treated Tabaci as hailing from Maztica

quote:
Originally posted by Seethyr

Been thinking of starting up some projects again. I tend to take these hiatus’s as the research and writing takes over my life. Wondering if there is still interest out there.

My thoughts on the next two would be to write a collection of short stories for Lopango after doing some heavy Inca myth research. With each story there would be 5e game stats for any items, creatures, magic or locations showcased within the story. Working title would be Tales from the Land of Fire or Tales of Lopango.

I also have found doing Anchorome to simply be too difficult, mostly because I can’t seem to obtain a good map without investing a good chunk of money to begin with. I might, however make an attempt to update City of Gold with a heavy focus on its classes (the old kits) and the city of Michaca itself.

Thoughts?

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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 21 Feb 2019 :  02:20:38  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
quote:
Originally posted by paladinnicolas

Sounds cool. As of late I’ve also been wondering ig there will be any Maztica reference in the soon-to-be fully disclosed maritime adventure. Tomb of Annihilation included a Zaltec relic and treated Tabaci as hailing from Maztica




I'd really love to see Maztica get official love again. I mean, they have hinted at some happenings like you said in recent products.


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Seethyr
Master of Realmslore

USA
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Posted - 27 Feb 2019 :  00:48:25  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
Got back into Anchorome and i am looking at creating a full sized campaign book for the region, much like I did for Maztica - but now after 4 years of experience hopefully with an improvement in writing. I could really use some critiques.

ANC1 Anchorome Draft 2-26-19

I'm going a different route than Sleyvas and Zeromaru, but I am looking to include much more of what they have suggested in this iteration.

Where did some of this come from?

I am going to attempt an amalgamation of Native American mythology, high fantasy, canonical FR lore (I refuse to counter anything already established), and incorporate elements of 4e that would make sense, yet I still might keep it to a minimum. I also will completely update all the kits, classes, magic, etc from FMQ1 City of Gold. Yes, it is a massive undertaking.

What I desperately need is...

A Map. I am raiding Native American syllables and words to name areas that were formerly terra incognita and I would like to add them to already established maps of Anchorome based on what Markustay and Handsome Rob have already done. Volunteers would be much appreciated.


Some planned concepts that have been brainstormed are...

I'm looking to really delve into the Minnenewah people next. One tribe in particular will have tamed the horses known as nic'epona from 2nd edition planescape that can travel to the spirit realm. Also, the Thunderbird will exist and likely be a Primordial being that has a connection to the Aeree and aarakocra. I won't be detailing the aeree themselves because of fears that it will one day be overwritten professionally - but I will certainl hint at their continued existence beyond the mapped regions.



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sleyvas
Skilled Spell Strategist

USA
11829 Posts

Posted - 27 Feb 2019 :  18:37:10  Show Profile Send sleyvas a Private Message  Reply with Quote
IF you are interested, I have grown very fond of the concept of the Metahel being a "norse-like" culture with norse-like deities. I'd freely allow you to use what I've developed of their pantheon if you want it (we could tweak it together as well). I've done nothing "concrete" game-wise with them (i.e. there's no rules, alignments, divine domains, etc... written up). I've more established their stories. It could make for a good way to have a mixed party (i.e. maybe some in the party are fine being native American-like, but one guy wants to play a Viking like character).


Anyway, moving through reading this document.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 27 Feb 2019 :  20:29:47  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
I read a lot of your work on the Metahel and really love the fluff work behind their faith. My only issue with going full viking with them is that I believe FMQ1 describes them as having hailed from the Wu-Haltai of Kara-Tur/Wa. I have to double check this though once I find my copy!

Edit: For the life of me, I can’t find where I got that bit of knowledge - I don’t know if I dreamt it or it’s from a different source. I’m also starting to think it referred to the Azuposi and not the Metahel.

