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The Sazhansiir Gazetteer
with extensive Azotchtlan contributions by Jeff Hartke


Introduction:

Sazhansiir is the second continent of the World of Therra detailed for fantasy role playing (specifically D&D) play. Like the Continent of Jerranq, it is set on the planet of Therra, a fantasy world designed to encompass and integrate most of the rules, creatures, and other features of the D&D game system.

While the history of Sazhansiir is ancient, this Gazetteer presents the continent as it is as of N.S. 33 (that is, the 33th year after the New Slumber of the Gods of Therra). This equates to 5547 A.D of the traditional Jerranqi calendar.

That said, Sazhansiir is a land very much isolated from Jerranq, and therefore it should be easy for a DM to run a campaign set in Sazhansiir in any time period, even including the period before the defeat of the Deceiver by the Heroes of the Gem. The imprisonment of the Deceiver in 5514 A.D. had little effect on the continent, embroiled as it is in its own titanic concerns and struggles and far distant from Mordasht and the great battles of the War of the Gem.

Sazhansiir is a unique land for a D&D setting. Not necessarily in its geographical or cultural features; but rather in the character classes, creatures, and races that inhabit it. Unlike many D&D campaign worlds, the monsters and races of Therra are generally not worldwide in their habitats and spread. Instead, in order to accommodate the burgeoning variety of creatures and races in the D&D game system, and to make ecological sense, most creatures roam a limited or semi-limited geographical area.

Sazhansiir has no dwarves. No elves. No orcs. No goblins. Almost all of the traditional races and creatures that most D&D players are familiar with do not dwell on Sazhansiir. Such archetypal creatures and races mainly dwell on Jerranq. That leaves Sazhansiir to be populated by a variety of exotic and lesser known creatures and races that have appeared in D&D supplements to the core rulebooks.

Of course, there are exceptions. The yuan-ti are a standard Monster Manual creature that happens to be one of the most dominant races on the continent. In addition, humans are widespread here, as are lizard men and other reptilian races.

Sazhansiir humans have a culture that is somewhat analogous to Meso-American and South American native cultures, such as the Mayans, Aztecs, Olmans, and Incans. However, while Sazhansiir human societies bear many superficial resemblances to these real-life cultures, they are purposefully not meant to be exact amalgams.

Sazhansiir also introduces a few new magic systems to the World of Therra. Specifically, incarnum magic and warlocks are native to Sazhansiir and found nowhere else on Therra. Similarly, the spellthief PC class is also native to the continent and not available anywhere else on Therra.

This Gazetteer is meant to provide a rough overview of the continent and its lands and societies, as well as provide various rules and items for use in running a campaign set herein. Of necessity, most of the cultural and religious information is presented from the point of view of the Azotchtla, the dominant human society on the continent.

This document is not intended to be an in-depth look into each kingdom or organization within Sazhansiir. Rather, the goal is to present enough information here to allow a DM to run a campaign in Sazhansiir and to allow a DM to develop more detailed aspects of the land. Future documents are likely to delve more deeply in various aspects of the continent.

Contents:

This Gazetteer is divided into the following sections:

1. An overview of Sazhansiir
2. An historical narrative of Sazhansiir
3. Descriptions of geographical regions of Sazhansiir, including the underdark
4. Cultural references, including religion and magic
5. Listing of classes and prestige classes of Sazhansiir
6. Sazhansiir bestiary
7. A historical timeline of Sazhansiir

Sources:

Where this Gazetteer presents listings (such as classes and creatures), a sourcebook is referenced in parentheses. Refer to the chart below for the abbreviations:

Code

Source
BoED

Book of Exalted Deeds

BoNS

Book of Nine Swords

BoVD

Book of Vile Darkness

CA

Complete Arcane

CAdv

Complete Adventurer

CC

Complete Champion

CD

Complete Divine

City 

Cityscape 

CM Complete Mage 
CP Complete Psionic 
CS Complete Scoundrel
CW Complete Warrior 
DMG  Dungeon Master's Guide 
DoF  Defenders of the Faith 
DoU  Drow of the Underdark 
Drac Draconomicon 
DrM  Dragon Magic 
DS  Dungeonscape 
EDP  Expedition to the Demonweb Pits 
Epic  Epic Level Handbook 
FaP  Faiths and Pantheons 
FB   Frostburn
FCHoA  Fiendish Codex - Hordes of the Abyss 
FCToNH  Fiendish Codex - Tyrants of the Nine Hells 
FF  Fiend Folio 
FRCS  Forgotten Realms Campaign Sourcebook 
GW  Ghostwalk 
HoB  Heroes of Battle 
HoH  Heroes of Horror 
LM Libris Mortis 
LoM  Lords of Madness 
MHB  Miniatures Handbook 
MM  Monster Manual 
MM2  Monster Manual II 
MM3  Monster Manual III 
MM4  Monster Manual IV
MM5  Monster Manual V 
MnoF  Monsters of Faerun 
MoF  Magic of Faerun 
MoI  Magic of Incarnum 
MoP  Manual of the Planes 
MoW  Masters of the Wild 
OA  Oriental Adventures 
PGF  Player's Guide to Faerun 
PHB  Player's Handbook 
PHB2 Player's Handbook II 
PlaH  Planar Handbook 
PsHB  Expanded Psionics Handbook 
RoD  Races of Destiny 
RoDR  Races of the Dragon 
RoF  Races of Faerun 
RoS  Races of Stone 
RoW  Races of the Wild 
SaF  Sword and Fist 
Sand  Sandstorm 
SaS  Song and Silence 
Saz  Sazhansiir Gazetteer 
SK  Serpent Kingdoms 
SS  Savage Species 
SC  Spell Compendium 
SW  Stormwrack 
TaB  Tome and Blood 
ToH  Tome of Horrors 
UD  Underdark 
WoL  Weapons of Legacy 

Overview:

The continent of Sazhansiir is located south and west of Jerranq, its easternmost reaches being directly south of Onlor and the Heynosht Archipelago. At its closest point, some 2,000 to 2,500 miles of the Mezon Ocean separates the two continents.

The continent is some 8,000 miles wide as measured from the western tip of Assinmiir to the eastern tip of the Hurlotzin Lands, and 6,000 miles as measured from Phanzariin to the southern tip of the Fellen Wastes.

Sazhansiir's northern coast lies almost 2,000 miles south of the equator of Therra, and its southern tip is less than half that distance from the southern ice caps. As such, one would expect Sazhansiir to reflect, except on its northernmost edge, the temperate climate found in the main of Jerranq.

The continent existed before the coming of Kyuss, and during that time, only the northern verge of the land was tropical or semi-tropical in clime. The Erinquiril and Quazilchatl jungles were each less than a quarter of their current size, hugging the coastline, and the other great jungles were deciduous forests, thriving in a decidedly moderate climate.

When Kyuss arrived, he bent great effort to extending the jungles of the north and the tropical climate south into the heart of the continent. This was a necessity to his vision of a grand reptilian empire, for his minions were less active and vital in cold climates. In addition, Kyuss' own ancient predilection for decay and disease also preferred a warm climate.

Terraforming the continent was not an easy task for Kyuss. He was not a god himself, and his power, in fact, was less even than the Maugs. Nonetheless, he was of divine origin, and with the help of the Progenitors and many millennia patiently working at it, his goal was achieved. The two northern jungles extended their reach southward, until the Erinquiril reached the verges of Mallar's Peaks and the Quazilchatl drove all the way to the Ijarim Sea. Great ancient forests south of the mountains became overgrown with jungle plants and eventually choked out until they merged into the Coatlizin and Fenzoon jungles.

Only the far south of the continent was never brought under Kyuss' steamy sway. The Fellen Wastes, Charmindos, and Fezen-tir retain their "natural" climates. While these jungles were wrought by the efforts of Kyuss and his minions, the change was permanent, such that even should Kyuss fall, Sazhansiir would, absent any godly intervention or a massive magical effort to re-make it, remain the tropical land it is today.

The creation cyst set off by Okoth in the heart of the ancient Serpent Empire formed the Blasted Lands. This area is extremely arid compared to the rest of the land, as if all of the moisture of the region was (and still is) desiccated by the cyst's power.

The humans of Sazhansiir are descended from Heynosht islander stock, brought over to Sazhansiir millennia ago by the sarrukh. They share the features of their islander ancestors, including olive skin, with black hair and almond eyes. Given that the Heynosht islanders themselves are of Morakki descent, formed of Morakki clanspeople exiled from their ancient lands in northwestern Jerranq, it can be truthfully said that all Sazhansiir humans bear a resemblance to the Morakki.

The many years of serving the yuan-ti under jungle canopies and underground lairs has caused the dark olive skin of the Sazhansiir humans to lighten somewhat, so that they now have a lighter olive complexion than present day Heynosht islanders.

Sazhansiir humans call themselves "Azotchtla", which means "The Taken". This name originally applied to the fact that the original Azotchtla were taken from their islands in the Heynosht. Over time, as the origins of these humans disappeared into the mists and myths of time, and the humans began to believe that they originated in Sazhansiir, the label of "Azotchtla" was applied to their time in slavery, when they had been taken from their homeland (on Sazhansiir) by the Scaled Ones.

The Azotchtla speak Azotlan, a language that, were it studied closely by a Jerranqi philologist, would bear some ties to Indagi, the language of the Heynosht islanders. For written communication, Azotlan has two forms, both of which emerged from slaves' corruption of Slith (the Serpent Tongue, also known as Ancient Sazhan). The first is known as High Azotlan, and is composed of pictographs that have evolved into a language (similar to the way Chinese and Japanese operate). The second is known as Common Azotlan and is essentially a form of cuneiform, using wedges and connecting lines to form letters and numbers. Both languages are very closely related and a speaker of Azotlan is presumed to be proficient in both High and Low Azothlan.

History of Sazhansiir:

The Coming of Kyuss:

The history of Sazhansiir is inextricably bound with the history of Kyuss and his minions the yuan-ti. As such, it is necessary first to explain the origins of this foul entity.

Demogorgon, before he joined the Deceiver and was imbued with his fell power as a Maug, was a powerful entity formed out of the creation of the universe by Yimik, the God of Animals. When Yimik created the various beasts that were to populate Therra, Demogorgon (known then as Dematir) took a special liking to reptilian creatures, for he was a dispassionate entity who preferred to move slowly and speak little and spend hours or even days gazing (some would say lazing) off into the distance. But he was also crafty, his mind full of schemes and plans, and when a plan would finally come together in his mind, he would suddenly strike and move into rapid action before once again, plans complete, settling back into his thoughtful torpor.

In the reptiles, Dematir saw much of himself, and indeed Yimik told him that he had created reptiles to honour the qualities he saw in Dematir. And so, Dematir took it upon himself to be lord over the reptiles, and to be their protector and keeper.

But as Dematir saw other gods and godlings and powers begin to imbue their favourite creations with sentience (as Galasiria did with the elves and fey and even the treants and Weshta-Grum did with the dwarves), so too did Dematir desire to impart sentience to his reptiles.

In secret, Dematir began to seek for a way to grant sentience to his "progeny". The task was difficult, for sentience implied emotion and decisive action and other qualities alien to the reptilian nature. Nevertheless, Dematir managed to progress far in his efforts, and it was only the Deceiver himself who derailed his plan.

When the Deceiver hatched his scheme to imprison the gods in Slumber, he knew he would need help. And so, very carefully, he whispered to various of the powerful entities that were less than gods in the multiverse, enticing them to join his cause in exchange for power both temporal and divine. Many of these entities ended up agreeing to serve the Deceiver, and he made them fell and terrible and increased their power, and they became the Maugs. Amongst these was Dematir, who was swayed by the Deceiver's cold and calculating manner, as well as promise of a dominion of reptiles to rule as his own. And so, Dematir agreed to join the Deceiver.

Into this situation slithered Kyuss. Kyuss was an entity also borne out of the creation of the universe, he by Mergurr, the God of Death. And Kyuss embodied and was fascinated with the forces of decay and disease. But the demigod was not enamoured of these forces out of a particular malice or desire to see others harmed, but rather because he admired these forces as utterly dispassionate and impartial killers. Worms and maggots he gathered into his province, and other such creatures associated with decay. But the decay that he embraced eventually worked on his divine heart, and over time he began to relish the pain and misery associated with decay, and Kyuss became a hateful and evil being. Nevertheless, Kyuss was a very minor player on the cosmic stage of Therra and would have remained that way, except that he too was whispered at by the Deceiver, and he caught wind of what was going to happen, and while he very much desired power and prestige, he was sorely convinced that the Deceiver would fail, for who could hope to actually trick the combined will of the gods?

But Kyuss did not warn the gods of the Deceiver's treachery, for that being had laid a godly geas upon him, so that he could not expose the Deceiver's plot directly through either deed or word.

Instead, when Kyuss learned that Dematir was away from his demesne (likely to meet with the Deceiver and plot and scheme), he snuck into Dematir's abode, seeking perhaps that he might find something to turn over to Mergurr to expose the plot and ingratiate himself to his master. Instead, Kyuss was wonderstruck at the reptiles of Dematir. He observed them for a time, and noted how they, like worms and disease, were dispassionate creatures, unfouled by emotions such as love or loyalty. And what was more, here was the lore needed to imbue reptiles with sentience!

The temptation was too much for Kyuss. He grabbed the most critical lore that he could, along with the life seeds created by Dematir, and then he unleashed his powers of decay upon the remainder of Dematir's abode, such that all of the work and lore were lost. Now making haste, for he knew Dematir would be wroth, Kyuss fled far far away from Dematir, to the south to a wild and untamed land.

When Dematir returned and found his lore destroyed, his anger knew no bounds, and the normally stoic being's emotional walls collapsed. At the same time, before he could find out who had done this to him and what revenge he could wreak, the Deceiver called, for his plan was in action. Now doubly angry, not only for his loss but also at being denied his measure of immediate revenge, Dematir went what could only be called insane. His emotional nature and his stoic nature warred within his scaly body, and the conflict was so great that the being split partially into two, forming two heads, each carrying something of the original nature of the being. This new entity called itself Demogorgon, for Dematir had perished utterly as far as this creature was concerned. Instead, Demogorgon embraced his madness, and he gained great powers over the forces of both madness and chaos. In addition, spiteful at his own lore being destroyed like it had been, Demogorgon became determined to corrupt the lore of others. Petulantly, he thought, if he could not have the fruits of his creation, then no others should either.

And so was birthed that most horrible of Maugs, primary servant of the Deceiver, Demogorgon. Lord of Madness, the Corruptor. The Scaled Demonlord of Insanity.

Meanwhile, Kyuss fled to what is now Sazhansiir, still convinced that the gods would not fall to the Deceiver's plan and that he could then return to Jerranq once Dematir was punished or destroyed for his rebellion. Alas for Kyuss, when news came to him that the Deceiver had prevailed, his heart quailed, for now he feared Dematir would come for him. And so the demigod hid in Sazhansiir and waited for the inevitable. But it did not come.

It seems Demogorgon, as he was now called, in the throes of his insanity, had quite forgotten about pursuing his own vengeance. What's more, now in the service of the Deceiver, his attention was focused on the coming wars against the Free Folk. Thus, Kyuss slowly emerged from hiding and decided to create his dominion here, on distant Sazhansiir. He still feared the Deceiver and his minions, but he hoped that both distance and time might be on his side…that perhaps he could build up such a power base here that when the Deceiver conquered Jerranq and finally turned his attention to the other continents of Therra, he would find in Kyuss and his empire a being worthy of respect and perhaps worthy of becoming a favoured minion. Nevertheless, the one-day coming of the Deceiver was a constant, gnawing worry on the mind of Kyuss.

The First Life Seeds:

The first beings that Kyuss created, bearing the original life seeds nurtured by Dematir, were the mishtai, the sarrukh, the ha-naga, and the addasska (now called the anathema). Kyuss stole a total of twenty four life seeds, and many of these became corrupted and ruined in his inexperienced hands, such that only 18 took fruit and blossomed into sentient beings. Of these, there were 3 mishtai, 3 ha-naga, 5 anathemas, and 7 sarrukh. With these, the creative lifespark imbued by Dematir was quenched, and Kyuss and his newly born minions, each bearing a bit of the divine spark, began to tame the land of Sazhansiir.

These beings became known as The Progenitors.

