Tuesday, December 30, 2025

LLZ - 12 Classes

 I've finally (mostly) finished the task of adapting, creating, and refurbishing a class list for my Lizard Lords of Zapotec game to go with the race list I published in October. Next should be rules for domain play, which are important for the game concept. The 12 classes in Lizard Lords of Zapotec are:

  1. Xiuhpohualli, a musician and storyteller.
  2. Pochteca, merchants, ambassadors, and spies.
  3. Honorseeker, glory-chasing fighter.
  4. Court Magician, an advisor magic-user.
  5. Ziggurat Wizard, a heaven-seeking magic-user. 
  6. Warlord, unarmed champion conquerer.
  7. Quipu, race as druid as class.
  8. Calpuleh/Baron, a hereditary governor. 
  9. Deity, they walk among us.
  10. Black Blade, blessed with a sinister blade.
  11. Courier, adaptation of my mail carrier class.
  12. Nahualli, a culturally-accepted sorcerer.
Click the picture to read the class document


The Xiuhpohualli is a lift from Xeno's Bard. I also consulted her take on Weapon Specialization from her Fighter posted 2020 for the Honorseeker. The Calpuleh/Baron's DNA comes from Loch's Shepherd and Sacred One. Many other influences, but these are the most direct.

Wednesday, December 24, 2025

GLoG Class: Honorseeker

 



It is the practice for all entering manhood to be trained in warrior lodges so they might contribute to the common defense. These lodges are organized by calpulli or fraternal orders, and dedicated to animal spirits which come to inhabit warriors and enhance their abilities. Those who distinguish themselves in service discover a rare pathway to social mobility in martial and religious honors.



THE HONORSEEKER

+1 to to-hit or +1 hp, +1 Weapon Specialization per Template. 

Starting skills: 1. Wrestling 2. Drinking 3. Bushwhacking 4. Climbing 5. Logistics 6. Cooking

Starting equipment: Any 2 weapons/shields of your choice, Ichcahuipilli or Gambeson, Helmet, 

A - Companion Honors, Captive-Taker

B - Initiate Honors, Allowed to lead troops in battle

C - Grand Honors, Become noble

D - Master Honors, Founder 


Weapon Specialization

From immense practice and skill, gain a bonus when using a particular class of weapon. 


Sword 1: You get +1 to hit versus enemies with less than 16 unshielded AC.

Sword 2: If you hit with a modified roll of 20 or greater, you cut off one of the enemy's body parts (if applicable), 1d10: 1-2 left hand, 3-4 right hand, 5 left arm, 6 right arm, 7 left leg, 8 right leg,  9 head, 10 reroll.

Spear 1: You can attack an enemy entering your range once per round.

Spear 2: You deal 1d4 additional damage when you hit an enemy who you attack with your Spear 1 feature.

Spear 2 alternate: When mounted and charging with a Lance, double weapon damage.

Axe 1: You get +2 to hit versus enemies using shields and each successful attack notches the shield

Axe 2: You deal x3 instead of x2 damage on a critical hit.

Macuahuitl 1: If you miss an enemy by 2 or less, you still deal 1d4 damage to them.

Macuahuitl 2: If you hit with a modified roll of 20 or greater, your target must make a HRTS save or be stunned until the end of your next turn.

Bow 1: If an enemy charges you from 20 ft away or more, you may make a free attack against them [limit 1/round]

Bow 2: You deal x3 instead of x2 damage on a critical hit.

Dagger 1: You may throw daggers with double the range increment. You may stow daggers such that they cannot be found on your person.

Dagger 2: If you damage an unaware foe with a dagger, +1d12 damage.

Blowgun 1: Against lightly or unarmored foes, +2 to hit.

Blowgun 2: The save against your poison darts is 2 higher.

Atlatl 1: If you've moved at least 5 feet towards your target this round, you deal an additional 1d4 damage to them with your darts.

Atlatl 2: If you hit with a modified roll of 20 or greater, your dart sticks into the foe, giving them -1 to all rolls until (painfully) removed.

Pistol 1: Against foes within 30 ft, +1 to hit

Pistol 2: You may fire off-handed, giving -2 to hit but gaining a free melee attack.



