Books by Nicolás Carrillo-Santarelli
Books by Nicolás Carrillo-Santarelli
Nicolás Carrillo has been one of the longest standing members of the Maztica Alive team. He has created his own sub-setting within the sub-setting that already is Maztica and the True World known as Esmeralda. Esmeralda is an island with an extraordinary history and currently remains under equally extraordinary circumstances.
Note that Mr. Carrillo's independent books will be tagged under TWE in order to represent their connection to the island of Esmeralda. In years past, each product was given a TWC tag in line with a now outdated system.
Esmeralda, an island where several Republics seceded from a racist Empire still attempting to reconquer the lands it lost - independent Republics now facing terrorist threats and transnational organized crime; an island where restless spirits and Fae threaten mortals; where Faerûnian magic is not reliable and firearms have been developed; where an International Tribunal is spied upon when trying to deliver justice amid armed conflicts; where pirates plunder the seas and privateers fight the proxy wars of nations; where lost and hidden temples connect to other worlds or empower shamans; the birthplace of Aarakocra; where vigilantes are born and die everyday in the slums or mansions; where besieged cities face death or glory; and where a tabaxi tribe guards all of Maztica from a prophecy of doom, sacrificial magic torments the living, and exorcists fight against the supernatural and schisms. It is a land of lost wonders, secrets and peril.
The book includes the overview of this Maztican island, its peoples and nations; the rules of sacrificial magic; the Esmeraldian exorcist class; backgrounds and more to play in this island to the West of Maztica, in the Forgotten Realms. A domain of dread originally from Esmeralda is also described in the book.
New mechanics include the notion of Spiritual Hit Points, Attacks and Armor Class: some mystical beings cannot be hurt by spells or weapons, but only by the deeds and faith of pious souls.
Find out about the Hishnaliad: a cabal of assassins who have carried out attacks against faerûnians… and continue to do so in their own land.
A short introductory adventure is included.
This is a very short outline of an adventure set in the land of Heroika in Esmeralda, which introduces elements of the colonial and political intrigue and supernatural threats of the setting. The adventure is described in broad strokes to provide the greatest freedom and adjusts by DMs, and is a companion to the Esmeralda island set in Maztica. The use of the 'Spiritual Struggles and Abilities' material is encouraged.
The adventure begins in a land of dreams, providing brief rules on how to interact with dreams with the power of imagination and spirit (Intelligence and Piety ability checks).
This Esmeralda-Maztica adventure is 16 pages long, and has a free-form and sandbox first section. Intrigue and supernatural threats determine the nature of the covert and open operations PCs may conduct, and DMs are encouraged (expressly) to add or change things as it suits groups
Esmeralda is a beautiful archipelago whose peoples do their best to help those in need despite the hardships they endure. A handful have resorted to violent methods in order to further their political or economic agendas, embroiling the civilization in internal conflicts after it gained its independence.
Heroes willing to help displaced persons, convince different factions that a peace agreement should be signed and upheld, protect everyone from supernatural threats, and find the guidance of wisdom capable of bringing about a new peaceful era are desperately needed.
Whether the Esmeraldians remain thought of as lost, or are once again found and granted protection under the guidance of the Dawn Incarnates, the Shieldbearers, the Speakers of the Ancestors, and other groups in the Radiant Citadel lies mostly at the hands of Esmeraldians, whose Renewal Chrysalis groups may achieve giving hope and peace to a good people deserving it. Their example may inspire and convince others to lay down their weapons.
A gazetteer on one of the lost civilizations which founded the Radiant Citadel
This product provides optional rules that can bring about a sense of spiritual struggle and mystery. The spirit ability score is introduced, along with spiritual powers that any character can access provided that some trials and temptations are overcome. Supernatural beings immune to magic and sword can yet be defeated by the pious and the faithful. Learn how to succeed in spiritual contests and danger. Good characters acquire spiritual powers with Works of Charity; evil ones with sin and neutral ones with Passion. Only those who touch the divine or supernatural can succeed what others cannot: neither magic (not even priestly) nor psionics can affect some supernatural beings, but the spiritually-connected can, and can even close access to magic. The product if 14 pages long.
The campaign Esmeralda, set in Maztica, is one where spiritual powers and abilities can be used, but these powers can increase the tension and sense of wonder in any game and setting.
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