The sarrukh were of the lizard stock, small of stature compared to the rest, but also the most active and curious of the four types. They took to sorcery well and began to create and devise many ancient wonders of the world.

The original sarrukh were:

Pil'it'ith (slain by the creation cyst)
Ba'etith (slain by the creation cyst)
Okoth (slain by the creation cyst)
Isstosseffifil
Sseth
(slain by the mishtai)
Sh'sarrim
Ghiz'kith

Okoth is a very important figure, though now slain, for it was he who rebelled against Kyuss and created the few goodly serpent races of Sazhansiir, including the couatl and the goodly nagas.

The ha-naga were the most powerful of the four, born of serpent stock and massive of size. They were the most intelligent, but also the least inquisitive, content to plan and scheme from hiding and to direct and delegate the wishes of their lord Kyuss.

The original ha-naga were:

Ssa'Naja
Distra'ssara
Senthissa'ssa

The addasska were the warriors of the four, born of a terrible melding of many reptile archetypes. These horrors were fearsome in battle and possessed great mental powers as well. They reveled in dominating and slaying weaker creatures.

The original addasska were:

Asshindiss (slain by the creation cyst)
Arrasspiss (slain by the mishtai)
Assenssith
Asstasska
Akkassthla

The mishtai were the philosophers of the four races. They took their stock from turtles and lizards and were extremely weak of body but very contemplative.

The original mishtai were:

Inrenzeer (slain during the Human Revolt)
Hurlotzin (slain during the Human Revolt)
Harrasivin (slain during the Human Revolt)
Klashkaln (missing and presumed slain during the Human Revolt)

Today, only three of each of the sarrukh, ha-naga, and addasska races remains. The others have perished, as detailed later in this History.

The Favoured:

Kyuss commanded his Progenitors to devise the means to create lesser beings to serve his will through them. After much debate, the ha-naga decided that humans would make the best stock from which to breed, for they were prolific, yet intelligent enough to serve the Progenitors' purpose. And so the sarrukh undertook the great journey north to Jerranq and the Heynosht Archipelago using exotic magic, and there they gathered to them, in the course of a single week, some 500 human islanders, in an event now whispered of by the present day islanders of that land as an ancient myth called "The Great Vanishing".

The sarrukh were discrete, preying only upon the primitive islanders on the very southernmost islands of Jerranq, for they still feared the newly ascendant Deceiver and were under command of Kyuss to avoid undue notice at all costs. So they spirited away these 500 humans, back to Sazhansiir, where they began to breed them, and to experiment on them, creating new forms of servants for Kyuss.

The first amongst these were the yuan-ti, bred by the sarrukh with aid from the addasska. These were a stock that melded serpent and human in roughly equal parts, so that the two natures often struggled against each other biologically, resulting in unstable mutations and varying types of yuan-ti species and births.

The ha-naga demanded a purer race to serve them directly, and so the sarrukh created the nagas, with only a fraction of human essence within them, but more stable and secure in their reptilian forms than the yuan-ti.

The yuan-ti and the naga are collectively known as the Favoured, and are the second tier of minions in the hierarchy of Kyuss.

The Slave Races:

At first the Progenitors bred humans in enough numbers to seed their stocks of yuan-ti and nagas. They then bred more to have a supply of back-up breeding stock should something calamitous befall the Favoured. Eventually, however, the industrious and capable humans were bred as slaves by the Favoured themselves, primarily the yuan-ti, to serve as labourers and sometimes as food.

When the humans revolted (see below), the sarrukh endeavoured to create replacements for the humans, who were now considered too dangerous to breed in large numbers. Instead, more reptilian races were desired. Many forms were created and discarded, and eventually multiple races were created, each to serve varying purposes. Thus were born the Slave Races, which include lizardfolk, pterafolk, ophidians, and possibly (much later) the saurials. Other races, smaller in number and often from cast-off breeding experiments, are also numbered amongst the Slave Races in the bestiaries of the yuan-ti, an example being the sarkrith.

Over time, possibly due to the growing influence of the human empires on Sazhansiir, many of these Slave Races also revolted, forming their own lands and cultures. Still, a great many serve their Favoured masters as slaves and soldiers.

The Thoughtless:

The sarrukh also recognized the need for non-sentient beings, as foodstock, to serve as mounts, and to craft an environment pleasing to Kyuss and their own sensibilities. Therefore, the sarrukh created a great many reptilian beasts, including the dinosaurs, by breeding large magical beasts with reptiles.

Also included amongst the Thoughtless are the normal, dire, and giant version of reptiles that now proliferate on the continent.

The Children of the Mishtai:

While the other Progenitor races sought to breed reptiles with humans simply to strengthen and diversify the reptilian strengths of the Favoured, the mishtai were the least evil and most philosophical of the Progenitors.

They studied humans carefully, and decided that the human condition, full of emotions and passion and conscience, were not weaknesses to be discarded, but potential strengths to be merged with some of the better qualities of reptile-kind. Using their lore, they attempted to breed a race that they determined was the "perfection of form", the perfect balance of reptile and human.

In order to achieve this balance, the mishtai used a power they had discovered during their wanderings of the nether worlds of the cosmos. There, they discovered that the souls of all beings that have them, including those of the unborn, resonate across the multiverse, and that this resonance could be tapped and woven into a source of magic, which they named the incarnum. They hoped to use this source to reconcile the warring natures between the human portion and the reptile portion and create the perfect melding of the two.

Two of these new hybrid beings were created, a female named Rilkan and a male named Skarn. Into their essences were infused raw incarnum, and the mishtai waited…and hoped.

Unfortunately, the incarnum proved to be too mutable to serve the purpose intended by the mishtai, for extremes of emotion and mental nature seemed to attract the incarnum, which then fed these heightened extremes back to the host, resulting in a still more unstable feedback cycle. It looked as if the two beings were likely to rip themselves apart mentally and spiritually.

But as the mishtai were beginning to despair of their hopes, and preparing to discard their experiment, something amazing happened.

The human nature of the two hybrids prevailed over their reptilian nature, to a degree not contemplated by the mishtai. Human emotions and passion seemed to be better suited to manipulation of and by the incarnum, and as a result, the human portion of the new race took over. But in absorbing the incarnum and their reptile nature, the human passions of their being were also heightened, with their dominant human emotions being magnified at the expense of their lesser human emotions.

The human from whom Rilkan was formed was a free spirit, a lover of song and merriment, and a dancer and singer for her slave sept. The incarnum heightened this attribute in her, while dulling her other attributes.

Conversely, Skarn was a proud, arrogant and introverted warrior, a gladiator who fought in the slave pits at the behest of his serpentine masters. The incarnum heightened this attribute in him, while dulling his other attributes.

The two also had physical differences, again reflecting the human side of their natures. Rilkan reflected her reptilian heritage in the form of brightly coloured scales on the forearms and neck. Skarn reflected his reptilian heritage in the form of spines protruding from the forearms, calves, and upper back.

The mishtai bred the two, in the hopes of reconciling their extreme natures, but the result of the breeding was the birth of either more specimens like Rilkan or more like Skarn. In fact, it quickly became apparent that they had created not one, but two new races. As time went on, these races were named after the first of their kind, and called the rilkan and skarn respectively.

For a time, the mishtai experiment and development of the rilkan and skarn was hidden from the other Progenitors. But when they finally learned of it, they were wroth, for here was an abomination in their eyes, as the mishtai had perverted the holy essence of reptilian nature and subjugated it to the horrors of human nature and emotion.

Nevertheless, the mishtai were one of the Progenitor races and blessed of Kyuss, and so though the other Progenitors despised them because of the new races, they took no immediate action against them.

The mishtai led their progeny to the northeastern coast of Sazhansiir, where they founded the nations of Inrenzeer and Hurlotzin. Inrenzeer was inhabited by the skarn, and the Hurlotzin Lands were inhabited by the rilkan. There the Children of the Mishtai dwelt in peace for a time, despised by their scaled brethren, but left to their own devices to dwell in peace, until the humans revolted.

The Magic of Incarnum:

During the golden age of the skarn and rilkan nations, the two races came to the attention of a strange race of extraplanar fey called the dusklings. The dusklings had long ago discovered incarnum, and had learned to shape it into a form of magic. They also learned how certain energy points on the bodies of all living creatures, called chakras, were used to anchor one's own soul to one's body, and that these points could be used to heighten incarnum magic.

The dusklings were fleeing their homeland on a netherplane that had been assaulted by devils. Outcasts, they wandered for centuries before they learned that a significant gathering of incarnum flow was being drawn to the Material Plane. Intrigued, they sent scouts to the inflow, and determined that the incarnum was the result of the very existence of the skarn and rilkan, who were now quite numerous and gathered together in great numbers in close proximity.

The dusklings were overjoyed, for here were potential allies and kindred spirits who seemed to have an affinity for incarnum, indeed it imbued their very natures, but had no idea how to shape it and wield it like magic. And so the dusklings parleyed with the Children of Mishtai and formed a bargain. The dusklings could dwell amongst them in exchange for teaching them how to wield incarnum.

Quickly, the two races learned the duskling ways and became great wielders of incarnum, even in many ways surpassing the lore of their teachers after a time.

The Revolt of the Humans:

The tale of the revolt of the humans against their serpent masters is also the tale of the formation of the Blasted Lands, in the southeastern portion of the continent of Sazhansiir. In this revolt, the heart of the great Serpent Empire was destroyed and the humans gained their freedom, fleeing to the northwest where they eventually founded what are today the nations of Assinmiir, Haasfiir, Kreenzen, Ajjiingiir, Irin, and Mestil-rez, as well as the remnant of Fezen-tir. The twin nations of the Children of the Mishtai were also destroyed, and the skarns and rilkans were scattered over the lands as refugees, eventually settling in the newly established human kingdoms.

The revolt began with the sarrukh Okoth. All of the sarrukh were explorers and inventors and tinkerers. Innately curious with a desire to understand their environment so as to better dominate it, bend it to their will, and eventually change it to their liking.

But Okoth was somewhat different. His longing for knowledge caused him to look heavenward, not just to the stars and celestial dome of Therra, but beyond it, to the expanse of the multiverse. There Okoth plumbed the depths of the cosmos, his lore taking him to the furthest reaches of thought and conception, beyond the Astral Plane, to the limbo of utter chaos, and beyond even there, to the Far Realms.

In so delving, Okoth's mind opened to the mysteries of the multiverse, and he matured, escaping the bonds of his evil, reptilian nature and suddenly marveling in the very existence of existence itself. Such rapture and self-discovery was anathema to the other Progenitors, and so Okoth became more and more isolated and withdrawn from the other sarrukh, instead spending his time wandering the planes, speaking with other beings, and learning about good and evil, right and wrong, and love and hate.

This realization led him to understand what had motivated the mishtai, transforming his hatred of them into empathy. And so Okoth began to whisper and preach his newfound paradigm to others, especially amongst the Favoured. The yuan-ti would hear none of it, so inbred with hatred as they were. But there were three Nagim (or naga families) that were swayed by his words and began to heed his call for a change. These families were Nagim Ssendim, Nagim Q'erissna, and Nagim Y'rossi.

With these three Nagim allied with him, Okoth repaired to the northwest of the continent, to create his own kingdom separate from the vile ways of the other Progenitors. And for a long while the other Progenitors let Okoth be, for unlike the mishtai, he had not perverted the physical form or spiritual essence of his minions, and they felt that these Nagim would eventually tire of "playing at human" and come back to the fold. Being unaltered reptiles, it was only a matter of time before their true natures would reassert.

But the truth of this belief would never be known, for Okoth and his Nagim had brought their human slaves with them, and unlike the other Progenitors, they actually cared for their charges, treating them well and eventually arming them and teaching them crafts and trades, including the arts of warfare. Okoth and the Nagim merely thought that, by doing so, they were providing their ex-slaves a good life. The result was much different.

Okoth also bred new serpents to inhabit his realms, including the couatl.

Over many years, the humans of Okoth grew numerous and learned and puissant, and they became determined to free their brethren still enslaved by the Progenitors. So they began to infiltrate themselves back into the human slave populations, whispering to the slaves tales of a better life and a better future for their children, if only they would cast off the yoke of the serpents. Secretly, they taught these slaves how to fight, and how to protect themselves from the scaled ones, and abjured them to teach their offspring, waiting for the day when the free humans would come for them.

That day came when an Okothian human named Tlaloc decided the time was right for revolt. The slaves of the yuan-ti were growing restive waiting for their time to burst asunder their chains, and this restiveness caused the yuan-ti to increase their subjugation and cruelty, until rumours began to surface that some of the yuan-ti were considering wiping out their human slaves altogether and turning to more reptilian minions.

Tlaloc gathered to him a great force of Okothian humans, and despite the urgings of Okoth himself not to march on the other Progenitors, the great warleader would not be stopped.

The result was predictable. Initially Tlaloc had great success against the stunned scaled ones. Meanwhile, the slaves rose up at once and began to fight against their masters. Assaulted from without and within, the scaled ones were caught off balance and thrown reeling. But the humans had little magic, for they did not have the mystic bloodline to practice sorcery and could not wield incarnum. Indeed, only a few primitive clerics populated their midst, as even the worship of deities was something that had not yet come into fruition.

And so, serpent magic began to take its toll, and the forces of the scaled ones rallied and then began to beat back the humans. They started first with their own slaves, while fighting a holding action against Tlaloc. Then, with the slaves destroyed, they launched an attack against the human warleader, while simultaneously marching on the mishtai and their Children, the skarns and rilkans, for they linked the human rebellion to Okoth, and Okoth's epiphany to the mishtai.

Taken by surprise, the mishtai were slain or dispersed. They had never been stout of body or might in magicks or battle. Inrenzeer, Hurlotzin, and Harrasivin were slain for certain, but Klashkaln's fate was not as determinable. Some say she was slain with the other mishtai. Others say she fled and hid in the darkest corners of the netherworld. A few even suggest that she aided Okoth in finding the creation cysts (see below).

Still, the might of the mishtai, coupled with incarnum magic, reaped a toll of the evil Progenitors. Both the sarrukh Sseth and the addasska Arrasspiss were laid low by the mishtai and their children, ere they fell.

With their leaders slain or missing, the rilkans and skarns fought on as valiantly as they could, but the might and fury of the scaled ones were such that the two nations were overrun. Their cities were cast into ruins and poison and acid sprayed over their fields. Many of the Children of the Mishtai were slain, despite their incarnum abilities, and those that survived fled to Okoth.

Meanwhile, the two scaled one armies now met Tlaloc on the field of battle, and it was the Okothian humans who began to suffer. But as the yuan-ti and naga forces closed in on the humans, aid arrived as Okoth himself took pity on Tlaloc and threw in his lot against the scaled ones. An army of the three Okothian Nagim, as well as legions of couatl and Okoth himself marched against the evil scaled legions and fought the Battle of Tir (near present day Tir Lake). The Okothian forces managed to pierce the ring of yuan-ti closing around Tlaloc's army, allowing many of the humans there to escape and join the Okothian lines.

The two sides now paused as they gathered their forces for a decisive battle. The Okothians were outnumbered at least five to one by sheer numbers, not to mention magical and physical might. Nevertheless, they managed to repel wave after wave of assaults, performing deeds beyond their numbers, with the survivors of the Children of the Mishtai aiding them. Until finally Kyuss himself deigned to enter the fray.

And so things looked bleak for Okoth and the humans. But they looked bleaker still when Okoth fled the field, of a sudden and with no warning at all. The dismay was palpable and morale sank amongst the Okothians, but still they fought on, as the forces of Kyuss came at them.

Now the Okothian lines bent and buckled and finally began to break, despite the heroic sacrifice of hundreds if not thousands of couatls and goodly nagas. One family of Nagim, the family Ssendim, routed entirely, fleeing not only the field, but apparently the Material Plane itself over the course of a single nightfall (these naga ended up in Morakki lands on the continent of Jerranq and absolutely refuse to speak of their shameful flight; in fact, it has, over the years, been wiped from their collective memory and they now have other myths to explain their existence).

As the Okothians began to disperse and flee to the north, Okoth finally reappeared. He bore a strange metal box and within the box were three adamantine orbs. Okoth explained that these orbs contained creation cysts, perfectly balanced spheres of raw proto-positive and proto-negative energy left over from the creation of the world. These cysts were small in size, but contained within them an expansive amount of material, far beyond the exterior size of the cyst.