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Edited by - Seethyr on 27 Feb 2019 21:57:21
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sleyvas
Skilled Spell Strategist

USA
11829 Posts

Posted - 27 Feb 2019 :  22:07:47  Show Profile Send sleyvas a Private Message  Reply with Quote
The wu-haltai thing is the Azuposi, and the Azuposi were here before the Metahel, because they are teaching the Metahel how to survive in a place without a lot of wood. The metahel came from a place where they built "long lodges out of wood". I don't believe the people of Kara-Tur are known for building long lodges out of wood. I pulled both entries below for discussions sake. While the myth about Azuposi/wu-haltai says that other peoples of the northern wastes may also hail from Kara-Tur, they say this similarity is due to similarities of language. The Metahel are specifically noted as having a very different language. So, I wouldn't be surprised if the Nahopaca, dog men, and even Mazticans have a relation to Kara-Tur, but I don't think that the Metahel do. I think they either came from what many of us have accepted as Aurune or Myrmidune (those names may change depending on if Ed answered the question I asked Krash to ask him the other day about finalizing names of continents).

Metahel
These tribes live along the lower reaches of the Pasocada River and the shores of the Western Ocean. They are extraordinary fishermen and, on the ocean coast, whalers. They emigrated to this region from the northwest several centuries ago. Their language is, quite different from the other local tribes#146;. When they first arrived, the Metahel fought with the Azuposi. Peaceful coexistence has since been established. The Azuposi remain above Raven Falls, the Metahel below. Trade and cultural exchange between the nations is brisk. In their distant ancestral homeland, the Metahel built long lodges out of trees. Here mud and stone are more plentiful building materials. The Metahel have learned much about Azuposi architecture; in fact, the community of Lomaraj resembles an Azuposi pueblo. In exchange for Azuposi wisdom, turquoise, and grain, the Metabel provide the
bounty of the sea, including shells, mussels, dried fish, and whale oil for lamps.


and here's the gist for the Azuposi

Myth and History: Creation or Migration?
According to their myth of creation, the Azuposi believe they came from the ground; that they were called forth by Skeleton Man, who showed them plants to grow and fire for light and warmth. It may be that the Azuposi actually did come from the ground #151;perhaps, like the desert dwarves, they came through the Underdark of the world#146;s crust. Given their physical appearance and language, however, the Azuposi ancestors probably did not come from the continent of the Forgotten Realms, but from the oriental lands of Kara-Tur. Indeed, future scholars may discover remarkable commonalities between the languages of the Azuposi and the Wu-haltai and other races of Kara-Tur#146;s Northern Wastes.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Seethyr
Master of Realmslore

USA
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Posted - 28 Feb 2019 :  00:32:03  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
Very interesting. I never made the Viking connection, but it seems like that’s exactly what John Neohew and Tweet intended.

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sleyvas
Skilled Spell Strategist

USA
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Posted - 28 Feb 2019 :  23:03:02  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Seethyr

Very interesting. I never made the Viking connection, but it seems like that’s exactly what John Neohew and Tweet intended.



Yep, I've also noted a connotation... Metahel... Metalhelm… which could be somewhat of an inside joke. Given that wood is so scarce, I would not have them having a lot of ships, or at least not ones that can go far. Essentially, they seem like some "Vikings" that landed here and got stranded.

When it comes to them and ships, it might actually be interesting if they use some unusual materials to make the bodies of their ships. For instance, maybe whale rib bones tied together to form a body, and then leather skins covered in tar or something? Maybe they use ankheg exoskeletons from the land of the mantis men to make boats? Maybe they row out, find a whale, and then dive into the ocean with water breathing and spears. It doesn't have to be like our real world whalers who used harpoons from a boat, but it could be. For what I'm writing, eventually the Faerunians establish themselves in Esh Alakar and start learning to make glassteel, and eventually that could become an elite boat making material. But until then, one of the big things about the southern tharch of Lopango is its wood (and plumacraft) which it trades to other tharchs.


