The DMsGuild hosts each Maztica Alive! article and book and once a campaign reaches fifteen products, I like to organize them all into a singular bundle. Here is each book organized by campaign and a tagging system I tried to model from TSR's back in earlier editions.
I use "AN" to identify an Anchôromé Campaign product, "MZ" to identify a Maztica Campaign product, "LP" for Lopango, "PS" for the Planes and Stars and "TW" for additional books produced by other authors that don't necessarily fit within one of the campaigns. The third letter of each tag really denotes the relative size and function of a product. The letter "C" is used for campaign guides, "S" for larger supplements, such as monstrous compendiums or regional guides, "A" represents adventures and finally "M" represents articles and shorter supplements. The system isn't perfectly defined and on occasion I have strugged determining whether a product was to long to be given the M tag or too short for the S tag. In hindsight, perhaps I should have been more mathematical and simply used it to reference page counts.
Each of the following books has a description on DMsGuild (and links are provided) but a one to two sentence description will be included here as well.
Considering the volume of material, this blog will not be completed for a number of days. I will update regularly and also when new products are ready.
ANC1 The Anchôromé Campaign Guide
A book of players options, history and much more. It is all you need to start a campaign in the northern region of the True World, home of the Minnenewah and Azuposi peoples.
Mentioned briefly in the second edition FMQ1 City of Gold, the Land of the Insect Men is believed to fit its name quite perfectly. A subsetting of the Anchôromé subsetting, this book is loaded with creatures, player options, regional descriptions and much more.
A collection of over thirty new creatures, many based on indigenous American myths and legends, but each is adapted to the Anchôromé Campaign.
On the northern tip of Anchôromé there is a glacier of untold adventure. Blacktoe Glacier, called Wootenai by its native elven population, is a subsetting with creatures, playable characters, magic and more.
This is the journal of Achcauhtli the Traveler, a talented trader and pochteca (a Maztican rogue) who also happens to be the great, great grandnephew of the ruler of the Maztican nation of Kolan. He has a habit of getting into places (and getting into trouble) where no one else dares tread. His mission has always been one of information gathering for those who may wish to follow in his footsteps. Known for his meticulous notes, Achcautli develops a narrative in short entries, almost each of which he accompanies with some form of detailed information.
Inspired by the great First Edition adventure UK& Dark Clouds Gather, Dark Skies in Anchôromé pits the players against a demonic being and its minions that have taken over the skies of Anchôromé and threaten not just its human population, but those of the mysterious aarakocra.
This combination adventure and supplement details Fort Flame in Anchôromé and the adventure leads into the "Spirit Realm" where it intersects with the Nine Hells. The adventure can be used as a side trek to Descent into Avernus.
After being recruited to rescue errant fey known as puckwudgies, the players take a journey across Anchôromé and eventually into a demiplane known as the Limitless Light (once mistaken for the Quasielemental Plane of Radiance). The PCs encounter everything from a radiant titan to the banished slaad lord of color!
The Bee Tribe of Anchôromé describes a race of playable beings who have features and powers reminiscent of spirit folk and bees. They roam where the great plains of Anchôromé meet the distant "Land of the Insect Men," a canonical region of the Forgotten Realms hinted at in FMQ1 City of Gold.
This book contains the lore and statistics behind a new, powerful creature that is pulled from the legends of Algonquin tribes. Behold the great snail dragon!
The orca folk, also known as the darfellan, were introduced in the 3.5e supplement Stromwrack. They have also featured in Eberron (in hte Player's Guide to Eberron) but now explorers can discover that they have a history and presence in the waters of Anchôromé.
The odopi is a many armed beast that first appeared in the Monster Manual III for edition 3.5 of the Dungeons and Dragons game. This product uses a format that takes much of its inspiration from the "Ecology of..." articles from Dragon Magazine. The creature's life cycle, origins and behaviors are explored along with a grab bag of other goodies such as statistics for the various stages of an odopi's life, and even a small encounter including a cluster of the beasts.