He did not say where he found them; though it is now believed he retrieved them from the void beyond even chaos itself. But he did explain that if the orbs were activated, by introducing a small measure of either positive or negative energy, the balance of the cyst would be overcome and the resulting energy imbalance would initiate an explosion beyond anything the world had likely ever seen.

Okoth announced that he intended to use one of these spheres to destroy Kyuss and his armies. Once done, his hope was that his remaining forces could fight and prevail against the surviving scaled ones.

Of course, Okoth had to somehow activate the device in such a fashion that Kyuss' armies would be destroyed, while the Okothians remained mostly intact. Further, Okoth had no desire to destroy his own kingdom or the surrounding lands. Far better, he thought, to destroy Kyuss' own empire to the southeast.

So Okoth asked for volunteers from his army. These would march with him south into the heart of Kyuss' kingdom, hopefully drawing the bulk of the demigod's armies and the demigod himself back with him. When as many forces as possible had returned south to deal with Okoth, he would activate one of the creation cysts.

This hope rejuvenated the Okothians, and the army rallied around their leader. All knew that activation of the cyst meant the death of Okoth, but they also knew that only Okoth could keep possession of the device long enough to ensure the deaths of as many of Kyuss' minions as possible before finally activating it.

And so volunteers were called. And to the pride of all, too many Okothians volunteered to take part in the suicide mission. So Okoth instead took most of the Nagim and couatls left to him, along with several legions of humans, and instructed the rest to melt back into the jungles, as if in disarray, so that it would appear that the last cohesive remnant of the Okothian army was marching south.

Okoth's plan worked, to a point. They did march south, using magic and guile, and pierced the heart of the Scaled Kingdom. Kyuss himself turned the bulk of his armies to pursue them, knowing that they would be caught between him and the ocean, with nowhere to run.

Just outside the great city of Assterosst, where Okoth was laying siege to the garrison, Kyuss' army slithered forward to defeat his rebellious minion. The two forces clashed, and the Okothians fought with such abandon, suddenly not caring whether they lived or died, that Kyuss began to wonder, and worry.

Using his divine powers, the demigod figured out Okoth's plan. As the Battle of Assterosst joined, the demigod fled to his stronghold of Tyrmannion. Just as he arrived, Okoth detonated the cyst. Assterosst was obliterated in mere seconds, forming the Great Cauldron. Great masses of coastline split and fell into the seas, forming the Broken Isles, and a wave of destruction emanated out of the Cauldron, forming the Blasted Lands.

Kyuss had seconds to survive. As a divine being, he was held on Therra by the Deceiver's Cosmic Barrier and could not simply shift to another plane. Instead, using every resource at his disposal, he wove the most powerful protective shield he could, investing much of his divine essence into the warding. The blast rocked his stronghold and the mountain it stood upon, wiping away all but the core of the place, which was warded by the demigod's shield. Here Kyuss survived the blast.

His armies didn't.

The entire civilization of the scaled ones was wiped out. And most of the yuan-ti and nagas were obliterated, both the armies that had followed Okoth back to the south, and the scaled ones that had stayed behind to man the kingdom. All were dead. A good portion of the remaining Progenitors were also slain, especially amongst the sarrukh who had stayed behind in the Scaled Kingdom. Those that survived did so only because they had remained up north to deal with the fleeing Okothians or were hidden deep underground, as was the case with the ha-nagas, or managed to plane shift away in time.

The Okothians to the north felt and saw the blast, and prayed Okoth had been successful. Tlaloc now led his armies out of the jungle and attacked the confused and demoralized scaled ones. Fearing Kyuss had perished in the blast, they routed the field of battle and fled back to take stock of their blasted homeland.

The humans had won.

The Empire of Tlaloc:

Okoth, knowing he was going to perish in the blast of the creation cyst, had bequeathed his lands to Tlaloc. The goodly sarrukh knew that most of his loyal Nagim and couatls had perished during the fighting, and that now it was time for humans to ascend to rulership of his lands. Into Tlaloc's hands he entrusted the remaining two creation cysts, warning him that they were better kept as a threat in being than used, for once used, even wisely, they could never be replaced.

Tlaloc returned his people to the northwest and declared himself ruler of Okoth.

Meanwhile, the ravaged survivors of the scaled ones returned to witness the utter destruction of their homeland. At first they dismayed at the apparent destruction of Kyuss, until they realized that the demigod was alive and intact inside the core of Tyrmannion. But the demigod was trapped; not by any physical or even magical means, but by sheer circumstance. For he knew that at least one and possibly two creation cysts remained, and he knew that while his ward at Tyrmannion would withstand even a simultaneous blast from the remaining two cysts, he could never manage to create another such ward without dissipating his entire divine essence forever. Thus, he could not leave the safety of his stronghold, for fear the Okothians would detonate another blast and slay him utterly.

Furthermore, the scaled ones could never rebuild their glorious kingdom as long as the cysts remained, for one or both could be used to decimate them yet again. In fact, the scaled ones could never even raise a great army again, for fear of the same.

And so, Sazhansiir settled into an uneasy Cold War.

Tlaloc claimed the entirety of the lands of Okoth, also annexing portions of the Hissing Coast, and Upper and Lower Valast. When he passed away, his heirs ruled in his stead, and for centuries, Okoth persisted. The scaled ones were always a constant menace, but never on a scale that could threaten the Empire.

Nevertheless, the descendants of Tlaloc began to worry about their future. For they realized that the scaled ones possessed magic, while they had none. True, they began to learn of the gods and worship some of them, and so had access to clerical magic. But how could they stand against scaled ones armed with sorcery, their own clerical magic granted by Kyuss (and through him Mergurr), and even psionic mind powers? While they did have the creation cysts, those were only to be used in cases of dire life or death threats. But without magic of their own, such threats would be more numerous and the temptation to use the cysts much stronger.

So the Emperor Xazinichtl commanded his sages find a magic power that they could wield themselves against the scaled ones. For a time these sages turned to incarnum, for the Children of Mishtai lived amongst them and wielded incarnum. Indeed, already some of the azurins were being born to human parents due to the presence of incarnum magic wielded by the few rilkans and skarns that were left. But normal humans had great difficulty in manifesting incarnum and binding their chakras. As time went on Emperor Xazinichtl became more and more impatient with his sages, and he began to punish those who failed to devise a new magic.

Finally, one sage, Pe'ethilti, came bearing a power that he had found that humans could wield with some regularity. Emperor Xazinichtl was overjoyed, and immediately promoted Pe'ethilti to Grand Vizier. The only catch was that this magic required one to surrender bits of one's soul to certain extraplanar entities who, to this day, remain hidden and unknown. What was apparent, though, was that these entities and their power were steeped in evil.

Emperor Xazinichtl didn't care. He was certain that the evil of the new power, the tapping of eldritch might by a discipline called azzunatlan (i.e. warlocks), could be controlled and harnessed by the Okothians and made to serve them as a tool against the scaled ones.

And so cadres, regiments, and then legions of warlocks began to be trained by the Empire. And they proved their worth in battle against the scaled ones, their eldritch blasts littering the battlefield with scaled corpses. But the power also corrupted the hearts and souls of the warlocks, and they became, as a group, wicked and evil.

The Dissolution of Okoth:

Other emperors after Xazinichtl were less obsessed with obtaining and wielding a magical counter to the scaled ones, and when it became apparent that the warlocks were themselves starting to become a greater threat to the Empire than the scaled ones, the Emperors began to distrust the warlocks, often sending them to far flung districts to fight meaningless battles against the scaled ones in the hopes that they would perish or at least sate their lust for violence.

But when, during the reign of Emperor Hazanichta III, a disgruntled warlock slew his favoured consort with an eldritch blast during a processional, warlocks were declared outlawed, and anyone found practicing the discipline was to be put to death.

The warlocks immediately struck back, gathering troops loyal to them in an attempt to lay claim to the throne. These were led by Fezen the Dark, who laid waste to most of Valast and marched his forces across Mestil Pass and towards the Emperor's Palace in present day Assinmiir.

By this time, many of the nobles of the Empire had tired of the Emperor and his heavy handed rule, and they refused to support the Emperor against the warlocks until he had agreed to pledge them autonomy and their own lands. To this the Emperor agreed, and the combined forces wrecked the warlock army, sending them back to Fezen-tir. The Emperor, determined to punish Fezen and his warlocks once and for all, then marched his forces into Valast and south towards Fezen-tir. Those forces granted to him by his nobles refused to press further, not wanting to cede control of their armies so far from home in the worry that the Emperor would use them badly and then return to claim control of the Empire once again. The Emperor, however, had nothing short of revenge on his mind and plunged with his own forces into Fezen-tir. The warlocks were able to resist the now depleted forces, and what should have been a mopping up campaign became a hard fought war, in which the Emperor prevailed, but at great cost in men and material. As such, the Emperor was not in a position to grasp back the rebellious fiefdoms. But fed a continual stream of propaganda by his sycophantic advisors, who convinced him the Fezen campaign had been a walk-through and that his army was mightier than ever as Fezen soldiers flocked to his banner, he declared his reneging of his grant of autonomy of the nobles.

The nobles immediately marched on the City of Feathers, and while the Feather Legion held off the attackers, Hazanichta III continually looked to the horizon for the arrival of his mighty legions. When the battered remnant of his armies finally arrived, they took stock of the situation and immediately joined in with the nobles besieging the city.

Still Hazanichta III would not surrender, sure to the last that more of his legions were coming. Finally, after a siege of almost two years, the combined armies assaulted the city, laying it in ruins. The Emperor was slain, and the Empire founded by the rebellious sarrukh Okoth was no more.

The Empire split into kingdoms, which exist to this day. Fezen-tir is a remnant of its former glory as a district of the Empire of Okoth. It still maintains a tradition of warlock practice, and is known as a land ruled by cruel despots who practice their dark magic and oppress the populace. However, that land is under constant pressure from the scaled ones, and Fezen-tir has never regained its previous might.

The remaining kingdoms have since developed their own customs, modes of living, and histories and traditions, as detailed in the Sazhansiir Gazetteer.

Present Day Sazhansiir:

Sazhansiir today is now essentially divided into four sections.

The northwest portion of the continent contains the human lands, divided into various kingdoms. Interspersed with these humans are the descendants of the Children of the Mishtai, the skarn and rilkan. Dusklings also dwell in these kingdoms, rare and reclusive. Many dusklings, after the sack of their adopted lands by the scaled ones, fled back to the netherplanes, but some remained, convinced that Sazhansiir was no more dangerous than the planes. Finally, the remnants of the goodly scaled servants of Okoth still dwell here, including couatls and good nagas.

The southern and eastern portions are dominated by wastes and blasted lands. The Fellen Wastes are desolate by virtue of climate and geography, and are inhabited by hardy animals, creatures, and dinosaurs. The Blasted Lands are, of course, what remains of the once glorious serpent civilization destroyed by the creation cyst. Today these lands are poisonous and haunted by horrific creatures, some mutated by the creation blast, others undead that still haunt the lands. Some serpent folk still dwell in the land, searching for ancient lost lore or making pilgrimage to Tyrmannion, wherein Kyuss remains in self-imposed imprisonment.

The central portion of the continent is dominated by massive jungles and mighty mountain ranges. The jungles are currently the home of the serpent folk, now largely dominated by the yuan-ti. However, while these creatures are indeed the dominant power in these regions, their influence is subtle, for they cannot gather together in mighty nations or large numbers lest they succumb to another creation cyst blast. And so, instead, yuan-ti outposts, towns, and hidden dwellings pepper these jungle regions. Many of these are underground, especially the larger habitations. Here, the yuan-ti plot to find some way to regain their supremacy of the continent, exact revenge on the humans, and to either steal or find some way to protect themselves from the remaining cysts. From here they also conduct raids against the human kingdoms, as well as infiltrate them using their ability to pass as humans.

These jungles are also rife with a menagerie of creatures, normal and dangerous, including many of what the yuan-ti call the Thoughtless.

The mountain ranges, being colder in climate, are less frequented by the serpent folk. Instead, various entities and races native to Sazhansiir dwell here, including the goliaths. The mountains of Sazhansiir are fairly active with volcanism, and as such various fiery and lava-based creatures also dwell in the mountainous highlands.

Finally, the northern coastlands are inhabited by many of the Slave Races created by the Progenitors. These are semi-independent organizations of lizard men, sivs, and ophidians who are not directly under the sway of the yuan-ti, but pay tribute to them or can be coerced by them to varying extents. When not being directly manipulated by the yuan-ti, these races can vary wildly in their dealings with the human kingdoms, from alliance to trade to outright hostility.

Regions of Sazhansiir:

This section of the Gazetteer details the various regions of the continent labeled on the map of Sazhansiir. The listing is in alphabetical order.

Note on the use of names: It will be noted that many of the names associated with regions of Sazhansiir do not appear to be consistent with the Azotlan language. This is because many regions retain their ancient names, whether that be from the times before the arrival of Kyuss, or the names given to them by the scaled ones themselves. For example, the map names for the various nations of the Azotchtlan lands are derived from their original Okothian names, which were themselves derivations of their names in Slith. The Azotchtla also have their own colloquial names for their nations, and in fact have Azotlan names for every region on the map, but even the Azotchla often use the Okothian-derived names, much in the same way that a citizen of the USA might refer to his nation as both America and The United States.

Ajjiingiir

Ajjiingiir is also called Azlan (AHZ-lahn) by the Azotchtla.

One of the five present-day nations that emerged from the ashes of the Okothian Empire, Ajjiingiir is bounded by the Vandir River to the north, and the Irin Forest to the south. The nation claims that portion of the forest that is east of the Irin River, though, in truth, the forest is a wilderland held by no nation and exploited for resources only along its periphery.

Ajjiingiir is named after its founding Tchala or clan. In this case, Tchala Ajjiingiir was a cadre of related and inbred nobles who were also priests of the Sun God. Tchala Ajjiingiir led the way of the revolt of the nobility against the last Emperor of Okoth, claiming that he had lost the blessing of the Sun God by renouncing his divine oath after the war against the Fezen warlocks.

The Azlan were very similar culturally to their neighbors in Mestil-rez and Kreenzen until the arrival of a great prophet. His original name is no longer known for, in keeping with ancient tradition, he discarded it in favor of Oromoxco upon his ascension to the throne of high priest. The prophet claimed that he had been visited by a being filled with heavenly fire who stated that the Azotchtla were neglecting the worship of the sun and that the god Oromoxco would turn his face from the people. Only the deepest repentance and a great sacrifice of manatlan would suffice as an apology and restore the sun to its proper glory. Dutifully the prophet travelled the lands spreading this message, receiving the infamous "13 refusals" from ignorant officials who failed to see the truth in his message.

This truth was brought home in the most obvious way when the sun developed a great crack, plunging the world into twilight. The Azlan - like most of the rest of the Azotchtla - reacted in fear and awe, but many remembered the holy man's prophecy and turned to him for guidance. A vigorous new cult of Oromoxco rose up sweeping all before it in an ecstatic tide of worship. Even those responsible for the "13 refusals" joyfully repented before allowing themselves to be drained of manatlan on the sacrificial altar. Rumours that the priests used these sacrifices to rid themselves of rivals and enemies, especially when the practice spread to other nations, persist to this day.

Then the promised miracle occurred, and the face of Oromoxco was restored to its former glory. When the sun was repaired, the priesthood insisted that their practice of sacrifice had been correct and that the Oromoxco himself had repaired the sun as a sign of his favour for the remaining priests. The ordeal had unified Ajjiingiiri society under the leadership of their priests, and dissent was inconceivable. A new "golden" age was born that continues into this day. Most Ajjiingiiri are convinced that their golden age is a direct result of their religious superiority and work earnestly to bring others into the fold.

The son of the prophet Oromoxco - who of course is also named Oromoxco - was the driving force behind the invasion of Mestil-rez and its intended conquest. Unfortunately for the Ajjiingiiri this did not go well, and the terms of defeat were a setback for that wing of the priesthood that sought conversion through conquest. These hardliners are still at work looking to use the Flowery Battles to nibble away at the land of other kingdoms and the souls that live upon them.