Captive-Taker

When making an attack roll, you may choose to deal non-lethal damage.


Founder

Your renown has advanced to the point that you may found your own lodge based on your own school of martial thought. Immediately gain a level 1 law holding, or convert one you control to your new school.


Honors

For ambitious warriors, advancement in the lodges is won through achieving honors, entering closer communion with the animal spirits of war. At each template, further tiers of honors become available.


-Tier 1, Companion Honors-

Instrument of God

-Be amongst the soldiers that win a war by burning the temples of your foes.

+1 SAVE

Warrior of the South

-Train with a left-handed swordsman for a year.

You may become left-handed at will.

Honorbearer 

-Take an apparently suicidal risk to retrieve a comrade (or their body) from a hostile force.

+1 hp 

Foebane 

-Fell a foe by doing 20 damage or more in one round 

+1 to hit.

Solar Heart

-Through your actions, save an entire army.

+1 fire damage with weapons

True Cavalier

-Have your mount cut down beneath you and survive the consequences.

+1 to hit when you are mounted against foes afoot

Wall-crester 

-Be the first to breach the enemy’s defenses in an assault, breaking through the gate or climbing over the wall.

3-in-6 chance to bend bars/open gates. You may climb sheer surfaces.

-Tier 2, Initiate Honors-

Butterfly Warrior

-Capture at least 5 captives, including at least one of HD 2 or greater.

Gain an extra attack when wearing a pamitl. You are entitled to stay at Butterfly Warrior lodges as though they were hostels. 

Coyote Warrior

-While leading troops in battle, defeat a superior force.

Troops you personally lead gain +1 discipline. Coyote Warriors rarely congregate in sufficient numbers to build lodges, but they’ll buy you a drink if you cross paths. You may keep one of their decorative purple arrows.

Scorpion Warrior

-Roll on the Table of Consequences thrice in one combat and survive.

Whenever you roll on the ToC, you may make a free attack. You are welcome at Scorpion Warrior lodges. You may wear their legendary cactus belts.

Dragon Brother

-In a deadly struggle, charge a mounted opponent charging at you and slay them.

+1 defense when you have moved at least 40 ft. You are welcome at Dragon Brother lodges. You may wear their painted, scaled armor and signature helmets resembling the drakes.

Rainbow Warrior

-In battle, capture or kill an enemy captain.

Units you command get +1 morale +2 discipline.

Youth Leader

-Lead someone in a battle where they gain enough experience to level up.

People who face battle under your command gain +15 XP after every battle until they reach level 2.

-Tier 3, Grand Honors-

Jaguar Knight

-Capture at least 9 captives, including at least one of HD 3.

When charging to meet a foe, they must roll morale or be terrified of you. You are welcome at all Jaguar Knight lodges. You may wear jaguar pelts and their signature helmets fashioned to resemble the felines.

Eagle Warrior

-Hit a foe of equal or greater HD 4 times without being hit in return.

Foes wither under your intense onslaught. Each time you hit a foe, they get -1 to rolls until your next turn. You are welcome at Eagle Warrior lodges. You may wear eagle feathers and their signature helmets fashioned to resemble the raptors.

Otontin 

-Take captive a foe with 8 HD or more

When unarmored, you count as having medium armor. Stones you throw deal 1d6 damage. You are welcome amongst the Otoni people and are considered one of them.

-Tier 4, Master Honors-

-Capture at least 15 captives, including at least one of HD 4. 

By performing an all day ritual at a royal palace, assume the physical form of someone you have taken captive. You are welcome at all Shorn One lodges. Shorn Ones cut off all the hair on their heads except one lock on the left side, which they keep long. You may wear their gold-feathered battle dress.

Master of the House of Darts

-In war, fight a masterpiece battle, crushing the enemy at minimal cost to your troops.

If a unit under your command rolls a critical hit, it may also move the enemy unit one space 

Cutter of Men

-Kill three humans in combat in one round.

Instead of your normal attacks, you may attack every foe within melee reach once.

Restorer

-Defeat or have defeated one of the Diez Diablos.

For each Diablo you’ve defeated, the lodge you found gains +1 level for free.