On the distant plains of Anchorome a herd of magical horses appears once every forty-four years in order to find a mate, socialize and please the great spirit Epona. Included within is the history of the Herd of Epona, new rules for equine crossbreeds, and numerous new equine creatures including the terrible Diomedan mare, the 8 legged sleipning, the nine different breeds of planar equar, the comet steed of 2e’s Spelljammer , the noble asperii and the colorful nic’Epona!
With the crossbreeds you might find yourself with a rat tailed rosinante/nightmare crossbreed who has traits of both foul beings, or perhaps a crystal hoofed trothspyre/unicorn. Want to have a flying 8-legged horse like Odin himself, try a sleipning/asperii crossbreed, unless of course you wish to travel the stars at which point you can replace the asperii with a comet steed!
This small article sized supplement is the end result of an idea that came from the mind of an adorable six year old girl who said, "I think a dragon would be really beautiful if it was made out of turquoise." Never one to let a good idea go to waste (and taking advantage of a situation that will make my daughter smile), I thought the turquoise dragon would be a wonderful new dragon species to introduce to Anchôromé.
Pond Scum is actually the description of a nameless pond which will be referred to in this book as the Pond of Protiston due to the identity of its primary inhabitant and threat. While the entire book encompasses what would typically be covered in a single turn of movement, when the player characters are measured in micrometers things get relatively much, much bigger.
This is the core book to run a Maztican Campaign. It contains character classes, regional descriptions, historical timelines, magic, races and much more. The storyline developed within attempts to never contradict what Douglas Niles put in his novels or the original Maztica Campaign Set, but it does bring it into the fifth edition era. The powers of local native classes are ramped up significantly to place them on par with core D&D characters and the influence of Amn and the stain of Cordell's subjugation has been scaled back in a logical manner. Maztica lives!
Over 50 new or updated monsters designed for a Maztican Campaign. Each creature is illustrated from the fearsome ahuizotl to the bizarre yallagog.
The cosmology of Faerûn is well known to be the home of the gods, celestials, fiends and countless others. Nestled among these endless planes of existence is the Great Pyramid and the seventeen tenemos (regions of the Outer Planes) which serve as the final reward...or punishment, for the souls of the Maztican dead. Detailed within these pages is an overview of the seventeen tenemos and much greater detail for the horrifying Xibalba and the eternally wet, but peaceful jungles of Tlalocan.
The retribution of the tlincalli scorpionfolk of Maztica upon the people of Amn was perhaps the strongest connection Maztica had to the third edition of D&D. This book expands upon their culture and underground cities in addition to introducing powerful new scorpionfolk subraces, and their zodiac of deities.
In the fabled lands of Maztica underground world is often believed to be the Land of the Dead. It is not, but the misunderstanding certainly exists for a good reason. "Underdark" was an accessory for the Forgotten Realms campaign setting for the 3rd-edition Dungeons & Dragons rules. It explored a fabulous collection of new locations, some of which had never been detailed before or since. This book hopes to instill a similar sense of wonder that was so strongly represented in "Underdark. " It has a collection of new locations that exist under Maztica, where few humans dare to tread.
This product is a collection of mini adventures, each of which is inspired by cinema. Inside, you will find the Ruins and the Relic (both adventures named after the movie themselves), and AvY which stands for Anadjiin vs the Yagrel. The latter is a Maztican (or possibly Lopangan) take on Alien versus Predator.
This adventure is inspired by B4 The Lost City by Tom Moldvay, but is designed for a Maztica campaign.
Set beneath the House of Tezca, the characters are conscripted with delivering an important trade agreement. When a terrible sandstorm strikes and the characters lose their way, they are introduced to a hidden underground kingdom of new races and monsters unseen anywhere else. Sure, there are plenty of humans, but good luck finding one that is even partially sane!