Where I'm eventually bringing this in my version is that the Thayans show up, and with their enclaves... they import wood... which enables ship building, which enables these Metahel to go south to Lopango. I may actually have the metahel actually get in touch with their homeland (say Myrmidune) as well PRIOR to the spellplague. The Thayans may hire a lot of the Metahel from the homeland to help them go south. However, when Maztica (and theoretically Anchorome) go to Abeir... Myrmidune doesn't. Thus, those Metahel discovered their homeland for all of a few years, and that's it. Thus, they stay with these lost red wizards as both try to find and establish new homelands down in Lopango southern coast/Katashaka/other islands during the spellplague years. This can give me a LOT of "Metahel" to incorporate, such that they can take the role that the Rashemi blooded individuals kind of had in Thay..... but less subservient and more of a respected warrior class. While these tharchs will have lots of non-human soldiers, they'll have near as many humans in similar roles.


Anyway, the best thing I can see being done with them to make them "different" is to have this Metahel culture having to adapt to things uncommon to how their home life was. For instance, they lack wood and they lack metal. They have to turn to making stone age weapons, and leather armors. They end up making a lot of things from say bone, shell, and stone. Maybe they use "whalebone" bows. Maybe they hunt the mantis men and the tlincallis for their exoskeletons. Maybe they use antlers for deer for things. For me, this makes the Faerunians showing up such a major improvement to their lives (because the faerunians start importing Faerunian materials.. wood, metal, magic... via portals from their enclaves), that these Metahel are just amazingly appreciative of them. They effectively see the coming of these red wizards (who may not be evil mind you... they and their fellow Mulans just want a new home) as a blessing.


Granted, I know you're not doing the red wizard thing, but I figured to give a further idea of what I was looking to do, because if you don't incorporate an influx of building materials, it might help you picture some things to do with them.

Alavairthae, may your skill prevail

Phillip aka Sleyvas

Edited by - sleyvas on 28 Feb 2019 23:14:20
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sleyvas
Skilled Spell Strategist

USA
11829 Posts

Posted - 03 Mar 2019 :  20:43:57  Show Profile Send sleyvas a Private Message  Reply with Quote
I just need to write this out... to get something going in my head... its only tangentially related to what you're doing, but sometimes its good to have a sounding board for your own thoughts.

So, one of the struggles I've had has been in designing so much and making it what I felt would be believable for something that could be achieved while Anchorome/Maztica/Katashaka, etc... were in Abeir. Some of that has been defining the metastory of OTHER people (i.e. what happened with the Metahel, Kolan, Azuposi, Mazticans, Kolans, Nahopaca, Dog men, Naticans, Short ones, people of transferred Unther/Chessenta, people of transferred Tashluta/Thindol/Samarach, various beast races of Katashaka, interactions with the other groups you put into Lopango, etc...). I think in giving up the idea that Balduran Bay needs to be an established tharch and instead a trade enclave has finally broken down what I need to do to make this more believable. Basically, I love the Metahel, but I do have a problem with them accepting the idea of rulership by wizards. I can see the same with many others. Over time they might grow to accept it, but not immediately. Meanwhile, in the years following the transfer to Abeir, its these other cultures' strengths that will probably prove more valuable for protecting people until magic can be established.


So, I'm still thinking to have as many settlements, but some of them will shrink significantly in size and scope. For instance, I'd already decided that what I was developing in Osse would be simply a trade enclave. Now Balduran Bay will be similar.... a large group of humans mixed that are still being aggressed by the Poscadari elves and OTHER "northern climiate" types of monsters (for instance, I've grown to like the Kercpa squirrel folk.... and these Kercpa squirrel folk may worship the great "squirrel spirit" known as Ratatosk from Norse Lore... instead of swanmays or dryads there may be the owl women... hybsil and Shatjan being a deer folk... and thinking a group of kenku "raven folk" that are more noble and also worship "the Great Raven" who some know as Huginn and others known as Muninn, and others worship "the raven queen"... some avariels and aarakocra as well).


Of the other "tharchs", I wanted one near city of Gold called the Tharch of Esh Alakar. I'm thinking to keep that still as a "tharch", but have it consist of mainly the captured city of Esh Alakar and some of the fertile lands taken from the short ones, with alliances formed with the various Azuposi cities of the Pasocada Basin. I'd still want to build the "City on the Great Glass Lake", but it would simply be a trade enclave for the thayans and settled by peoples from the Metahel homeland, the various other races of the city of gold region, and other refugees of Toril who had to flee their homelands following the transfer to Abeir.