Saturday, December 20, 2025

Dungeon: Sunken Ziggurat of the Wizard-King

    I've desired to try my hand at writing more dungeons. Here's the result. 

    Long ago, a cruel tyrant dominated these parts. Howling Panther, a witch-king schooled in los Ritos Toletense, enslaved thousands, ruling from his swamp ziggurat, Woebeamer. After he was killed by brave southern warriors, his pyramid sunk into the wet soil. But today it has risen anew! Hidden within are surely the best of the wizard’s treasures! Gold beyond imagining! An elixir that can keep those you love from dying! One of the Ten Spells of Hubris! Go and reclaim these things before others hear of the treasure and secure it for themselves.

    Surrounded by dense swamp, a ziggurat with three steps above ground. Steep steps run up the east side. Floating 50' above the ziggurat is a massive stone eye.





  1. Antechamber of Pedestals. A once richly appointed room, pillows and fabrics now ruined by time and sucking mud. North, a ladder leading down. West, Piro, a mute paper golem, trapped by a large puddle too large for him to jump across. Beside him is the Vandalized Warning. South, 18 Statuettes have been haphazardly set against the wall. Central, 20 plinths, one with a statuette of a crocodile.
    • Piro. Created by and slavishly loyal to Howling Panther. Communicates by pantomime. Oafish manner. Happy to lead adventurers to try to free his master.
    • Vandalized Warning. A warning left by the Lodge of the Feathered Serpent, totally scratched out by Piro except for his master's name.
    • Statuettes. Exquisite statues of a flapping flag, an iguana, a quipu skull, a rabbit, a chihuahua, a carved staff, a prowling jaguar, a cracked rock, lightning striking from a raincloud, a house, a boa constrictor, a hart, water flowing from a jug, a monkey, a goblin, an eagle in flight, a flint knife, and an orchid. Each is equal in value to a gold doubloon. If arranged on the pedestals in the order of the day signs of the week, starting with crocodile and leaving a space empty for the Lost Sign, a ladder will magically appear against the south wall. Climbing the ladder leads to a secret room within the floating stone eye, overlooking the terrain outside the iris. Contained within is a treasure trove of 3 fancy muskets engraved with carved ivory (40 doubloons each), 3 horns of powder (.9 doubloons each), a keg of powder (3 doubloons), a gold necklace with 20 inlaid pearls (42 doubloons), a set of 4 jade hobgoblets with a cherrywood case (25 doubloons), and a hardwood mask carved to resemble a bird, decorated with several brilliant plumes and with two tiny rubies at the corners of the eyes (35 doubloons).
  2. Battle Room. Ladder leading up to the first level. Hacked apart chimeras strewn everywhere. Long dried blood stains. Shattered obsidian and discarded clubs. By the east door, two statues of warriors grabbing at their own arms, faces contorted in terror.
  3. Hunter Mural. On the north wall, an idealized mural of a hunter, atlatl drawn back and ready to release. Deer, coyote, and jaguars decorate the western wall. Those literate in glyph can recognize that the hunter is labelled as a guardian, a protector of homesteads. The hunter will throw darts from his atlatl at any who attempt to pass the hallway, but he cannot change his position on the wall.
  4. Study. The door to the study is adorned with a twisting, turning serpent. In the southeast corner, a conspicuous desk and Bookshelf. If one maneuvers the room by imitating the pattern of the serpent design on the door, they will safely reach the bookshelf. Otherwise, invisible walls block their path and spouts of flame shoot at them from above and beneath.
    • Bookshelf. Contains 3 illuminated manuscripts (worth 25 doubloons each), a knot-treatise on botany (worth 10 doubloons, or 50 to one who recognizes its quality, written in Quipu), a book of poetry (18 doubloons), a tattered copy of Golemancy Vol I (written in Indigeno describing how to create clay golems, their strengths and weaknesses and promising to tell how to control the golem once animated in Volume II), and the Third Chained Grimoire of Hubrisian, (containing the spells Invisibility, Magic Missile, and Eye of the Tyrant, and Nightmare).
  5. Evil Cloning Vats. Three tubs sit full of green goo. Murals on the wall show figures at repose within the tubs, with identical figures standing beside the tubs. Any living being that touches the goo will initiate a cloning process as the goo schlorps together into their form. These clones are invariably megalomaniacal egotists. There is enough goo in each tub to create two clones of someone of average build.
  6. Room of the Sacred Dead. After their raid on the Ziggurat, the Lodge of the Feathered Serpent laid their fallen brethren to rest in this dining room, consecrating them with honor. Forced to flee by the sinking of the pyramid, the bodies left behind were disturbed in their slumber and now walk as violent undead. 6 Lodge Members remain here (stats as zombies p 173, but can grapple to slurp out the magic powers of their foes and hold them in their mouths). Among their remains is a Warrior Costume (155 doubloons) in good condition.
  7. Mural Room. Stairs leading down. A mural on the east wall shows an elderly man with a grey beard, shirtless, holding a gold staff in one hand, chained grimoire at his side, holding a nondescript mask in his off-hand. Murals on the north wall show chimerical creatures flanking the door. A mural on the west wall show a city surrounded by the elderly man, a fiery-eyed Tonalli woman with hair to her waist, a Quipu youth, and a buff Shomexican in a canvas armor. All of them bear a gold staff and chained grimoire.