It all comes down to a former hero, Zarzumotl, and a pact he made long ago with powers of the Far Realm to save his people. Perhaps, given the chance, he would have chosen otherwise.
The adventure is inspired by the movie From Dusk 'til Dawn directed by Robert Rodriguez and written by Quentin Tarantino and the book Obsidian Butterfly by Laurell K. Hamilton. The adventure also relies heavily on a creature from Aztec mythology known as the cihuateteo.
The First Man known as Camazotz, once favored by the gods and later cast down to become the first vampire has only been heard of in legend. His city, buried long ago is reappearing one piece at a time. Camazotz does exist, and has taken many wives. These creatures, known as the cihuateteo are female vampires who actually give birth to their spawn. His favored wife has developed quite a clever ruse to feed her young!
The Mother of Life is a collection of four adventures including The Sea Demon's Pearl, the Maztican Ball Game, the Door of Stars and Zatal. Together, they form a path which may or may not lead to the return of the very namesake of the setting!
Deep in the Sands of Itzcala lies a ruin from a long forgotten age. No one alive today can recall its origins, but it is believed to predate even the first War of the Gods and the construction of the fabled ruins of Tewahca.
Tucked away in the Maztica Boxed Set which was written by Douglas Niles and released way back in 1991, there was a small section called “Other Points of Interest.”
In it, there was a brief mention of a little known ruin called Olbi:
"This is a ruin that even predates Tewahca. Though not so spectacular as the latter, it has secrets and mysteries of its own. (Like Tewahca, its location on the map is approximate.) Olbi is a series of caves, the interiors of which show evidence of keen metal tools, or even magical shaping. They are clean and smooth sided, with a variety of stone statues carved right into the floor. These represent the gods of Maztica. The treasures of Olbi are not so numerous as Tewahca’s, but there are many significant examples of pluma, hishna, magical devices, and gold. These are located in concealed places within the ruins — secret passages, buried in tombs, etc. Typically, a treasure cannot be discovered without an equally significant creature or force protecting it."
This book finally brings that ruin to light thirty years after its first mention and all of its secrets are here for your players to discover.
From harpy hoodoos to ghoulish giff, the Trackless Sea beyond the Sea of Swords is full of surprises and traversing it is an adventure in itself. In this book you will find forty encounters for the forty days it takes to reach Maztica from the harbor of the great city of Waterdeep. There are literally enough new creatures in this book for it to be considered it’s own small monster manual. With new creatures like the child of Bwimb the archomental of ooze to classics like the eyewing and pahari, each is part of its own fantastic encounter.
Once she held fantastic power as the advisor to the God of the Gem Dragons, Sardior. Seradess was a greatwyrm who had the ear of her lord and along with five others, served as his thane. As the representative of the vicious and fiery obsidian dragons, Seradess was too much like her kin and eventually tried to usurp Sardior's divinity for herself. Sardior destroyed her for her insolence, banished the obsidian dragons forever from his court, and returned to his Ruby Citadel. Now, ages later on a foreign world known as Toril in the wonderful land of Maztica, she is back - and she seeks to regain her power, if only to enact revenge against the one who hurt her.
Dragonglass is the highest level Maztica adventure ever written. This epic journey brings the characters through surprising locations like the Demiplane of Ectoplasm where the PCs meet a three headed dragon of legend, and back to the True World where the reborn obsidian thane hatches a plan to regain her strength. In the fabled and lost City of the Gods, she knows of a source of power that can make her Greatwyrm once again!
Teoal Magic is a book defining a new brand of magic of the sea, specifically tailored to a Maztican campaign, but easily introduced in other campaigns. This book has a collection of spells and magic items tied to this magic, along with a few subclasses and other miscellaneous materials (including an updated Golden Ammonite creature!) related to such magic.
Teoatl is the magic of the Maztican seas related to shells, bioluminescence and other sea life.