Down in Lopango, I'm thinking establishing it as two major cities and some smaller cities with Mulans interacting with the Kolans, some Azuposi they brought, and the Natican, and then the metahel who came with the red wizards establishing their own cities elsewhere along the coast. None of these cities will be huge like a Waterdeep, etc... but thinking the "major" ones might have maybe 30-40k and the smaller ones 5-10k. Not all human either in the red wizard enclaves, as they incorporate non-human slaves and soldiers. A similar thing would be done in the western pridelands of Katashaka, with a small tharch under wizard rule consisting of maybe 2 major cities and say a dozen smaller villages, and a LOT more of metahel settlements.


Over in the Shaar, I had been developing Peleveran as a Tharch. I'm thinking the Chessentans and Untheric people might be more inclined to Mulan rulership, but not necessarily wizard rule. So, many of those cities that had simply trade enclaves before will still only have trade encalves (Cimbar, Soorenar, etc...). Moreover, the people of transferred Chessenta will still claim large portions of the Shaar and move down into that area, but maybe only the cities near Peleveran directly will be a part of the "tharch of Peleveran", and the other cities (like Hardcastle, towns that get established near portions of the transferred great rift, etc...) are just allied cities with trade enclaves.


The newly forming tharch of the wizard's reach would be a tharch, but fledgling. The tharch of Luneira up in the Netherese city of doubloon in orbit, it would remain a tharch, but it was always small. It would have ties to the various other groups in orbit who may also have transferred to Abeir.

That just leaves the tharch of new Eltabbar on the northeastern tip of Katashaka, and I'd probably keep that as a relatively new (less than 4 decades) tharch resembling somewhat the decadent Thay of old, but with more of a cat folk influence and less "orcs, goblins, trolls, ogres, etc..". So, these red wizards have a lot of "influence" throughout the Maztican/Anchorome/Katashakan world, but little "control", which is the idea I was going for. Size wise it consists of several moderate cities and one major one, some of which is captured construction that's been improved upon over the decades.


Note sure why I'm so fascinated with the idea, but in doing this, I can still do a lot of the development I'd been thinking about, but it becomes more believable to me.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11829 Posts

Posted - 03 Mar 2019 :  21:08:33  Show Profile Send sleyvas a Private Message  Reply with Quote
Oh, and since we were talking about Anchorome and the metahel, I'm thinking it might be interesting to do something that mixes the ideas of the norse and the native americans and classic D&D. Basically, Thor's chariot was pulled by two rams which created lightning. Odin was served by ravens and wolves. Thunderbird was a native American myth.

So, I was thinking, what about a different kind of Chimera. Instead of goat/lion/dragon … Maybe it has a goat's head, an eagle's head, and a wolf's head with goat hindquarter, eagle wings, and wolf claws. It could be yet another thing birthed by Loki (or rather Valigan the Runtborn Giant in Metahel lore) upon Angrboda (or rather Lamagrboda in metahel lore, with hints to both Angrboda and Lamashtu). Maybe it can spit lightning instead of fire from the eagle head, and maybe the ram head can do some kind of "thunder" attack. There might be another variant with a raven head instead of an eagle head, and maybe this one instead of spitting lightning can actually cast spells by speaking with its raven head. Thoros might then be believed to have a pair of these that pull his chariot instead of two rams/goats, and these beings supposedly then birthed the mortal race of such beings (the truth may be different... they could just be an aearee experiment that's only known to Anchorome).


It also occurs to me that if I'm doing this, other chimera could prove interesting down in Katashaka. For instance, instead of goat/red dragon/lion .... elephant/black dragon/black panther (maybe rhino instead of elephant)..... or just two heads black dragon/black panther and multiple "tails" that are poisonous snakes. Ahh, not as stuck on this idea.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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