  8. Hall of Ruined Elixirs. Once an alchemy lab of incredible quality, devastated by a violent struggle or thorough search. Within a fallen cabinet of mostly shattered concoctions, three Potions of Vitality can be found, their purpose written in Glyph.
  9. Cockatrice Guardian. Against the east wall, a Sarcophagus with someone banging against the lid. Guarded by a Cockatrice (p104), with unfaltering morale protecting the sarcophagus.
    • Sarcophagus. Contains Howling Panther (5 HD, Quipu A, Ziggurat Wizard D, mantle grants +1 MD), disguised in the form of a young Quipu. If freed, will pretend to be a moronic apprentice and use the party to recover his staff and grimoire. 
  10. Half-Submerged Storeroom. Stairs leading up to 3. Hunter Mural. The floor is collapsed here, and three feet of muddy water covers most of the room. 1d8 crocodiles (p 251)and 6 barrels float on the water. On a high shelf is a bundle of Quetzal feathers (40 doubloons)
  11. Hall of Darkness. This room is magically dark, light sources provide no illumination here. In the middle of the room is a large wheel, similar to a ship's helm made of brass. Turning the wheel causes the ziggurat to sink or rise. Amongst some junk along the perimeter of the room are two bundles of cacao (2 doubloons each)
  12. Torture Room. Three tables with restraints along the south wall. Racks filled with the tools of torture. Shelves of urns containing essential salts, labelled with names and dates. Set into the floor and lined with lead, a strong amber acid with a golden bracelet (35 doubloons) resting on the bottom. 
  13. Lizard Room. Piles of mundane iguanas hanging out. Stairs leading up to 7. Mural Room.
  14. Vile Machine. Machinery of bronze and brass, violently torn asunder. A massive clay leg rests near the door to 15. Many of the larger pieces are covered in writing that hurts the eye to look upon. This machine, if somehow repaired, removes the personhood of a victim and distills it to an aerosol spray. The pieces whisper to those who handle them too long.
  15. Clay Golem. A simple maze containing a clay golem (p 187), one leg missing and dragging itself along the floor. Hinged door on its chest revealing the primordial flame that preserves its life. Healed by acid. Piled in an inconvenient corner of the maze is a horde of 18 quadroons (36 doubloons), 198 doubloons, 3,000 escudos (30 doubloons), 10,000 bits (125 doubloons) and 8 Tepoztli (20 doubloons). If the clay golem is broken apart and the remains searched, 10 turquoise stones can be found hidden inside (100 doubloons)
  16. Howlbear Lair. 2d4 Howlbears (as Owlbears, p 107, but with a sonic attack instead of a bite and only 3 HD), a combination between a bat and a bear. Pellets and bedding.
  17. Bat Colony. Gravity is reversed in this room. Consequently, the colony of bats living here hangs from the floor during the day. The guano covered ceiling is slick and treacherous, but can be traversed safely with caution. Entering the room without making special preparations for the reversed gravity makes for a gross slide in the guano dealing 1d6 damage. Unhooded light sources have a 4-in-6 chance of noisily awakening the bats, who flee through small holes in the wall to outdoors.
  18. Silent Room. This room is magically silent. Chains in the walls once held Howling Panther's captives.
  19. Magic Mirror. Howling Panther's dressing room. A large mirror, if given a verbal command, allows one to change their appearance 1/day. Murals on the southern wall show in exquisite detail an elderly man with a grey beard, a fiery-eyed Tonalli woman with hair to her waist, a Quipu youth (the form Howling Panther is currently using), and a buff Shomexican, with intermediate forms of shifting between them Animorphs cover art style. Murals on the north wall show in exquisite detail a fiery mantle (worn by Howling Panther), a thick tome (the Third Chained Grimoire of Hubrisian), and a shining scepter decorated with a small glass gem. Pressing the gem will open the secret door to room 20.
  20. Wizard Scepter. Standing up at an elegant 75 degree angle, rotating majestically, is Howling Panther's Grandiose Scepter. Covered in a glass case, with a will-o'-the-wisp plunking against it (p 132). In this otherwise spartan room is a silver backed mirror (5 doubloons), a flawless amethyst (50 doubloons), 3 large rubies (99 doubloons), and a theoretical codex on chimerimancy (20 doubloons).
    • The Grandiose Scepter. Spell effects are widened when using the scepter. A single target becomes a small group, a line becomes a cone, etc.
Encounter Table:
  1. 1d6 Undead Lodge champions (stats as zombies p 173, but can grapple to slurp out magic powers and hold them in their mouths)
  2. Unusually adventurous crocodile (p 251)
  3. Ghost (p 159)
  4. 1d4 imps (p 153)
  5. Person-shaped swarm of rats (4 HD, takes minimum damage from attacks, max damage from area of effect and fire. 2 attacks, +1 to hit, 1d6 damage, light armor. Damaged foes save or contract disease)
  6. Hunting Howlbear (as Owlbears, p 107, but with a sonic attack instead of a bite and only 3 HD)
Notes:
-Reference page numbers are to the Complete Monster Overhaul by Skerples.
-Treasure values are given in doubloons to aid with conversion. 250 doubloons are enough for a character to level up from 1 to 2. If all the treasure in the dungeon is recovered, that will level up a party of 4.