Acalanahuatzi is known as "The Wyrm at War" because its two heads not only have vastly different personalities; they also desperately want to see the other destroyed.
Tlalocouatl, also known as Rain Dragons, are a species unique to the True World who are said to assist the god Azul in regulating the weather. Acalanahuatzi is one such dragon, but he has abandoned his god and developed a split persona. What's more is that only one of the halves has embraced the darkness and become a dreaded dracolich. The only threat to this powerful creature may in fact be himself.
This short supplement is designed in the same format as many of Ed Greenwood's old "Wyrms of the North" articles for dragon magazine. This product includes a description (along with statistics) of the dragon itself, its lair and even some unique magics the dragon has picked up over its long life (and unlife).
Long ago, a ship of dohwar crash landed in Maztica and found an ancient, sentient artifact from the batrachi creator race.
The penguinfolk have changed, and instead of a race of traders, they have their very own warriors, monks and even warlocks. Their enemies are legion, including the dreaded hakuna (dragonne-like beasts) from the mountains and raiding sahuagin from the sea. The only thing these enemies all have in common, is that they universally underestimate the penguinfolk.
Welcome to Lopango!
Sometimes called the Land of Fire by unknowing Faerunians; among its primary inhabitants - the mysterious folk known as the Natican, it is only known as "The Land of the Sacred Sun" in honor of their patron deity Intiri.
Lopango lies far to the south of Maztica and is itself an even more mysterious land. In this book, you will discover its inhabitants, its cities and its mysteries.
Lopango is (very) loosely based off of the Incan empires as opposed to Maztica's Maya/Aztec flavor. There are many other players here besides the Natican as well, including barbaric scorpionfolk, death loving gnomes, a haughty subrace of giants, the alien-like anadjiin, degenerate illithids and even sorcerous orcs who have enslaved a faction of drow!
LMS1 Monsters of Lopango
In the Land of Fire, there are creatures found nowhere else on Toril. You might encounter the dreaded cherufe, hungry pishtaco or even the imperatonti scorpionfolk. There are close to 60 new creatures detailed with a description, statistics and artwork within these pages.
Beware the cannibalistic Supay gnomes!
In the far eastern corner of the Land of Fire known as Lopango on Toril, there is a supervolcano that threatens the very life of the planet. While enemies from beyond and below threaten to hasten its impending eruption, a society of protectors have formed a group of unlikely allies.
The elemental dwarves known as azers and their azerblooded kin, phoenix folk known as the phoelarch, red giants from another world known as sollux, and the strangely beautiful beljuril dragonborn known as the Kutscha have joined forces to thwart powerful enemies in this little known portion of the world. Join them as they turn back the tides of the primordial Bazim-Gorag and an abomination from the fiery core of the world.
This book contains a whole nation of flame oriented beings and themes that could be transplanted to just about anywhere that a volcano would exist.
Lopango was explored in great detail as a campaign setting in the Lopango Campaign Guide but there is so much more to be discovered! This book will fill in details and add new dimensions to the realm with a cornucopia of locations, items, magic and other mysteries!
The Book of Lopangan Lairs is a series of short encounters and adventures, with hooks, maps and individual lairs for a collection of Lopangan creatures. Each entry is tailored to a specific creature and necessary descriptions and statistics are provided for you.
One of fire and one of ice, sister phoenixes require your help in a grand adventure that will take you from massive super volcanoes to the elemental planes, then into the farthest reaches of the unknown north of Toril and back again.
You will face creatures and abominations of vast power, but you will have powerful allies as well. Slaad lords, mutated mephits, evil caribou and the child of a god all await. Save the ice phoenix from the machinations ofan upstart goddess who wishes to take the dominion of cold and become a hero to her "children."
Halcyon Days is an adventure of true heroics, but the rewards are great as well!