Ajjiingiir is now a theocracy, with the reins of power held tightly by the descendents of the original prophet. The priesthood controls all aspects of daily life in the nation, including meting out justice, collecting taxes, and raising armies. There are no nobles in Ajjiingiir who are not priests of the Sun God, and Oromoxco's more Imperial aspects are revered here, for the priests preach that only by way of absolute obedience to the rule of law can the Azotchtla prevail against Kyuss and his evil serpent minions. There is at least one sect of the church that goes so far as to postulate that Oromoxco is the only god, and that Tlatelcuitli, Matacuetli and the rest are minor divinities in his service.

In the 33 years since the fall of the Deceiver, Ajjiingiir has taken its sacrifices from its own prisoners, captured warlocks, and in raids and battles against neighbouring nations.

The priesthood has also declared all forms of magic except for worship of the Sun God to be heresy. As such, the incarnum-wielders of the nation were driven out or captured and sacrificed to the Sun God. This purge, called the Divine Cleansing, took place about 5 years after the sun had repaired itself.

Now, visitors to the land must foreswear the use or casting of any magic except for divine spells dedicated to Oromoxco. The penalty for violation of this edict is death. Heavy donations to the Sun God are also required of travelers and merchants attempting to conduct business in the land.

Gold pieces are the currency of the land, and the use of silver pieces and copper pieces is strictly forbidden. These coins, called ulats, are minted with a waffle-like pattern into one side that allows them to be broken into 4 pieces. Each piece is called a dawn, and a dawn is the smallest currency allowed in the nation.

Although the great prophecy and the miracles that accompanied them are the signal event of the last century, there are a number of other innovations that have forwarded the Azlani people. They invented a number of important agricultural innovations that gave them a significantly increased yield, including stepped terracing, complex irrigation pumps and channels.

The increased uniformity in the society has also lead to significant innovations in the art of war as well as a significant rise in the morale of the troops, and the Ajjiingiiri are valued for the fanaticism and discipline of its soldiers. The soldiers (called Sunspears) wield longspears in battle, supplemented by ceremonial amber-studded klanths, and march in enchanted bronze breastplates hardened to the temper of steel. Their shields are made of irinwood, studded with amber and bronze polished to sparkle in the sunlight. Sunspears are trained to fight in tight phalanxes and shield walls and are drilled so that they can turn on a gold piece upon command. These warriors also are fanatic in their performance on the field of battle, never retreating unless ordered and willing to give their lives at the command of their priesthood. Those who die under arms in Oromoxco's service are expected to receive great honor and an easy path in the Lands of Dust, and this makes them willing to accept higher loss rates than most other formations. Nobles seeking honor and experience in battle often engage in errantry in the marches of Mestil-rez. Regular crusades are declared where armies are formed of contingents from many different kingdoms, and the Ajjiingiiri are always enthusiastically present.

Aladur

Assinmiir

Assinmiir is also called Chichimenca (shee-shee-MEHN-ka) by the Azotchtla.

Assinmiir reserves its greatest honors for craftsmen and artists, believing that aesthetics ennoble both the individual and the society. Many innovations have been created by these industrious and creative people, most notably the aqueducts and sewers that have allowed humans to gather in great cities. Goods made here have a reputation for quality, and this has in turn built the fortunes of many merchant-adventurers.

The emphasis on creativity and personal freedom has many advantages, but hasn't lead to much social cohesion. The noble houses tend to be a fractious lot, taking virtually any opportunity to struggle with one another for social, political or economic advantages. Their political philosophy can be summed up in this famous line: "My brother and I against our cousin; my cousin and I against the stranger."

War is of course one of the least aesthetic activities and Assinmiiri do not encourage their children to pursue the trade of soldier. The combination of great wealth and a disorganized ruling class would seem to make the Assinmiiri an attractive target for conquest, whether from within or without. One of the reasons that this hasn't happened is that the ruling class regularly hires the premier mercenary orders for extended periods of time. Indeed, many of the noble houses had their origins as mercenaries who ended up putting down roots.

Of course, where there is trade and a lack of a strong central power, there are also thieves. It is widely believed that the cities are home to great guilds of thieves who conduct their illicit activities without interference from local authorities. Needless to say, the twin gods Huhnapu and Xbalanque both have thriving priesthoods.

The Assinmiiri are famous for their great architecture. Rulers are expected to build a great work that serves as a legacy of their personality and rule. Generally this absorbs much of their time and treasury but does result in some beautiful buildings. Examples include the Great Temple of Camaxtli, god of Fire, whose beacon serves as a lighthouse and is as renowned as the Sacred Palace of Matlalceuitl with its enormous gardens.

But there are also many buildings known for the eccentricity of their design or their builders. "Ximencatl's folly" is a huge tower that was built to help study astronomy, but ended up sinking about 30 feet down and tipping to the left, and there are several other examples. Since knocking down one of these buildings would be an act of extreme disrespect to the past ruler, they are suffered to exist.

Haasfiir

Haasfiir is also called Xicalanca (SHIH-kah-LANE-ka) by the Azotchtla.

The Haasfiiri hold pride of place as the culture from which much of post-Okothian culture sprang. The Haasfiiri were adept at gleaning the best of what the Okothian Empire had to offer and modifying it to fit into the new Azotchtlan paradigm. It was they who developed much of the philosophy and religious beliefs that are uniquely Azotchtlan. However after having achieved these heights the society began to harden and grow static. New ideas and customs are resisted in favor of a rigorous maintenance of the past.

This may be due in large part to the nature of the Haasfiiri golden age, which saw nine consecutive philosopher-kings rise to the throne. These kings founded a system emphasizing scholarly consideration of such questions as astrology, the proper relationship of subject to king and the nature of the physical universe. This period was later considered the ideal and the society continually strives to return to it.

Despite this dogged unwillingness to change the Haasfiiri are held in high esteem as a culture, if not as a nation, much like the Greeks were by the Romans who conquered them.

Power is primarily held in the hands of strong nobles who elect from their ranks a king. The monarchy is a position of great prestige, and thus is highly sought after, even if its ability to influence events is severely restricted. Since the king is considered the paramount example of Haasfiiri virtue, the nobility is required to carefully consider his dictates, but there is really nothing that compels them to follow it. Many times a noble will have his court philosophers engage in learned dispute with the king's commands as a means to avoid actually carrying them out.

The Xicalancans have a well-established legal system, a by-product of their desire to maintain their society without corruption or change. Its principles are based on the philosophical foundations of the past, and cases are won or lost based on how well they correspond to precedence.

Unlike most other societies, the Haasfiiri do not have a paramount deity that they prefer to that of others. Since they believe that the gods chose to reveal themselves to the earliest Haasfiiri by design, they consider all of them worthy of worship on a more-or-less equal basis.

Kreenzen

Kreenzen is also called Huexotzinga (HWAY-sho-SHING-a) by the Azotchtla.

The once-proud kingdom of Kreenzen has suffered much from having the aggressive and successful Ajiingiiri as their neighbors. In fact, the recent history of the kingdom is defined by the rise of the Ajiingiiri. Before the wounding of the sun the kingdoms struggled in constant conflict, with the Keenzneni enduring constant raids against them, punctuated with larger campaigns of conquest.

Unable to defeat their invaders in open battle, the Kreenzeni began a policy of retreating behind their city walls, dogging the footsteps of any foreign forces. Still, the constant loss of property due to invasion and the belief that they could never defeat the Ajiingiiri in open battle had a corrosive effect. The wounding of the sun offered some relief because the Ajiingiiri turned inward.

Now the Ajiingiiri have emerged even stronger, though the danger from them has changed in nature. The custom of the Flowery Battle has limited the amount of territory lost to conquest, but the morale of the nation has been shaken. The vibrant, rising empire of Ajiingiir and its vigorous culture are very attractive to a ruling class living in relative poverty. Their dominant military makes fighting them a painful process, which still occurs on a regular basis as Ajiingiiri nobles out "hunting" get "lost" in the borderlands and end up in scraps with the locals.

If the Ajiingiiri were less fanatical they might have absorbed most of Kreenzen through the peaceful means of politics and intermarriage. But Oromoxco needs a steady diet of victims, and his priesthood demands nothing less than the transformation of the culture into a vessel of his worship. The bad blood built up by years of warfare also plays a part, though of late a number of opportunistic nobles have made overtures to the great houses of Ajiingiir.

The need for each district to be able to defend itself at a moment's notice has all but eliminated any effective central command. Each noble looks to their own needs first, though many have strong pacts with their neighbors. The constant fighting has lead to Uemac being the paramount deity here, yet another factor earning the enmity of Ajiingiir.

The Kreenzeni have a tradition of prophecy that says that Xpiyacoc (shuh-pee-YAH-choke), one of their legendary priest-kings, will voluntarily return from the Ninth Path when the kingdom is at its lowest point. He will then restore the monarchy to its rightful place and the civilization will achieve a golden age of prosperity. As times get worse, so the faithful grow more convinced that the return of Xpiyacoc is near.

Mestil-rez

Mestil-rez is also called Xonochouco (sho-no-CHON-ko) by the Azotchtla.

Humanity continues to expand its control over the continent, pushing outward. Mestil-rez is the kingdom of the frontier, which like all frontiers tends to attract the bold, the ambitious, and those whose ideas make them unwelcome in more established areas. Since the Mestili are the nation that most often comes in contact with the scaled ones they tend to be militant and well-organized.

Another outgrowth of their unique geography is that they tend to view affairs from the perspective of humanity vs. the reptiles, and tend to gloss over the distinctions between cultures. After all, the difference between an Assinmiiri and a Haasfiiri fades away when comparing either to a yuan-ti.

It is not surprising then to learn that one of the great unifying events in recent human history was invoked by one of their great rulers, Xochitlan the Great, who founded the custom of the Flowery Battles. These ritual combats allow the various kingdoms to resolve their disputes and maintain their religious obligations without damage to the fabric of society.

The Mestili nobility is organized around military service to a strong central ruler. Nobles, usually referred to as counts, are expected to furnish a certain "count" of fighting men when called upon, but are otherwise largely free of obligation. The military reputation of each noble house is very important. Each house's ranks are supplemented by various orders of warriors and priests, foreign nobles engaged in errantry and mercenary companies looking to gain standing.

Worship of Uemac is widespread, but all the gods are worshipped, some for their more unusual aspects.

Mestil-rez is the frontier, so it has a powerful draw for the ambitious and the unconventional. Many odd religious denominations are found here, since everyone is welcome - so long as they can survive. The marches are also a sort of proving ground for adventurers of all sorts, with opportunity and danger never far away.

People living in a dangerous environment may need the assistance of their neighbors at any time, so maintaining good relations is important. Opinions, behaviors and eccentricities that might not be tolerated in other places are overlooked if the individual is dependable during times of need.

Culture and Society:

Note: This section focuses almost exclusively on the culture and society of the Azotchtlan lands. This is because PCs are most likely to be based in such lands, and because, despite the fact that the Azotchtla only occupy a small portion of the continent, their civilization is the most cohesive and advanced outside of, possibly, the yuan-ti. Of a certainty, the other races of Sazhansiir, including the goliaths, raptorans, fire newts, et al have their own unique and interesting cultures. But treatises on these nonhuman cultures, as well as on some of the outlying human lands such as Upper and Lower Valast and Fezen-tir, will be presented in later supplements.

General Structure of Society:

It is important to remember how young the Azotchtlan nations truly are. With no other models to turn to, men have for the most part copied their social order from Okoth, who in turn based the ordering of his empire upon scaled one means of governance, with its emphasis on stratification and order. But since the human social condition was born out of conflict, there is an essential pragmatism to them with many avenues for social advancement available. In other words, if you are successful with important skills, the society will find a way to reward you.

There are four social classes found in all the Azotchtlan nations, though each has its particular emphasis.

Aristocracy

The Azotchtla generally believe that there are superior examples of their kind among them, who are favored by the gods with extraordinary talents, and believe that their offspring are just as likely to be blessed. The aristocratic class enjoys significant advantages over that of other people, but also must fulfill a number of obligations. Children of noble families are expected to strive for high places in society, especially as war leaders. The amount of friction between the Azotchtlan Nations with each other and the scaled ones is high, and more than a few noble families have been left without a bloodline.

As a result the most successful families regularly reach out to promising commoners, especially those that have proven themselves in battle. To them they offer alliance. Generally this takes the shape of a feudal arrangement similar to that of the Japanese hatamoto, where the commoner becomes the life-long servant of the family. He would not be considered noble himself, but his children would be, thus ennobling his bloodline. Others are offered the alliance of marriage, or sometimes even adoption. The king might even ennoble an extraordinary war leader directly, allowing him or her to found a noble family.

In addition to this social obligation, aristocrats have heavy spiritual burdens. Since they are possessed of the noblest blood, so their sacrifice is considered the most nourishing, and so they are required to make regular blood-lettings under the directions of priests. Aristocrats are also bound more tightly to the religious calendar than are the common people, who generally celebrate only the more important holidays.

Priesthood

With the exception of the theocrats of Ajiingiir, the priesthood and aristocracy are almost always separate classes. Priests and priestesses are drawn from the priestly schools, called cahuatemecs (ka-hwa-the-MEX). Parents "donate" their children to the cahuatemecs, which is an apt description, since the school and priesthood is considered their new family. Children are generally donated in their ninth summer, which makes this a genuine sacrifice, since the loss of a near-grown child is a heavy burden.

Most priestly cults work hard to promote the notion that theirs is an alternate family, and that allegiance is owed primarily to the god and its priesthood. There are as many priesthoods as there are aspects to each deity, too many to discuss in this overview.

Priests are expected to organize the society to worship their god and to live according to their precepts during times of peace, and to aid and heal warriors in times of strife. They are also expected to make regular blood offerings as well.

Military and Adventurers

Although very small in terms of numbers, this group still warrants its own place. Although the great bulk of Azotchlan armies are drawn from the peasantry, the leaders and elites are a permanent class. Most begin their training at one of the warrior cahuatemecs, which differ significantly from those of the priests. First and most important, the initiates do not surrender their families, and second, they enter much later, generally during their 12th summer. There they receive training in the skills that they will find useful as adult, with a heavy emphasis on sports and military skills.

Upon graduation they will become 1st level fighters, rangers, rogues, or scouts and will be allowed to attend any of the specialized cahuatemecs if they choose, assuming of course that they can afford to spend the time without earning a livelihood. Most young graduates enter the service of a nobleman or temple, but some prefer the adventuring life.

Those seeking fast advancement - at the risk of an early death - often join one of the free companies. Grudgingly allowed to operate in most kingdoms, the free companies are usually hired for the most dangerous of jobs, when nobles would prefer to risk their coin rather than the lives of their household troops. Many ambitious young men are willing to roll the dice, which is a good thing since the ranks always need replenishing.

The People

95% of the Azotchla are farmers and artisans. However even among these common people there is significant social regimentation. Throughout the land there are social groupings to belong to - sometimes organized around a village, sometimes around the belief of a god. Much of a man's social status is tied to his ability to join and support these tribal groups - the more exalted the group, the better.

Joining such groups usually requires heavy dues in terms of money or excess farm produce. For example, a man seeking to join a low ranking group might be required to donate a pair of goats and a barrel of beer, as well as regular dues. The groups use this wealth in a number of ways, but mostly to raise the status of its members. They sponsor feasts, assist the elderly without children and children without parents, build and repair shared resources such as wells, and so on. Many groups will also pay to send promising village youths to attend warrior cahuatemecs and so increase their martial skill.

But above all, the people are expected to provide obedience to their priests and nobles. The extraordinary among them have routes to genuine social advancement, which helps to prevent unrest.

History

The Azotchtlan humans do not truly know their own origins. They are entirely unaware that they were abducted from an island in the Heynosht Archipelago millenia ago. Instead, the Azotchtla believe that before they were enslaved by the scaled ones, they dwelt in what are now the Azotchtlan lands. In fact, this belief is, in part, the foundation of their current claims on the land. The Azotchtla have many myths that have sprung up around this ancient time before slavery. It is, in fact, remotely possible that some of these myths are actual tales and stories of their time in the Heynosht, transplanted to fit the Sazhansiir milleaux. In any event, this explains why the Azotchtla have many tales and myths that seem to contradict their own true remote history.