Saturday, October 4, 2025

The Peoples of Cemanahuaca

(A post for the Lizard Lords of Zapotec Setting)


Cemanahuaca

Cemanahuaca is a long land running north and south, surrounded east, west, and beneath by the Sea of Red and Black and on the other side by the Sea of Stars. Nearly all of the Cemanahuactans once lived as nomads in the north before migrating away from that land of poverty and war to the fertile south, where they learned to farm and created great civilizations. The list of races below is arranged from first to come to the region to last.

Relations Between the Peoples

There has always been frequent contact between all of the Cemanahuactans. Trade, war, and marriage prove the membrane between peoples is permeable, although they all think of themselves as being clearly separate and distinct. Households of common folk are monogamous, but royal lines are expected to be polygamous if they can afford it, and marrying spouses is how a ruler demonstrates which allies they value. As a result, many of the elite can claim a mixed background or even clear lineages belonging to other peoples, and outside of the insular tribes who only adopted monarchy after the Battle of Pacha Miana this is universally socially accepted.

Bringing in the Anahuacan (Those of the Wider World)

For years after the Spanish invasion, the Spaniard were considered to be a totally separate from this system. But after the gods built the Hurricane Sky and the defection of the "Goodly Men" from Corzaro's band, it became clear Spaniards had an indefinite future in Cemanahuaca and most came to adopt local customs. Likewise, the integration of liberated dwarves, alienated from any one home culture, necessitated bringing them within the Cemanahuac system of peoples.

Languages

Languages: All characters start play speaking Nahuatl in the dialect of their people, and typically learn another based on their upbringing. Dialects of Nahuatl are mutually intelligible, but reveal the speaker’s origin. 