Far to the west of Faerun in the Forgotten Realms world of Toril lies the continent of Maztica. To the south of Maztica is the virtually unknown portion of the True World called Lopango. Though some know it as the Land of Fire, its native peoples call it the Land of the Sacred Sun. Like Faerun, it is a land of myths and legends come to life. The story of Karaikarai and Trenntrenn is one of these legends.
Two serpents, one of water and the other of stone and fire have slept for eons. Long ago after a titanic flood, they battled at the command of a god of the sun. Their awakening caused death of untold proportions, so, why then now would some desire to awaken one of the twin serpents?
According to their original description, the dimensional warper society was “based entirely on seeking knowledge,” and that “no one has ever seen the home of a warper.” In this book, both of those assumptions will be examined and challenged.
Qhaix Xok is nominally set in the Forgotten Realms in a land known as Lopango, but this article is designed so that it can be placed almost anywhere. Portions of the article that refer to Lopango and Realms specific locations, people or events can easily be changed to suit a DM’s own personal needs.
This article is written in the style of the old Dragon Magazine articles known as the *Bazaar of the Bizarre* which highlighted new magical items or magical item concepts. In this instance, the article describes a magical version of a "quipu," which is a series of knotted cotton strings, sometimes attached to a wooden base. Quipus relay large amounts of information based on the number and placement of the knots.
Quipu has its origins in our own world arguably most well known in its use by the Incan people of South America, but likely developed by earlier civilizations. It was primarily used for collecting data and keeping records. The number of cotton strings of a quipu could be a few or number in the thousands.
The broad term “mystical quipu” refers to any quipu that has a form of enchantment placed upon it.
The cities of Thultanthar, Ythryn, Jiksidur, and Xinlenal among many others are the remembered flying cities of unimaginable power and majesty from the ancient days of mighty Netheril. But the empire lasted for thousands of years and the well known ones are not all that once took to the skies of Toril. Krin Dolan, the creation of an eccentric archmage of the same name is one such enclave whose history has been lost to time. But now here it is, still functioning on some level, but hidden deep underground in the remote land of Lopango where none but the truly adventurous may find it. What might you seek in this city of the awakened magen?
Broken but haughty, the gold clad giant kings harbor a racial guilt that has been ingrained into their psyche from their ancient war with the dragons. It defines their culture and outlook in ways that even they cannot fathom.
This book is an exploration of a special subgroup of stone giants in the Forgotten Realms land of fire known as Lopango and the ways of their clans. It is up to the reader to determine whether or not the possibility of redemption exists for a race of giants whose shame too often defines them.
Once thought to be the bright opposite of the Shadowfell before the Feywild was recognized as such, the Limitless Light is a little known demiplane of rumored infinite size. It is a plane of rainbows and radiance - islands of earth, crystal and color connected by the indestructible Bridge of Rainbows.
The Limitless Light is the first in a series of books centered around the planes of existence. Originally, it was given some detail in Dragon Magazine Issue 321 from July 2004. One article entitled *The Limitless Light* described the plane and another titled *Creatures of Brilliance* gave insight into a few of its inhabitants. Both articles were written by Bennett Marks.
The Limitless Light is truly a place of beauty, and whether or not you stop for a short visit or an entire campaign, it will surely be a memorable trip. Beware that you do not anger the Rainbow Phoenix or the Radiant Titan!
"For a basher with a phobia about worms, this demiplane is worse than all of the Lower Planes put together. Wormscape is literally a solid, three-dimensional mass of living, writhing worms. The extent of the demiplane remains unmapped; how- ever, there can be no doubt that its expanse is vast."
Using that description, and a few additional paragraphs from GttE, Wormscape has been given a reason to exist and many of its inhabitants have been detailed. In this book you will find the history of the plane (it has not been around forever, but it certainly has been a long time) and all of its unique physical laws. You will discover its effects on magical spells (no psionics here!) and its awful inhabitants. Creatures like the avolakia, adaru demons, the hendar and the vermiurge are updated to 5th edition statistics and the psurlons are back as a playable race! Have you ever wanted to play "wormfolk" as a PC? Well, probably not.