Warfare and Conflict:

The Flowery Battle

Many of the religious rituals of the Azotchla require human sacrifice, preferably of warriors taken in battle. The constant struggle between humanity and the scaled ones provides many of the victims, but this requires a lot of good luck - not only to capture such prisoners, but to keep them alive and in good health before the ritual takes place. More importantly, many sacrifices, such as those of the God-Impersonators, require humans usually conforming to certain physical specifics. As a result the various priesthoods are in constant need of victims.

Since wars only occur occasionally and the need is constant, the Azotchla have created a number of unique customs. While they are hardly the first society to institutionalize slavery, they have added a few wrinkles. In Haasfiir owners are not allowed to physically discipline their property - instead, they submit them to special courts. Those the court finds guilty are generally given corporal punishment or must serve at particularly hard labor before being returned to their masters. However in special circumstances - or in times of special need - the courts can condemn them to the altar.

In all societies the devout may donate their slaves to the temple of their choice, often at times where an unusually large number of victims is required, such as thededication of a new temple or one of the 27-year ceremonies. Warriors and adventurers earn a great deal of status through such donations and so are often making raids on the outcasts of society. Petty criminals and the mentally ill rarely manage to survive long near any of the major urban centers.

Yet this is not always sufficient to fill the need of the yearly calendar. In the past, this caused a great deal of friction between various kingdoms, as each was encouraged by their religious beliefs to make continual war on their neighbors. But a vision came to Xochitlan the Great, ruler of Mestil-rez, which helped to reduce this tension to a minimum. His dream - said to be divinely inspired by Uemac, god of War - resulted in the custom of "Flowery Battles" that take place annually between the kingdoms.

Origins of the Flowery Battle

Xochitlan dreamed of an endless war between humans lasting until the epoch was remade, and woke up horrified by what he saw. But when he called on his astronomers to interpret the dream they put his mind at ease. Uemac, they said, demanded eternal combat between all human nations - but this could not be done if any of these nations were destroyed.

So Xochitlan contacted his fellow sovereigns and shared his vision, offering up an alternative to the constant raids and wars that poisoned relations among the Azotchtla. He suggested that war become a sort of gladiatorial combat, though on a grander scale. Battles would become very formal, with agreed upon dates and areas of operations, plus specific rules of conduct.

This does not mean that the fighting would be any less fierce, despite the constraints. Captains and war-leaders would employ all their wiles, warriors would struggle and die - within those limits the war would be as desperate as any other. Nor would it be an empty combat, by any means. Besides the large religious component, each kingdom was expected to resolve any disputes through these annual contests. Thus the Ajiingiiri managed to acquire a great deal of territory and expand their power without actively making war on their neighbors.

Strategies of the Flowery Battle

Any nation may challenge another to a Flowery Battle, and this challenge cannot be refused. These contests always take place during the interstitial part of the year (the last 4 days of the calendar) and can contain any number of combatants. Every nation is expected to issue at least one challenge. A nation that chooses not to challenge another with which they have an outstanding issue loses prestige until eventually they lose by default.

As can be imagined there is a lot of strategy to be considered by the various princes and potentates. Whom do they challenge? Do they commit large numbers of forces? Do they concede one Flowery Battle to better concentrate on another? Secret agreements, sudden shifts of allegiance - all the strategems of politics are employed.

Those actually fighting the Flowery Battles are almost always volunteers. Those who seek to gain merit through combat, such as the priests and worshippers of Uemac, are natural constituents. Mercenary companies looking to earn a rich paycheck or acquire a reputation are also found, plus those who are motivated by civic duty or the thrill of the fight.

However sometimes kingdoms wish to fight a Flowery Battle with as little loss as possible and employ a large number of slaves. Their opponents are generally only too happy to take advantage of the inexperience of the untrained to take them prisoners, leaving the fighting force of their opponents unmolested. This tactic may be employed by a beleaguered group who concede one battle to increase their odds of winning another. No rational kingdom would want to gain a reputation as pushovers in this sort of contest.

Customs of the Flowery Battle

How the combatants treat the combat and their opponents varies according to the degree of animosity between the sides. Generally the event is treated with all the solemn ritual of chivalry, with honorable behavior the goal, especially since there are many spectators on hand as witnesses.

When this is the case the two sides will meet at a specific time and place and engage in a set of shared formalities, including a period of individual display followed by the hakka, or group dance. The two sides come out and greet each other with a specific dance, and then those warriors who wish to begin to shout out their accomplishments, real and imagined. Those who do so enhance or maintain their status - if a veteran warrior were to hold back his reputation would be greatly diminished.

This also provides combatants on the other side with a general idea of the experience of their opponents, so that they may match up honorably. Xipuetchlatli, the slayer of a massive girallon and veteran of half a dozen Flowery Battles is unlikely to fight with Palanke, who's killed nothing but rabbits.

Sometimes this period of brag will be interrupted by a direct challenge. Let's imagine that Xipuetchlatli was declaiming his accomplishments when Palanke chose to belittle him, shouting him down as a liar and braggart. Xipuetchlatli might immediately challenge the gadfly to single combat or he might prefer to let him off with a sneer - and seek him out during the Flowery Battle. In either case, Palanke is playing with fire.

Once this is over the two groups then engage in the hakka, an aggressive group dance. Warriors will often point out an opponent on the other side, in effect challenging them to fight during the general melee. This is another opportunity for the warriors to size up the other side, judging them by the quality of their equipment, dress and the number of retainers, if any, that dance near them.

Warriors who have success in battle are given the right to wear certain objects, hairstyles or manners of dress that reflects their status. Someone who has taken a prisoner in one of the Flowery Battles might be allowed to wear a blue feather in his headdress, for example - the type and number of these badges is quite large and too involved to discuss here. Suffice to say that these are well known to all participants and serve as another means by which opponents size up one another.

Once these rituals are complete the combat begins. Since the object of the Flowery Battles is to seize live prisoners, the weapons used are often blunt melee weapons, and generally aim for non-lethal damage. The very aggressive might even go unarmed, hoping to subdue their enemy by wrestling.

The combat is adjudicated by priests of Uemac from cities that are not part of the Flowery Battle, who serve as referees of sorts. They record the names of those who were particularly valorous or cowardly, and halt the combat once an agreed upon number of men are killed or captured.

But all this is for the chivalric combats. Sometimes the Flowery Battles are fought where honour is secondary to victory. In this case the two sides agree only to show up in a certain area - after that all manner of combat is considered fair. Ambush, ranged weapons, even the use of magic are all reasonable, and the combat is not considered done until one side concedes.

Total War

The visions granted to Xochitlan by Uemac have provided a way for the Azotchla to meet their religious obligations and resolve otherwise intractable disputes short of total war. The Flowery Battle allows the various societies to struggle without directly involving the civilian population, which has helped lead humans into prosperity.

But the Azotchla were birthed from war and it is still a major part of their lives and pursuits, especially in Mestil-rez, the kingdom on the marches. They constantly seek to expand their borders at the expense of the scaled ones and so are regularly warring with them. Their military might is often bolstered by nobles of other societies engaged in errantry.

And while the Flowery Battles are intended to resolve disputes between kingdoms, there can occur an insult or threat so grave that total war is seen as the only solution. There have been two such wars since Xochitlan's vision, both initiated by the aggressive Ajiingiiri.

Ajiingiir vs. Haasfiir

The first occurred in the second regency after the healing of the sun, when King Ixiochitli - inspired (or controlled) by his high priest - declared that the kingdom of Haasfiir was apostate and demanded that they make the worship of Oromoxco primary. The philosophy of Haasfiir has always looked backwards to their golden age and its "immutable principles." Since one of these was that all gods were to be held in high esteem, they refused Ajiingiir's demands. King Ixiochitli declared a holy war bent on their conquest and submission.

With a large, disciplined army filled with righteous fanaticism, Ixiochitli could be confident. Moreover, the hidebound Haasfiiri were hampered by their old-fashioned and predictable arms and tactics. Things looked rosy for the Army of Light.

But after they confidently marched over the mountains to begin their campaign of punishment they were surprised to see that the forces of Haasfiir had been reinforced by contingents from every single other kingdom. Even the craftsmen of Assinmiir contributed by paying the fierce Couatl Champions mercenary band to join the fight. Every noble could see that they would eventually be declared heretical by the fanatic Ajiingiiri, and so were determined to stop them here.

Stop them they did. The high priest was slain, the king captured for the altar, and his heir and battle standards seized by the various contingents. But victory is often the solvent that dissolves alliances, and the factions fell into dispute. While the allied nations wanted the Ajiingiiri to be checked, none of them wanted to see them fall into chaos. After much discussion it was agreed to allow Ixiochitli's heir and a sizable contingent of his nobles and army - and most importantly, his battle standards - to return home unharmed in return for important concessions.

Ixiochitli's son, Nezahualcoyotl, declared upon his return that his standards would never be raised again in a war to assert Oromoxco's absolute primacy, a simple statement with many far-reaching effects. Many within the kingdom were pleased that they would no longer use the blunt instrument of force as a means of conversion - especially when it had such disastrous results. But the priesthood of Oromoxco were deeply disturbed - until they noted a loophole of sorts. Should the noble house that Nezahualcoyotl belonged to fall out of the kingship, their standards would not lead the Ajiingiiri armies. As a result the most fanatical branch of the priesthood has an incentive to see his house fall.

Ajiingiir vs. Kreenzen

Some ten years later Nezahualcoyotl - now King Nezahualcoyotl - embarked in a campaign against Kreenzen. The ostensible reason for this was remarks allegedly made by important nobles of Kreenzen asserting that the Ajiingiiri king had behaved in a cowardly manner in the war against Haasfiir. The real reason for the dispute was a small but rich city-state near the border of the two countries whose ruler had recently disavowed the primacy of Oromoxco and was making overtures to join the neighboring kingdom.

Sounding the horn of warning against Ajiingiiri aggression, the Kreenzeni attempted to recreate the grand alliance that so successfully defeated Nezahualcoyotl's father. But the moral issue here was far cloudier, and Nezahualcoyotl's ambitions far more limited, and so the response was lukewarm. Still, fear of the militant kingdom was enough to bring substantial reinforcement.

The two armies maneuvered and fought a series of inconclusive skirmishes and engagements. Nezahualcoyotl was held back by the need to keep his line of communications open, and his opponent Tecpanec by the uncertainty of the commitment of his allies. After two months of marches and counter-marches, sieges begun and hastily abandoned, the season for campaigning was drawing to an end. So the priests of Uemac, present in both armies, brokered an unusual agreement: to resolve the war with a rather grand version of the Flowery Battle.

Each side was to choose warriors equal to ninety-nine 9's, who were to fight over nine consecutive days with the winner to be the side that had the largest number of survivors at the end. To the shock and delight of all, Nezahualcoyotl himself took the field as one of his side's champions. The resulting Flowery Battle was one of the great chivalric events of the Azotchla, who to this day honour the descendants of those who participated, no matter the outcome. In the end, witnessed by the armies of both sides, the discipline and fanaticism of the Ajiingiiri was sufficient to win.

Nezahualcoyotl showed great wisdom in victory. While the noble who started the dispute met a particularly messy end on the altar, he allowed that noble's daughter and heir to inherit rulership of the city-state. To her he married one of his sons, solidifying his position there.

But his greatest achievement was prestige. By personally engaging in battle he won the everlasting respect of the followers of Uemac and indeed anyone who wields weapons. He also raised his standing within the church of Oromoxco by risking his life to resolve what was seen as a great insult to the worship of the Lord of the Sun, quieting all but the fiercest of monotheists among them.

Battle Standards

Distinguishing features of every noble house - and even of some of the greater mercenary companies - are their battle standards. The presence of these important symbols in so many combats has imbued them with tremendous manatlan, to the point where they become sacred or magical objects in and of themselves.

Defense of these standards is a major objective in any combat since their capture can seriously demoralize those it belongs to.

Standards are housed in special protective containers and are usually assigned a contingent of guards whose sole responsibility is their protection. Usually drawn from the most loyal retainers a house may have, these guards are charged with protecting the standards regardless of the way a battle is going, and they are expected to leave when things look bleak. Since a noble house's status is in large part dependant on the number and power of their standards, their possession is all-important.

Religion:

Godly Slumber

Although the first humans were brought to Sazhansiir from the north, and these humans were aware of the great events of that continent, including the descent of the gods into Slumber, this knowledge was lost over the many centuries of slavery in Sazhansiir, and to this day the Azotchtla are unaware that the gods have entered a divine Slumber or that the Deceiver once challenged for the rule of Therra before the Heroes of the Gem awakened the gods. As such, the Azotchtla view their gods not as slumbering entities whose blessings and powers are to be "milked" from their divine dreams, but rather as active entities who consciously grant or deny their favours and who look down upon the land and judge their worshippers.

The Divine Names

Azotchtlan priests have two sets of names for their gods. The first, rendered in Azotlan, is the name most often used to refer to these entities. The second, the true names of the gods (the same names by which the gods are known in Jerranq) are regarded as the deities' secret true name and are considered hidden, priestly lore to be used by priests only for the most important of rituals. In most cases, it is considered an extreme act of religious disrespect, and in some places like Ajiingiir an act of executable heresy, for a non-priest to so much as mouth the true name of a god, especially one favoured by that region.

In this text, the Azotlan names of the gods are used, though in the later section where each of the gods is detailed, the true name is listed as well.

The Role of Blood Sacrifice

The Azotchlta consider the relationship of men to the gods as complex and interdependent. Neither men nor gods can exist without the sacrifice and gifts that the other offers. Oromoxco sheds light and heat as a man would sweat, and his blood and semen are needed to cause the corn to rise. The orthodox believe that without this sacrifice - and the sacrifices made by other gods - the world and its people would not exist.

Unlike many other philosophies, the Azotchtla also believe that without the sacrifice of men the gods and their heavens would not exist. The nature of the sacrifice varies greatly, depending on the deity the offering is going to and the nature of the rite and the general approach the society takes, but in all cases of importance blood is involved.

Blood is seen as the supreme vessel that holds the unique spiritual essence called manatlan. Manatlan is the spiritual power of all creative forces, especially fertility and life. Its absence is not death, but rather emptiness, negation and the void. Conflict between man and nature or between men and the scaled peoples is often seen as being waged in cosmological terms, a struggle to accumulate and sacrifice manatlan to the gods, who return it in their gifts.

It should be emphasized that manatlan is found in many things, though blood is its signal expression. Corn and other cereals hold it, and it is found in the animal world as well, especially in feathers. Many cults offer up sacrifices of bundles of wheat, smeared with human or animal blood. Others use ritual substitutes, such as wine. But in all cases the ritual tool is blood, which circulates through all living things.

The cycle is ongoing. Men offer up spiritual essence through sacrifice to nourish the gods, who return it in equal measure. The love of the Azotchtla for the wheel, the circle, the endless spiral is seen strongly here, desite the fact that the Azotchtla do not use the wheel as a practical matter.

The practice of blood sacrifice brings up special considerations with regard to alignment. Good-aligned Azotchtla see nothing inherently evil or bad about the sacrifice of captured warriors, as they view the institution of the Flowery Battle as a sort of defacto contract and agreement that the losers may be sacrificed to the gods for the greater good of all. That said, there are groups and individuals within Azotchtlan society who completely despise the notion of lethal blood sacrifice, and claim that non-lethal bloodletting is sufficient to appease the gods.

God-Impersonators

The Azotchtla believe that sacrifice is a two-way street. Men offer up tributes of blood, feathers, grains and other objects imbued with manatlan to help sustain the gods. In turn, the gods return the sacrifice of their own blood and essence in the form of rain, sunshine and the regeneration of plants and animals. This cycle, wherein men sustain the gods who in turn sustain men, is the very essence of Azotchlan belief. To reinforce this in the minds of the faithful, the sacrifice of the God-Impersonators is an important ritual.

God-Impersonators are humans, generally young warriors captured in battle, who are given the special privilege and responsibility of serving as a living example of the god or goddess that they are impersonating. During their tenure, which is usually a full calendar year, they are treated with extraordinary respect. They are provided with the finest in lodging, clothing and food, and are furnished with a specially-trained entourage. In addition to serving as servants, they are there to ensure that the faux deity meets their final appointment with the altar. As can be imagined, escaping the flint blade is considered extremely unlucky for all but the victim.