-Spoken: Nahuatl (dialect), Spanish, Gnomish, Latin

-Written: Glyph (The Nahuatl pictorial language, traditional, suggestive), Spanish, Indigeno (Nahuatl written in Spanish characters), Quipu (knots), Latin, Greek,

-Other: Telepathy (slave language of the dwarves. Requires intense eye contact), Tracks, Reedish (communicate with plants, requires hours of labor in cultivation)


Manifest Heritage

Almost no one’s heritage is entirely of one race, even within the same family different genetic traits might crop up between siblings, a brother showing his Spanish grandfather’s height, a sister showing the metamorphic skin of her paternal grandmother, etc. The cultural heritage of a family determines what languages they learn, while their genetic heritage/lottery determines their physical traits. (Someday I would like to have settlements provide unique cultural heritages, but in the meantime this will do for communities where each people predominates)


Quipu

Physical: Short, red mud-colored skin, large nose and ears. Race as class, must take at least the first template in the Quipu class.

Cultural: Begin play speaking the Gnomish dialect of Nahuatl, and Gnomish, and literate in Quipu.

A race in touch with the magic ways of the world. They were the first people to farm in this land, but as their civilization collapsed hundreds of years ago, different clans of Cemanahucans migrated in from the north to fill the vacuum. Just before the Spanish conquest, the Quipu sealed themselves away from the world in the Other Realm, hoping to skip doomsday and emerge when the world was made anew. Obviously, they are disappointed. Stricken with guilt that perhaps their absence is what doomed the natural cycle, most among them seek some way to produce a new doomsday. 


--Cemanahuacan--

Physical: They alone may see through the hurricane sky, making them skilled at navigation and astrology. Uses the Stellar Combat birthing procedure.

Cultural: Begin play an additional language of their choice, most often Nahuatl in the dialect of a neighboring people or Tracks.

Cemanahuacans migrated to this land in semi-discrete kin-groups starting about 300 years ago, escaping from the tribal warfare and thirsty lands in the north.  The Tonalli, Holomec, Zapotec, Tlexochtli, Shomexica, Chichimeca, and Manlinalli are all Cemanahuacans.


Tonalli

Physical: Tall, strong of limb, fair of face, long flowing hair

Cultural: Begin play knowing the Tonalli dialect of Nahuatl and Reedish, which takes hours of labor to hear, and an additional language.

Tonalli were once proud voyagers and explorers, but when they met the Quipu in the wet south they recognized a good thing when they saw it and settled down. Allowed to settle on the edge of Quipu territory and tutored in agriculture in exchange for protecting their slighter neighbors from northern invaders. Now it is the fortresses they made that keep Corzaro at bay in the south.


Holomec

Physical: These are humans, dark-skinned, about 5’4” on average

Cultural: Begin play knowing the Holomec dialect of Nahuatl, as well as an additional language.

Rumors of the great cities of the Quipu and the Side Tonalli brought the Holomec out of the wild north, and they imitated the great works of their more settled neighbors as well as they could. But the true strength of the Holomec lay in the spirit, and their multitude of priests spoke long with God and Gods. It was they who invented the names of Gods for mortals to speak more easily, they who were given the calendar, and they who stole the hearth fire from the Quipu king to make the first sacred bundle.


Zapotec

Physical: Lizardfolk with stubby fingers and prehensile tails. Coloration ranging from dull blue to green to ashen. Thermalvision in darkness. Cold-blooded.

Cultural: Begin play knowing the Zapotec dialect of Nahuatl and an additional language. Gain lizardmanship as a skill.

Finding that many of the best lands were already taken by the time of their arrival, the Zapotec established strongholds amongst the cracked lands around the molten mountains that dot the terrain of Cemanahuaca. Possessing a great love of Grizzards, the Zapotec are well known for lizardry charges from unexpected directions before fading into the encroaching night.


Tlexochtli

Physical: A folk made of chalky coal. Suffers no ill effects from extreme heat. Fire still consumes and deals damage, but causes no pain.

Cultural: Begin play knowing the Tlexochtli dialect of Nahuat and an additional language. Bravery is held as the primary virtue amongst the Tlexochtli, cowardice the greatest betrayal. Tlexochtli gain +4 to saves against fear and their soldiers gain 1 Morale.