In these pages, you will find information on the history, conditions, inhabitants and features of the Demiplane of Ectoplasm so that it can easily be used in a home campaign or be the actual center of a campaign in itself. You will also find magic that expands upon psionic abilities, particularly in the use of the substance of the plane's namesake.
Anadia is the first planet from the sun in Realmspace. A small Mars-like world of blasted deserts and badlands capped at the poles with mountainous, lake filled regions occupied by the unique Anadian halflings. In the desert, emancipated umber hulk packs roam the deserts and combat the savage predators known as anadjiin. The Northern and Southern Polar halflings do what they can to avoid the terrors of this equatorial region.
This book is a campaign guide for an entire world and dozens of adventures can be had here. It is a unique environment with strange creatures and strange ways.
Many creatures and folks inhabit the Limitless Light and it has its fair share of epically powerful protectors. A titan of radiance, prismatic dragons, a rainbow phoenix and even a slaad lord of color call this place their home and will defend it fiercely. That is unless of course the enigmatic rainbow dwellers cannot handle the threat themselves.
The plane is believed to be near infinite, if not fully infinite in size and PSC1 Limitless Light cannot possibly detail all that can be found along its rainbow bridge and skies of luminescence. This book is meant to be a supplement to the original campaign setting, adding a variety of wonders to breathe life into a setting known for its vibrancy. Here in these pages, you will find a few more of the many Wonders of Radiance!
This monster book is a "spiritual successor" to Morte's Planar Parade with 16 new or updated creatures. Each monster has some basis in a planar setting but they are designed to be completely setting agnostic. For those following the True World Campaign, a separate section is given to each creature in order to specifially connect them to that setting. The origins, whether from Dragon Magazine, real world myth or just the mind of the author is also explained.
A New Ravenloft Domain based off the setting of Maztica!
Following the Era of the Immortals in Maztica came what was known as the Golden Age of Payit. This was a time of plenty for all of Maztica when humanity flourished.
Payit and Far Payit both excelled in culture, developing in technology, medicine, astronomy and magic.
Though this Golden Age has no official start or finish, the murder of the beautiful Princess Aliah was widely believed to be the herald of its downfall. Destined to marry her half-brother Xetl, a jealous suitor named Tacal who was himself prince of the great Far Payit city of Tulom-Itzi cut off her head at her very wedding.
This betrayal and the pure evil of Tacal's actions drew the attentions of the Dark Lords, and not long after his own death, the mists drew in...
Penned by the banished obsidian thane of Sardior himself, Seradess keeps a log of all powerful dragons whom she thinks might be a threat to her. In the form of a drow matriarch, she pens the book and pours her elemental magic into it, making it both an item of powerful magic, a spellbook as well as a journal.
Deep in the elemental Plane of Earth, far from the greedy dao, there is a region where the energy of life has infused the ground with its magic. Here the fabled magical rocks and gems known to some as Ioun stones grow as if alive. But they are not just there for the taking! They are guarded by an archomental as fearsome as mighty Imix, Yan-C-Bin, Olhydra or Ogremoch themselves! He is Crystalle, the One of Many Facets, and would-be plunderers must beware his wrath.
If one were to consider the slaad lords such as Ygorl or Ssendam or the demon lords such as Orcus, Graz'zt, Juiblex or countless others, you might believe that only the agents of chaos had their powerful paragons. Yet those who know of the Celestial Hebdomad and of course the devilish dukes and princes understand that it is not chaos that is the common thread. Though rare, even the orderly modrons have their uniquely powerful individuals. They are rare and often hidden or hard to find. Much like a single point of data that stands out among the rest - strange and unexpected, these are the Outliers. Modrons of specific purpose that go beyond those of even the hierarch.
Comments
Post a Comment