Impersonators represent the whole gamut of gods, including many that are not actively worshipped and who can best be described as fallen divinities. These include a number of culture villains, such as Aholnahuacatl (a-hole-nah-hwa-KATE-l), who traded his daughters to the Serpent-King in return for the mystical metxili (met-CHI-lee). Aholnahuacatl used the metxili to conjure up food, weapons and trade goods, and grew fat on its abundance. But his daughters suffered the cruel embrace of the Serpent-King and his councilors and their prayers reached the ears of Ometeotl (oh-meh-TWAT-el) the goddess of the hearth and domesticity.

The goddess promised the daughters two gifts if they should bleed themselves in sacrifice: an easy passage into the lands beyond and a fitting vengeance upon their father. They agreed, cutting themselves and stepping into the warm springs to gently die. Ometeotl, normally a placid deity, then visited a terrible curse upon the greedy Aholnahuacatl, turning him into a tapir. The gods then formed a hunting party to seek him out, and the tapir died in fear and agony.

The whole story is recreated for the Azotchlan peoples at least once a generation. An Impersonator is found to fill the role, and he enjoys a rich life until the climax, where he is hunted down and slain by a howling mob.

Nor is this the only renegade deity ritualistically sacrificed. There are many tales of noble and terrible opponents defeated by Uemac, Oromoxco, and the rest, and Impersonators represent them during the great public spectacles that re-create their times and passing. The death and rebirth of the hero Tlaloc and the gods Huhnapu and Xbalanque are also regularly illustrated in this manner.

During their tenure the Impersonators enjoy the most lavish of lifestyles, with only the light duty of attending certain rituals in full regalia. The remainder of the time is spent eating, drinking, and enjoying the harem of wives that are provided. Women impersonating female gods are given an entourage as well, but generally not until the final three months, as it is considered unlucky to sacrifice an obviously pregnant woman.

So rich is the time enjoyed that there are some who volunteer for the position, or who at least do not resist too strongly. Warriors who challenge an obviously more experienced foe in ritual battle are often described as "seeking to emulate the gods" - which is both insult and compliment in this case.

Even the final moment of these important sacrifices is made as palatable as possible. Impersonators are usually given strong doses of psychedelic drugs to try to remove any fear that they might be feeling. Once dead, their bodies are shown more reverence than those of other forms of sacrifice.

Death and the Afterlife

Do we continue our existence after our death? If so, is the soul reborn into this world, or does it enter another? The classic question of humanity has as many answers as there have been societies, and the Azotchla are no exception. But there are some overall themes that we see repeated again and again, though with many variations.

At the heart of this is a profound belief in the inevitable cycle of life, destruction and rebirth that makes up existence. This applies to the life of the universe as well as that of the individual. The Azotchla believe that the world has been made and unmade many times, and that one day this world too shall die, to be reborn once again into some other form.

Even the theocrats of Azlan believe this to be so, despite their dedication towards pushing the time of remaking back. This should not be a surprising point of view. After all, we all know that one day we shall die. This does not prevent us from taking pleasure from the moment, or free us from the responsibility of living a just and appropriate life.

The Unending Spiral

The central tenet of most Azotchlan philosophy is that of the unending spiral of birth and rebirth, creation and destruction. All things are made, and all things are unmade, as they have been for age after age, each composed of thousands of millennia.

It seems rather a daunting prospect, doesn't it? After all, any impact that any one individual can have upon such vast, impersonal forces must be so minute as to be unnoticeable. Nor would there seem to be much reason to even attempt to make the effort, since one is guaranteed - or doomed to - repeated rebirths.

That this is not so is because the Azotchla believe that their current existence is composed of two halves, one of which begins at death. In other words, death is the birth of this second existence, or if you prefer, death is the ticket to the Land of the Dead, where one earns their passage back into the Land of Life.

And earn it they must. "Life" in the Land of the Dead revolves around a series of judgments and ordeals that the soul must overcome before it can reach a resting place, and ultimately be reborn. There is also a special status for those who have lead exceptional lives. Most philosophers believe that these souls are accepted by a patron god and transmuted into something more than human. Thus they escape the endless series of deaths and rebirths, and advance to a superior form of existence.

Sacred Nine

The Azotchla consider the number nine to be perfect and mystical, a symbol so potent as to vibrate with its own manatlan, resonating with spiritual force. Two nines when placed side by side make up a full circle, which in turn represents the dual existences of life and death. Humans have ten fingers and ten toes, which show that they are close to perfection without achieving it. Pyramids are always given nine steps. The calendar is composed of eighteen 20-month days. And so it goes.

The cycle of life is considered to have 8 distinct phases - unless one has made the crowning achievement of the ninth step. In life there is childhood, youth, maturity and old age. In death there is death-birth, judgment, ordeal and forgetting. The most exceptional warriors and priests are able to achieve the ninth, and therefore perfect, stage.

The Life Cycle of the Dead

The four stages of life should be familiar, but the reverse side is not. Death, or "the second life," begins in agony - much as birth does. Helpless and confused, the dead are fed and sustained by the family left behind in life. As a child is fed and clothed by its family in life, so their families nurture the newly dead. Rituals, prayers and sacrificed goods strengthen the newborn soul and prepare it for its new "life" to come.

This belief drives a very strong cult of the dead, where the rituals of death take precedence over many other aspects of life. Children are expected to make extraordinary efforts on behalf of their dead parents, returning to them the gifts given during their own life. The rich offer sacrifices of costly foods, clothing, weapons, even the lives of slaves, while the poor offer devotion and prayer. The dead are assumed to need this support for about three years, though this varies by locale, philosophy and economic status.

During this time of rebirth the dead are considered to be extremely close to the living, sticking as close to their family and favorite places as a child to her mother's skirts. It is expected that people will address the newly deceased in conversational terms during this period. The dead are assumed to be nearby, and are able to hear and understand those closest to them in life. The fact that they do not respond as such does not signify, for after all it is normal and good to speak in this manner to infants. As time goes on it is considered selfish to address the dead too often. After all, the dead have their own path to take, and might be delayed due to good manners or a love of conversation.

Tlatelcuitli and His Judgment

The newborn soul gains its bearings and become strengthened through the rituals, and must now face judgment. As can be expected, there is tremendous disagreement between competing sects and dogmas over what constitutes the ideal life, what ordeals must be faced, and what power that the gods of the world have over the lands of the dead.

For it is universally accepted that the undisputed master of these lands is Tlatelcuitli (lat-ehl-QUEE-tlee), a most potent and curious deity. All souls in the lands of the dead must come before his throne for judgment, which he administers with inhuman dispassion. A common description of this has Tlatelcuitli seizing the soul by the feet and slicing it from crotch to neck with a flint knife. He then reaches in and seizes the soul's heart (in many versions the liver) and swallows it. He then takes the same knife and slices open his own belly, where the soul's heart has now passed, and returns it. The soul is now touched with his judgment.

Most societies do not worship Tlatelcuitli in the same manner as the other gods. He is acknowledged as a potent and important deity, but his very nature renders such worship moot. Prayers, sacrifices and the like offered in the hope for a softer judgment are made in vain. He is understood to be the paramount god to the dead - which means that in the logic of the spiral he is a minor deity to the living. His priesthood limits itself to administering and maintaining the rituals, and only the most unscrupulous make claim to holding power over the life beyond life.

In odd contrast to this image of a remorseless dispenser of divine judgment are the many tales of Tlatelcuitli in the lands of the living. Usually taking the form of a foolish young man, Tlatlecuitli travels the world questioning anyone and everyone about life, death and the stages of the soul. Most tales have him encountering those who pompously claim to have knowledge of the afterlife, using tricks and a wry sense of irony to reveal their ignorance.

The Eight Paths

The judgment of Tlatelcuitli places the soul upon one or more of eight paths, each of which has an ordeal that must be overcome before the soul can advance to its next state of existence. For instance, a man who died a natural death but left behind a son might be assigned the black path of the obsidian winds.

There his soul would walk along a high ridge, through a driving rain of twisting obsidian knives, towards a far pavilion. To protect itself the soul would take out the shield symbol that he was buried with. If the soul lived a virtuous life, honoring his parents and preparing his children, the shield would be sturdy and turn aside most of the knives. But each transgression would open a hole in the shield, causing terrible pain and regret. Worst of all are those poor souls whose children failed to provide the needed burial items and have no protections at all.

The soul reaches the distant pavilion and there rests. Once again, the style in which the soul "lives" here is dependent both on their past deeds and the nourishment they have received from the living. But one thing is available to all, no matter their status - the Fountain of Forgetting. There, souls who grow weary of their life in the land of the dead drink the "wine which is not wine" and lose their memory of all their deeds in both life and death. They are now ready to be born once more into the land of the living.

Tlaloc and The Ninth Path

But, as mentioned before, the truly extraordinary may be elevated past the endless cycle of lives into something more sublime.Great kings, exceptional warriors, and priests of great virtue may be assigned the ninth path, an extraordinary ordeal that combines elements of all eight paths. The Lord of the Underworld presents those on this path with the most cunning of temptations, spiritual traps and difficult duties. Some say that Tlatelcuitli is jealous of losing a soul from his dominion, others that he is commanded to test these exemplary humans most severely.

There are several epic tales of culture heroes that are reputed to have made the journey, but none are as vibrant as that of the hero Tlaloc. First he was placed in the Dark House and given a lit torch and a lit cigar, and told that he must not let them be extinguished. But he is also told that in the morning Tlatelcuitli will expect both torch and cigar to be returned whole. Tlaloc overcomes this challenge by stealing the feathers off a macaw, fooling his guards into thinking the red tail is a torch, and by placing a firefly on the end of his cigar. Again and again he must face and overcome the dire challenges found in the Bat House, the House of Knives, the Serpent House and many more. He overcomes them all and ascends to the House of the Sun.

Death, Spells and the Undead

There are many spells that affect the dead, and all are regarded with deep suspicion and the gravest concern. Since death is regarded as the other side of life, the raise dead ritual is almost never performed. Great warriors and exceptional priests have been raised in the past, but always when their unique talents were desperately needed by the community. Remember that the ritual might be tearing the soul from its opportunity for advancement into bliss.

Even a simple speak with dead would be considered to be disrespectful and is used with considerable reluctance. Animate dead and similar spells are considered the blackest of evils. Most Azotchla shudder at the thought of the undead, unhappy souls in a state of existence that is far removed from the orderly turning of the cycle from life to death. Much of the power of the evil Fezen warlocks derives from their ability to transform people into undead - the threat of which is enough to compel most people to obedience.

High Priests and Temples

Temples exist to serve the people as much as the people exist to serve the temple. As a result, most temples take on a decidedly local flavor. Although the priesthood of Uemac in one kingdom would no doubt show respect and courtesy to priests from another kingdom, they rarely accept another's sovereignty. In many regions there is a great deal of reluctance to accept the dictates of central authority even within the kingdom.

As a result, there are a lot of high priests - and to make things complex, the tradition for such priests is to take the name of their god upon ascension to the rank. This can lead to a lot of confusion. But in a certain way it is very satisfying. After all, the deeds of the sum of all the high priests for all time is associated in turn with the current high priests - and of course, their god.

The Calendar and Year End

As stated earlier, the calendar is composed of 18 months of 20 days each, which adds up to 360 days. This is not an error - there is an end period of four days. This time is known as the Sacred Time and is considered very unlucky. New ventures are strongly discouraged, as is traveling, and children born during this period are looked at as ill-omened. Most people spend their time engaged in purification rituals, which also has the side benefit of preparing for the celebration of the New Year.

The Deities of the Azothctla

Oromoxco, God of the Sun (also called by the true name of Ularinn)

Pronunciation: o-ro-MOASH-ka

Contemplate this, Kings of Xinohuatec,
Kings of Arapuetl, wielders of the sacred spear,
Reapers of the fruitful corn, think upon this.

Though it be precious gold, though it be jade,
It must pass one day into the fleshless place,
Into the place of mystery, all things must go.
We must leave behind the coat of flesh.

When we pass into the land of the obsidian wind,
When we face the sphinx in the land of blue sands,
When we cross the river in the land of white shadows,
Then we shall rejoice in our worship of Lord Oromoxco,
The All-Seeing Eye, Lord of the Near and the Close.

His shield turns aside the slicing winds,
His frown silences the questioning beast,
His radiance dries the river of shadows.
He leads His warriors to the place of bliss,
He leads those who sacrifice to the place of bliss,
The faithful follow Him to the place of bliss.

All of the Azotchtla worship the sun in one fashion or another and Oromoxco has a high place in all their pantheon. It is not a purely benevolent one, for while the sun is the source of life, it is death if the sun shines without night or rain. If Oromoxco refuses to cover his face, the crops will wither and die, the rivers and streams will dry, and all will perish. So most humans both pray to and attempt to propitiate Oromoxco, who holds power over all living things.

All lands ascribe to him the powers and virtues of light, mastery, victory and fertility, though some suggest even more. He is most often depicted bearing the symbols of kingship and performing the duty of the nobility, the rituals of sacrifice. Dressed as a king in enormous plumes of yellow and red feathers, blood running down his arms to fertilize the earth below him, Oromoxco dominates the landscapes of the gods.

Most traditions pair him with Poyahuatla (poi-yah-HWHAT-la), the goddess of love, beauty and fertility, though not all. Worshippers of Tonantzin claim that he somehow offended the goddess and that she took half of his dominion away as punishment. thereby dividing the day into day and night.

In some cases he is shown in a wheel-less sky-chariot in the shape of a disc drawn by two enormous archaeopteryx, one of which is red and called Grandfather Day, the other one colored green and called Grandfather Light. His charioteer is Uemac (HWAY-mac), the God of War, who holds the reins while Oromoxco fires darts from his longbow, striking down his enemies. In places where Uemac is venerated the roles are reversed. Oromoxco is also often depicted seated upon a wind-throne, attended by feathered serpents, and surrounded by kneeling supplicants who offer up their blood in jeweled bowls.

The Priesthood in Society

In all societies Oromoxco is venerated as a primary deity, but nowhere more so than in Ajiingiir, where his worship is supreme. A significant portion of the priesthood there is calling him the sole deity, with all others saints in his service. To better understand this we must investigate the great spiritual event of the age.

The Wounding of the Sun

It is not often that a people witness a genuinely divine occurrence, and the cracking of the sun some 35 years ago, and its subsequent repair, had a dramatic and traumatic effect on all who lived through it.

The most common interpretation is that Oromoxco was deprived of needed essence either through the greed or ignorance of the people, and that their renewed attention resulted in victory and restoration.

In its most extreme case the theocrats of Ajiingiir demanded that the society turn its full attention towards the sacred offerings, letting nothing else take precedence. Priests filled offering-bowls with their own blood, some dying the "hero's death" when they made sacrifice too often or too liberally. Captives were usually from the scaled folk but not infrequently heretics or undesirables from within the society, not to mention captive humans or unlucky travelers. These were slain on the high altars, their beating hearts ripped out and offered up to furnish Oromoxco with the manatlan needed to revive and continue existence.

Some theories hold that the sun was wounded in combat with other celestial forces, usually demonic, and that the other gods banded together to drive away the demons. Some dark cults believe that the sun was mortally wounded, and that it is only a matter of time before the time of shadows come, and so seek to propitiate the demons so that they will turn their wrath elsewhere.

Still others believe that the sun was not wounded at all, but that Oromoxco dimmed his glory to assist his beloved humans. Secret societies involving spellthieves most commonly hold to this belief, since the yuan-ti were turned especially sluggish by the lack of sun and heat. The spellthieves made great gains during this time, and though they generally prefer to worship other deities, show respect to Oromoxco for this gift.

Still others believe that this was not voluntary, and that the dimming of the sun was the result of the machinations of one or more of the other gods. Some claim that Oromoxco captured Coatlicue and had his way with her, his radiance dimmed by her embrace. Others say that a council of wise gods demanded it as a punishment against men. Needless to say, there are many strange interpretations and heresies to be found. Perhaps the most eccentric claim is that Huitznuahac (HWITZ-nah-hack), the god of jests, kicked Oromoxco in the scrotum after suffering a particularly bad sunburn.

Worship and Society

Just as suddenly as it occurred, the sun healed its crack and began to shine as brightly as ever before. Unsurprisingly, just about everyone took credit for it, though the priests of Oromoxco in Ajiingiir were in the best position. After all, they had been claiming for centuries that, absent the prescribed sacrificial rites, the sun would one day be extinguished. The fact that it caught fire again after a great deal of blood was offered was seen as proof positive that their dogma was correct. This, coupled to the fact that virtually everyone who had a strong opinion to the contrary had made a one-way trip to the sacrificial altar, gave them the moral high ground.