Rebuffed in their attempts to enter Cemanahuaca's lovelier climes, the Tlexochtli brood on the edge of the desert and amongst the marginal lands. More tightly-knit, less prone to infighting than other Cemanahuacans, they help out all they recognize as their own people even if they are strangers.


Shomexica

Physical: Fanged or tusked ranging in coloration from pumpkin orange to grey to green, the hairiest of the Cemanahuacans.

Cultural: Begin play knowing the Mexican dialect of Nahuatl and an additional language. 

The Shomexica came to the south when it was already almost entirely settled by larger and more established groups. For generations they wandered, being granted permission to live within the lands of other people in exchange for being exploited by them. Eventually, while living amongst the lands of a cruel Holomec king, they rebelled against the indignities heaped upon them, destroyed the king, and claimed a homeland for their own. In the generations that followed they built a successful empire that became the center of political dominance in Cemanahuaca. Destroyed during the Spanish invasion and the breaking of the land that followed, many seek to take up the mantle of empire their forefathers were forced to abandon.


Chichimeca

Physical: A dog-headed race, think oversized Chihuahua. Red-green color blind. Bite as a light weapon.

Cultural: Begin play knowing the Chichimec dialect of Nahuatl and an additional language. +1 to hit with a bow and arrow. The most recent Cemanahuacan immigrants to the area, the Chichimeca have no settlements and wander as nomads. For this reason they are revered by the sedentary peoples for their hardiness and puissance. The Chichimec revere the bow and all amongst them are trained in its use.


Spanish

Physical: Tall, grey-skinned, large heads, hairless, dark eyes. 

Cultural: Spaniards begin play speaking and literate in Spanish. Spaniards descend from the invasion force that crossed the Sea of Stars and landed at Montaña Española. Those that served Corzaro to the very last went with him to his blasted kingdom to the south, while those who rebelled when darkness took him, the “Goodly Men” have settled down in Cemanahuaca. Their founders were all avaricious men, but that impulse has been tempered by generations of cultural exchange.


Dwarf

Physical: short, stocky, skin the strength and pigment of stone. DR 1 against slashing weapons.

Cultural: They have no common speech between them. Begins play speaking Nahuatl in the local dialect and with Telepathy. Brought to this land as a slave race by the Spaniards, thoroughly alienated from a homeland they were never permitted to speak of. Now free, but generations removed from any pre-slavery cultural identity, they do their best to find a home in the places they find.


Manlinalli

Physical: seemingly sentient humanoid bundle of reeds. Immune to bludgeoning. Half damage from piercing. Double damage from fire. Cannot talk unless the wind is blowing, or some other air current. 

Cultural:  In the early Quipu knots they tell of men made of grass, but they had been absent from the world long enough to become legends until they reappeared after the breaking of the world. How or why they have returned none can say. Manlinalli speak the Manlinalli dialect of Nahuatl, Reedish and Sign Language


Naspanic:

Physical: Naspanics are a mixture of the physical traits of all the races. If no one genetic heritage predominates, then that person is considered Naspanic.

Cultural: A common heritage in this age, but existing in no age before. You have no deep roots, but neither are you isolated. In addition to knowing Nahuatl in the local dialect, ou may gain a spoken or written language of your choice.

Sometimes romanticized as the new race of a new race-less reality, more often looked down on as a universal outsider, Naspanics are found in essentially every community. 


The child takes after their…

If parents are of different races, there is a 3 in 6 chance their child will be Naspanic, manifesting some measure of both f their physical characteristics. Otherwise, Roll 2d6 and the physical characteristics of the child resembles this ancestor most strongly

2 The folk most numerous in the region of birth

3 Paternal grandfather

4 Paternal grandmother

5-6 Father

7 Oops, how’d that get there? Roll race randomly

8-9 Mother

10 Maternal grandmother

11 Maternal grandfather

12    Most highly ranked living ancestor

LLZ - 12 Classes

 I've finally (mostly) finished the task of adapting, creating, and refurbishing a class list for my Lizard Lords of Zapotec game to go ...