In virtually all societies the guardians of spirituality gained prestige. After all, every living thing had witnessed a tremendous crisis and miracle, and all were affected. Even the Fezen warlocks interpreted these events in spiritual terms.

In almost all cases clerics and priests were seen as spiritual warriors, wielding weapons of symbol and manatlan in a great victory against the universal enemy of disorder and chaos. As such they have earned a unique role in the society as well as unique responsibilities.

The Laity

All people acknowledge the importance and primacy of the sun, even those whose worship gods whose dominions are in opposition to the worship of Oromoxco. Followers of deities of the night and secrets, such as Tonantzin and Xbalanque, often define their cults by their contrast to Oromoxco - a left-handed compliment of sorts. And it is wise for many reasons to show respect to the Lord of the Sun even by those who prefer to worship another deity.

The Cahuatemecs

Because of the forward place that the church has in society, ambitious families often donate strong sons and daughters to the cult. The cahuatemecs offer the usual religious training with a strong emphasis on leadership and administrative skills. Those with physical presence are expected to fill command positions in the retinues of the church and its supporting nobles. Those whose gifts are intellectual serve in bureaucratic roles.

To achieve the rank of novitiate priest, the graduate must have the following skills: Knowledge (Local) 2 ranks, Knowledge (Religion) 2 ranks and Perform (oratory) 1 rank. Cahuatemecs offer a wide variety of other skills dependent on locale and the nature of the cult, and many specialized schools have been founded.

As the pre-eminent religion of the Azotchla most skills and feats are taught at one or another of the cahuatemecs. Access to this specialized training is a reward given to those who have diligently worked to promote Oromoxco's worship.

Nicknames

There are literally hundreds of names by which the god is referred to, depending on the situation and the inclination of the speaker. Formal nicknames would include titles like Lord of the Sun, Lord of All, Lord of the Near and the Close and Lord of the Smoking Mirror. More common, though still respectful, names include the Heavenly Eye, the Shining One, the Charioteer plus any and all references to the Sun, light, mastery etc.

Uemac, God of War (also called by the true name of Aghorrit)

Pronunciation: HWAY-mac

There, where the arrows rain down,
Is found my captain.
There, where the spears fly thickest,
Is found my god.

I am feared, I am feared.
Take care not to step in my shadow.

There, among the hooded ones,
Is found my captive.
There, among the hissing ones,
Is found my sacrifice.

I am feared, I am feared.
My arrival is full of portents.

My darts sting the flesh of the enemy,
My sword flays the skin from the enemy,
My mace crushes the bones of the enemy,
My god drinks the life of the enemy.

I am feared, I am feared.
I am the portentous one.
I sacrifice to the god of the atlatl.

- The war prayer of the cult of Uemac Maddened

Is it any wonder that the worship of Uemac is so important to the Azotchla? Theirs is a culture born in conflict and sustained by conflict - between humans, inhospitable nature and their ancient foes the scaled ones. Uemac, the god of war and physical combat (and the sports that emulate combat) is a paramount god, second only to Oromoxco, god of the sun. Such is the prestige of Uemac that he is often depicted by the side of Oromoxco doing battle against demons, dragons and other terrible foes.

His worship is found in all human societies - in fact, many name him the "Gift to the Handed People" due to ancient legend. It was said that when humanity was at its lowest ebb Uemac appeared and taught his arts to his favoured, giving men the strength to consider opposing their reptilian masters.

He is commonly ascribed the virtues of strength and endurance, plus cunning and ferocity in battle. He is generally depicted as a heroic man in the prime of life, bedecked with numerous trophies of war, triumphing in combat with the great enemies of humanity. Sacrifice is made to him of anything that represents strength and ferocity in combat, whether it is a common animal like a bull, or an exotic one like a naga.

Legends often pair him with Itzcoatl (its-QWA-tul), the Green Mother, who is said to have battled him to a draw for seventy years when he tried to rape her. His fury turned to respect, then desire, then love, as she thwarted him at every turn. Those who worship Itzcoatl sometimes claim that their goddess ended up using his erection as the first plow, while others have them locked in an endless battle - both desiring each other, yet too proud to be the first to give in. In any case, theirs is an interesting relationship.

The Priesthood in Society

Priests of Uemac organize, lead, and heal warriors in battle. To die in battle is the ultimate sacrifice to their god, and most clerics willingly go to the heart of the battle, inspiring great deeds from all who witness them.

All things dealing with war and combat come under Uemac's dominion, and so every facet of war has its cults and monasteries and fighting styles. This can be as straightforward as those who seek to go berserk in battle, to the more esoteric arts of siege craft and the engineering of walls. Priests are expected to take an active role in the training of warriors, the construction of fortifications and all matters involving the public policy of war.

Although all priests have skills both magical and mundane in the art of healing, they are reluctant to use them to repair injuries that were not received in combat. Although many priests prefer to lead from the front, it is expected that others will spend time observing the combat, noting those who performed great feats, or behaved less honorably.

Priests are found of every alignment combination. Many also work as hard on their fighting skills as their spiritual ones, seeing no real difference in substance between the two.

The number of cults worshipping Uemac is too numerous to describe here. Virtually every style of combat has a legend where it was passed down to it from Uemac himself, and most dedicate themselves to his glory. But a few deserve special mention.

Jaguar warriors are those who consider fanaticism in battle to be the highest form of worship. To them becoming lost in the ebb and flow of battle is a holy state where they become inspired by their god. To lose all care for life, or even concern for strategy, is to become closest to the essential nature of their god. The actual outcome is less important than achieving the holy state of being one with the battle. This is not to say jaguar warriors are actual berserkers of engage in barbarian rage. Rather, they are fighters who are extremely well-versed in individual fighting techniques and who engage in combat as individuals.

The nature of the times being what they are, jaguar warriors are well-respected members of society. Few enjoy being their neighbors, so most sects dedicated to Maddened Uemac build fortified encampments far from most cities.

Eagle warriors are those for whom victory is all-important, and for whom the strategy of war is paramount. Generals and war-leaders often arise from the ranks of eagle warriors and priests.

Shield warriors are those who focus on using their divine magic to counter the sorcery of the enemy. They encourage, protect and heal the warriors under their care, and also protect their war-leaders and nobles.

The Laity

Warriors and adventurers feel an affinity for Uemac, and important fighting skills are taught in his cahuatemecs. Once past these two groups the level of enthusiasm dims a great deal, but since that describes the peasantry, it doesn't really matter.

The Cahuatemecs

War orphans are often donated to the cults of Uemac regardless of their age, especially if their family is unable or unwilling to raise them. Not all who are donated will necessarily become priests - each cult fields its own retinue of ordinary warriors as well.

To achieve the rank of novitiate priest, the graduate must have the following skills: Heal 2 ranks, Knowledge (Religion) 2 ranks and Perform (oratory) 1 rank. Cahuatemecs offer a wide variety of other skills dependent on locale and the nature of the cult.

Most of the warrior-oriented feats are taught at the more prominent schools, with some being the sole source of the most advanced forms of combat knowledge. These cahuatemecs are fiercely protective of their unique position, and are unwilling to allow their skills to fall into the hands of the unworthy. They may require a certain level of prestige as a bar to entry, the passing of certain ritual tests, or may require a payment in service. In game terms, access to some complicated feats and maneuvers (such as the tactical feats) may require membership in a cahuatemec that teaches that lore.

Nicknames

Uemac is the supreme master of weapons, and so is often referred to as "God of the Klanth," "Lord of the Spear" and so on. He is also known by his chief attributes, such as the Fury, the Reaper, the Maddened One, and the Chooser of the Slain.

Tlatelcuitli, God of the Dead (also called by the true name of Mergurr)

Tlatelcuitli (tlah-TEL-qui-tli) is the lord of the afterlife, judging the souls of the dead and assigning them their ordeals. Believed to be the most potent god in the lands of the dead, the logic of the circle thus has him considered the most inconsequential on Therra. Although burial rituals are a vital part of the spiritual life of the Azotchla, they do not sacrifice to Tlatelcuitli as they do other gods. He is generally depicted as an upright man of advanced years, unadorned by wealth or arms.

The Priesthood in Society

The main task of the priests and the artisans they supervise is to administer the rites of death and dispose of the dead quickly and hygienically. They also watch over the rituals associated with death-birth, the time when the newly dead soul is born in the lands of the dead, and needs sustenance from her family. The priesthood is fully integrated into the society - wherever people gather in any number, they are to be found.

Since sacrifices and prayers to Tlatelcuitli are made in vain due to his dispassionate nature, priests of his cult are not held in the same esteem as those of others. Those entering his service enjoy the fruits of this life, but they are strictly concerned with the next. Any attempt to influence or guide the community outside their defined role is ignored.

With the avenues for power, wealth and notoriety closed off, members of the priesthood tend to be philosophical rather than dynamic, more methodical than inspired. Adventurers almost never arise from their ranks, so few clerics advance as high as 5th level.

Although priests have the powers of healing they almost never use them. Death is not to be feared, and all must endure the suffering that leads to it. Priests will only intervene in cases of unnatural illness or hurt, such as those wounded by curses, spells, or the undead.

Priests of Tlatelcuitli are overwhelmingly neutral in alignment. Evil practitioners are those who use their unique role to extort gifts and favors from the living by claiming knowledge of, or power over, their dead relations.

The Laity

The detached and dispassionate nature of Tlatelcuitli is so pronounced that few of the living do more than give to him the respect he is due. Priests and their servants perform a useful and necessary task that earns them a place in society, but never a pre-eminent role.

Few outside of the priesthood enter his service, with one great exception: an order of knights and adventurers called the Hunters of the Dead dedicated to destroying the undead. The priesthood furnishes clerics to serve as leaders, protectors and healers. It should be noted that those who enter this order sacrifice their opportunities for advancement in the church at large.

The Cahuatemecs

Young people donated to the church receive training at one of the cahuatemecs, which are located in the major towns. As befits a technically oriented priesthood, the skills taught are basic and practical. To graduate the student must have a minimum in the following skills: Craft (carpentry or stonemason) 1 rank, Knowledge (religion) 4 ranks, Perform (oration) 1 rank. Also taught at the cahuatemec are Craft (alchemy), Diplomacy, Sense Motive and Speak Language.

Nicknames

Tlatelcuitli is often referred to by colloquial names that refer to his supremacy over the dead, such as the King of Downunder, Lord Bones, Skull King and so on. More formally he is referred to as the High Judge, King of the Dry Lands, Lord of the Underworld and the like.

Yenotchuatl, God of Animals (also called by the true name of Yimik)

Yenotchuatl (yeh-no-TCHWAT-al) is the god of all animals, those of the air, land and sea, animals that are dangerous, those that are useful, whether wild or domesticated. He is well respected by rangers and others who focus on the wild rather than civilized areas. Although he is said to have dominion over all animals, his worship tends to focus on the wild and dangerous, such as dire wolves, vipers, raptors or whales.

Most worship directed at Yenotchuatl is propitiary. Villagers pray for protection against carnivores, travelers against encountering poisonous snakes and all seek to turn the wrath of large predators away from human society. As example, hunters are wise to offer rituals of apology when they kill beasts for food, lest Yenotchuatl inspire his predators to pay special attention to the villagers who offended him.

When he is depicted it is usually as a young man with the head of a wolf, though it is widely known that he can take the form of any animal.

The Priesthood in Society

Priests of Yenotchuatl are itinerant, which means that they roam about the land without a fixed temple or other place of worship. They are not often seen in the power centers of the urban cities, but can be found wandering through the rural areas adjacent to the hinterlands where large predators roam.

Priests tend to be loners and operate outside of the structure of civilization, and are unusual among most clergy as many are "inspired" rather than trained (i.e. they are favoured souls rather than clerics). It is said that Yenotchuatl chooses his own priests, who recognize their calling at adolescence. Individuals drawn to his worship are treated with wary respect. They are treasured because they can understand the wild carnivores that surround the hinterlands, and protect humans from their worst ravaging. But the nature of their understanding means that they stand apart from human society. After all, they represent the wild, not civilization.

The role of such priests is to achieve balance and harmony between humans and the animals they prey on and live among. Hunters show respect for Yenotchautl by living in harmony with animals. They offer up prayers of respect at the time of the kill, and refuse to kill without reason. Those who fail to do so risk bringing his wrath upon the community.

The Laity

Yenotchuatl is respected and feared more than loved. Hunters, frontiersmen, husbandmen and others who regularly interact with animals offer him his due to avoid the penalties of disrespect, but few truly feel an affinity for him.

The Cahuatemacs

There are no schools dedicated to his priesthood. Those who are chosen by him tend to be loners and outcasts who feel his call during early adolescence. If favoured souls, they often develop their powers alone. If clerics, such acolytes attempt to attach themselves to one of his itinerant priests, which is not an easy thing to accomplish. Those who manage to convince one of these wayward spirits to train them usually gain skills in: Climb, Handle Animal, Hide, Move Silently, Search, Swim and Knowledge (nature). What the acolyte actually learns is dependant on priest, his totemic animal, and luck.

Nicknames

Yenochuatl is commonly referred to as the Beastlord, the Lord of Claw and Fang and similar names that refer to savage animals.

Hunahpu and Xbalanque, the Sacred Twins, Gods of Travel and Stealth (also called by their true names of Indolle and Hastaffor respectively)

Hunahpu (hwa-NAH-pwah) and Xbalanque (Zshuh-ba-LAHNK-ay) are youthful twins who achieved their status as deities through cleverness and service to the gods. They are generally believed to be exceptional humans who gained immortal power by taking the 9th road of the Underworld, and surviving its many challenges. Indeed their primary attributes, which represent nimbleness of mind, hand and foot, are those that are needed by people living on the road.

They are very popular among adventurers of all stripes.Hunahpu is said to prefer travel during the day and under open skies, where his brother prefers nighttime, stealth and secrecy.

Hunahpu is all about fair dealings, honest measures and open roads. His name is invoked when the most solemn business deals are made, and he is said to be offended if any contract sworn in his name is violated.

But as in all things Azotchlan, there is the other side of the coin. Xbalanque is a secretive skulker in the night whose skills are in stealth and wordplay. Xbalanque (often referred to merely as "X") never lies, but that does not keep him from using his skills or the confusion of others to gain advantage.

Fair and honest, but ready to take immediate advantage of any mistakes made by others, together they embody the ideal merchant-adventurer.

The Sacred Twins are always represented together as two very young men. Tales of the two usually have them performing as heralds, ambassadors or thieves on behalf of other, more potent deities.

The Priesthood in Society

Priests of the Twins have a significant role in the social order of two important classes: merchants and the nobility. The priesthood is committed to keeping roads open for travelers and traders, and will use its good offices and influence to keep borders open and tariffs low. Before embarking on a lengthy trip it is considered mandatory to make sacrifice to the Twins.

Most churches are not actively engaged in the buying, selling or transporting of goods, though some - considered somewhat decadent, do. Rather they are involved in keeping the lines of communication open anywhere that humans are found. This involves the physical construction of bridges, the pioneering of trails and the staffing of traveler's hostels along unprofitable stretches of roads.

But the churches are also actively engaged in keeping the economic and political routes open. They oppose heavy tariffs and work hard to keep borders open. Many rulers have found the Twins' priesthood an excellent "back channel" through which they can communicate with their rivals or enemies.

Less well-known are the priests who emphasize the skills of Xbalanque and act as spies and secret agents for mercantile or political interests. It is rumored that there are vast guilds of thieves in the great urban centers that are served by the priesthood, aiding their activities.

The Laity

The Twins and their priesthood are well respected in the society, and their role is appreciated by most. Travelers are found in all strata, as is commerce and thievery.

Many are envious of the profits earned by the more aggressive churches, which can rival the commercial interests of minor houses. Still, the ethos of the church is sufficient to keep their reputation as competitors clean.

Twins are often "donated" to the church at very early ages, especially by the very poor to whom two children represent a heavy burden. Even twins that do not enter the priesthood are marked by their exceptional birth: twin boys are considered to be the best scouts and rangers, and twin girls are highly sought after as wives.

The Cahuatemacs

There are many different schools with widely differing emphases. Most cahuatemacs emphasize the commercial aspects, and a typical school might require these minimum skills upon graduation: Diplomacy 1 rank, Knowledge (architecture and engineering) 1 rank, Knowledge (religion) 2 ranks and Sense Motive 1 rank. Also taught: Appraise, Bluff, Decipher Script, Gather Information, Knowledge (nobility), Ride, Speak Language and Survival.

Cahuatemacs that emphasize exploration and pioneering would require these skills: Knowledge (geography) 2 ranks, Knowledge (religion) 2 ranks and Survival 1 rank. Also taught: Heal, Knowledge (nature), and Ride.

And finally, those that serve in clandestine ways would require these skills: Diplomacy 1 rank, Knowledge (religion) 2 ranks, and Sense Motive 2 ranks. Also taught: Decipher Script, Forgery, and Heal.

Nicknames

The Twins, the Travelers, the First on the Ninth Path - all these are commonly used to describe Xbalanque and Hunahpu.

Matlalceuitl, the Harvest Goddess (also called by the true name of Dhalis)

Matlalceuitl (mat-lahl-ZSCHUT-il) is the goddess of agriculture, plants, food and generation. Her life closely resembles that of the grain crops that she is associated with, with its cycle of birth, fruition and death. She enters the "morning land" of the living in the springtime and departs to the underworld in the fall, where she lives with her husband Tlatelcuitli, Lord of the Underworld.

She is widely respected by all elements of society, but is especially revered by the peasantry whose life is tied to the land. Many tales of Matlalceuitl have her interceding with other gods on behalf of the common man, turning aside their wrath or tempering their worst excesses.

Most legends attribute this power to the fact that every summer her fertility becomes so overwhelming that every one of the gods, save her husband, take her as a lover. Less exuberant traditions give her the attribute of an alluring dancer, which she uses to tease favors from the other gods.

Matlalceutli is usually portrayed as a tall, full-breasted woman, usually wearing peasant dress. Some traditions show her as having the head of a cow.

The Priesthood in Society

Wherever there is agriculture there are priestesses of the Harvest Goddess. So pervasive is her worship that every hamlet has its shrine. Most priestesses are common women for whom religion is merely part of their daily lives of home and family. More elaborate temples are found in every market town, usually attended by a priestess who has received some formal training.

In some parts of Azotchla there are women who serve as sacred prostitutes during the summer growth season. Men who offer up the appropriate "sacrifice" - usually money, animals or alcohol - are allowed to participate in the rituals of fertility. These women are generally those who lack family support through the loss of a father or husband, and are allowed to keep a portion of the sacrifice. This money serves as a dowry, making the woman an attractive option for practical men to marry.

The main task of the priestess is to ensure that all the many ceremonies of the growth season are carried out correctly. It is never forgotten that Matlalceutli is a woman, with a woman's mercurial moods and love of small rituals. Because the worship of the Harvest Goddess is so scattered, these rituals take on distinctly local flavors.

Even though the vast majority of Azotchla worship Matlalceutli as a major deity, her priesthood has remarkably little influence over social events. It's almost impossible to think of rural life without its calendar of devotions, which makes her priesthood a static, passive one.

The Laity

The cycle of worship is as deeply engrained in the society as the cycle of the harvest it reflects. Matlalceutli is a vibrant symbol that places women, food and the rituals of the seasons at the heart of domestic life.

The Cahuatemacs

Most schools run by the church are intended to train those who travel about the rural areas teaching the local priestesses the correct way to perform the various seasonal rites. Although these can vary considerably from place to place, depending on the climate, the crop and the local beliefs, the priesthood does not worry about doctrinal issues. As witness, a graduate from a typical cahuatemac would only need to show proficiencies equal to: Knowledge (nature) 2 ranks and Knowledge (religion) 2 ranks.

Nicknames

Matlalceutli is known as the Harvest Queen, Goddess of Corn, Goddess of Plenty, the Gentle Rain and other related names, and more waggishly in terms of feminine sexual characteristics.

Iximitchli God of Fire (also called by the true name of Pindar)

Fire is the vehicle of transformation for many things. When harnessed and controlled it can shape the five elements into useful things: a metal tool, clay bowls and smoked meats to name but a few. But when unchecked it is a powerful force of destruction, devouring homes and wild lands alike.

Iximitchli (ish-im-MEET-shli) is the deity that represents the duality of the nature of fire, and is both worshipped and appeased by humans. Craftsmen are his primary worshippers, especially smiths, potters and others who use fire as an important part of their work. But those who live in cities usually take care to offer sacrifice lest they be consumed by his wrath.

Most traditions emphasize the transmutative power of fire, but there are those who fear and worship his destructive aspect as well. He is most often depicted as a smith of impressive form, though sometimes as a fierce sheet of flame.

In truth the Azotchla worship two separate deities together as one.While they generally focus their worship on Pindar, the Azotchtla have so inculcated their belief that fire is the source of transformation and inspiration, even when a given craft does not involve heat or flame, that this worship has tapped the primal essence of the dispassionate deity Somni-tul, the God of Fire. Azotchtlan priests have absolutely no idea they are worshipping two deities, and do not know Somni-tul's name, instead investing their worship entirely to Pindar. What is known is that clerics of this deity have access to either the domains of Pindar or the domains of Somni-tul, and once one emphasis is chosen, the domains of the other aspect cannot be taken. That this fact would seem to suggest there are two gods being worshipped here has either not been realized or has been ignored by the Azotchtla.

The Priesthood in Society

The priesthood of Iximitchli enjoys an important, if specialized, role in most societies. While almost never worshipped as a primary god, he is revered by artisans, and his temple is an important focus for their daily work.

Most temples in Chichimenca and many in the other urban centers have so formalized their role that they have in effect become guilds of artisans. There matters in the workaday world are regulated - everything from setting a base line of prices to determining the proper relation between apprentice, journeyman and master. Temples also serve as a type of hiring hall, and no major construction project can be done without the priesthood being involved.

As a result the line between artisan and priest is not nearly as clear as it is with other deities. Craftsmen who have risen in wealth and power often become priests - or install close relations - to better use the temple's many business functions to their benefit. There is little specialized knowledge required for the position, and anyone with at least 3 ranks in a crafting skill will be accepted.

The temple is also given important responsibilities for fire protection as well. Not only are the proper rituals expected to be enacted, but priests are expected to patrol the city as fire wardens. Brush clearance and other preventive measures are under the purview of the temple, which is taken quite seriously. Temples have been razed and priests assaulted by enraged citizens after major fires.

Unlike most other gods, Iximitchli is said to prefer burnt offerings to blood.

The Laity

The worship of Iximitchli is largely restricted to the artisan class, though there are some (usually mentally unhinged) that worship his aspect through arson.

The Cahuatemacs

Entrance into one of these cahuatemacs can be a passport to prosperity. With its emphasis on learning useful skills and an all-but-guaranteed position in the general society, joining these schools is a path to wealth. This priesthood usually has so many children offered as donations that they can afford to turn away those who seem lazy or untalented. High fees are often charged to members of the laity that seek to learn skills here.

Unlike most other schools, the main purpose here is not the training of the priesthood but that of expert craftsmen. In addition to specialized Knowledge and Craft skills, other useful business skills are taught, such as Appraise and Diplomacy.

Nicknames

Iximitchli is usually referred to in his aspect as a craftsman, with all the titles associated with such. Forgemaster, the Transforming One, Master of the Wheel and the like are all examples. When depicted in his aspect of rage, he is the Devouring One, the Nameless Hunger and other similar names.

Chalchihuitlicue, Mistress of Waters (also called by the true name of Erinhoru)

During the gentle summer months streams and rivers nurture the land and are beautiful to look upon. But when the heavens grow thick with rain they can often be mercurial and full of rage, despoiling all around them. So it is no surprise that the Azotchlan see the inland waters as having feminine virtues, and worship them in the form of Chalchihuitlicue (chal-CHEE-hweet-lee-CUE-eh).

She is generally depicted as a handmaiden in the court of Matlacuetli, and her worship is usually given in relation to her Queen. Chalchihuitlicue takes the form of a very young woman, almost a girl, with the unbound hair and dress that marks her as unmarried. She is traditionally viewed as a free spirit and it seems that every town, village and hamlet has a local legend that involves her visit, either playful or terrible.

Much of the focus of worship for Chalchihuitlicue is on the coming of age for girls. One of the most important ceremonies is "the washing" . This important rite sees a young girl enter a body of water during her first menstrual period, to emerge and wear the clothing and hairstyle of a marriageable woman.

The Priesthood in Society

Much like her great mistress Matlacuelti, her priestesses are generally drawn from the ranks of everyday women for whom the role is added to that of wife and mother. Large cities founded on rivers and lakes usually have elaborate temples and hierarchies, and Chalchihuitlicue has even risen to pre-eminence in a few such towns. But by and large her worship is as diffuse as the rivers and streams that run over the land.

The priesthood's most ordinary duties focus on the proprietary rituals due to Chalchihuitlicue and the proper upbringing of girls. Priests and priestesses also try to enforce correct behavior towards women, as Chalchihuitlicue is known to fly into a rage and cause streams and rivers to overflow if men insult women with violence or rape.

Fishermen and river traders are a natural constituency for the worship of the goddess, and some temples serve as an impartial arbiter over their commercial disputes.

The Laity

The worship of Chalchihuitlicue is widespread among the peasantry, especially women.

The Cahuatemacs

There are few cahuatemacs that are maintained by the temple, and these are usually dedicated towards making sure that rituals are properly performed.

Nicknames

The Lightfooted One, the River Virgin, Mistress of Pools and other respectful terms are generally used.

Ixchel, Goddess of Childbirth, the Great Mother (also called by the true name of Vastalla)

The martial nature of the Azotchla is personified in many gods and goddesses, but the most unusual is found in Ixchel, Goddess of Childbirth. Though she presides over the most absolutely feminine characteristics, she is represented as a fearless warrior. She teaches women that the act of birth is a struggle and ordeal that they must face with courage.

The Azotchla venerate her highly, and honor women who bear many children with great respect. Women who die during childbirth are considered equal to warriors who perish in combat. She is said to be the lover of Uemac, god of war, and has the courage needed to face and transform his violent fury.

Brave, forthright and boldly sensual, Ixchel is portrayed as a mature woman with obvious signs of pregnancy, usually surrounded by small children.

The Priesthood in Society

Ixchel's priesthood is limited exclusively to women who have borne a child. They are found everywhere that humans have settled and serve in many important roles - matchmakers before marriage, midwives during birth and counselors during the raising of the child. They also enforce marriage taboos.

Priestesses of Ixchel are at the forefront of social matters representing the interests of women, especially mothers. They work to encourage girls and women to achieve the society's ideal of a loving, strong wife and mother. As champions of femininity they are expected to curb male excesses, chastising abusive or lazy husbands and encouraging young men to take wives early.

Men are expected to show the proper respect to Ixchel and her daughters, and those who don't are likely to face dire feminine vengeance.

The Laity

Women universally worship Ixchel, praying and making sacrifice to her in the hopes of successful pregnancy. It is known that her preferred offerings are those things found in the course of birth, such as birth cords, placentas and other afterbirth, usually from animals. Women will almost always offer their own up at the conclusion of birth as thanks-giving, but some will pass along a part as a gift to a loved friend or daughter.

The Cahuatemacs

There are few formal cahuatemacs created by the temple, but there is a profound amount of teaching that is done. Priestesses are expected to pass on their lessons, teaching girls and women the mysteries of their sex, and encouraging them to approach life with courage and dignity. They center a woman's life on the act of childbirth and describe it honestly as an ordeal to be overcome, one that takes the lives of women and children both. Priestesses learn the arts of healing that help during these difficult times.

Nicknames

The Great Mother, She Without Fear, the Comfort of Women and all the various names associated with the act of birth.

A Tale of the Gods:

Uemac Serves the Great Mother
(as told by the people of Xonochonco)

When Tikal, the First Father and his wife Ahaw-Xoc, the First Mother came to Xonochonco they were dismayed. For the land was harsh and barren, filled with stone, filled with briar and bramble that could barely set root in the hard earth around them. Today we see the bountiful land, the fertile soil, but then all was dry and windswept as the lands of Xibalba.

Ahaw-Xoc felt a kick within her living belly, as if her unborn son was reprimanding her, and she groaned. "Husband and protector, this land you have brought us to shall be named Poverty. Where is the grain, the ear of corn? Where can I find the sweet fruit of the laden tree? Where are the running waters that shall nourish our child?"

Tikal looked about him and felt dismay gnaw upon him, but did not surrender to despair. "Wife and life-giver, the dream of Providence has led us to this land. Let us pray to the Fertile One, and seek her aid." And so he passed the nettle-leaf through his lower lip.

The blood dripped down and fell upon the stony earth, forming a tiny pool. A shaft of choutl grass appeared, nourished by the gift, growing taller until it reached Tikal's knee, thickening and twisting, becoming a bush, a bramble, a rubber tree towering over his head in leafy majesty. From the sacred plant stepped the Great Mother, She who is called the Ixchel, the fruitful One, bringer of life, sustainer of warriors.

"Children, subjects, founders of the great land of Xonochonco rejoice. I have heard your prayers and drunk deeply of your sacrifice. I shall make of this place a paradise for so long as you honor me and my works." The Fearless Maid then laid her hand upon the belly of Ahaw-Xoc, who groaned with the quickening of labor. She continued, "My lover comes to join me soon, but for your sake I shall delay Him. Now the time has come for the sacrifice of the wife to fall upon the earth, and there mix with the blood of her husband." And the First Mother felt her water burst.

Ixchel walked away from the two, flowers springing up in her step, until she stood alone in the desert. In the distance she could hear a martial music. The retainers of Uemac, Lord of the Atlatl, blew upon horns so that all might know of His coming. The rabbits heard the horns and fled. The snakes heard the horns and fled. The wolves heard the horns and fled. The hawks heard the horns and fled. The Great Mother heard the horns and smiled.

And so he came, Uemac, Lord of the Atlatl, crowned in glory. In his right hand he carried the weapon that shatters worlds. In his left were the skulls of the Xipuatchatlans. Sweat rolled down his mighty frame to strike upon the earth, and wherever it fell, there sprung up the spikes of the tzibalba plant. His retainers blew upon horns to announce his arrival. Only the Great Mother awaited him. Seeing her, he smiled, speaking these words:

"Woman, for thee and thee alone do I lay down my weapon of steel and arm myself with another to seek my conquest." And he stripped himself of his arms.

She replied:

"Truly, thy weapon is worthy, but it is only of value for close combat. Can you catch me?" And she ran swiftly across the barren plain. Wherever her foot touched the earth, there sprang up the choutl grass.

Though she ran far swifter than the tumbling water, faster than the sighing wind, his coming was like the sudden huracan, a storm of swiftness. Quickly he closed, and quickly he sprang. But the choutl grass was cunning and aided her mistress, closing about his foot, causing him to miss his tender prey. And so Uemac landed in the earth, his iron member tearing a great rent in the earth like a plow. Thus was the Mestil Riverborn, filling the land with its abundance.

With a roar Uemac raced after Ixchel again, closing swiftly. But once again the choutl grass came to the aid of her mistress. Thus was the river Sandiir born, filling the land with its abundance.

Jumping to his feet he sprang again, with such grace that Ixchel paused in admiration. But once again the choutl grass came to the aid of her mistress. Thus was the river Vandir born, filling the land with its abundance.

Where once there was rock and sand, now there was water and fertile soil. Plants rose up in prayer to great Oromoxco, and animals filled the land. Seeing these things Ixchel then ceased her flight, and awaited Uemac's coming with a smile.

Ahaw-Xoc gave a great cry of gladness, and her son Acolhuacan entered the world. Tikal bowed down and gave thanks to the Great Mother for Her gifts. In our name, the descendants of Tikal and Ahaw-Xoc, promised to worship her. And so we sacrifice using the nettle leaf, now and forever, until the world is remade.

Ometeotl, Goddess of the Hearth and Domesticity (also called by the true name of Melinna)

Ometeotl (oh-meh-TWAT-el) is the sister of Ixchel, the Great Mother, and like her is worshipped by women, most generally married women. She teaches women how to love, support and govern their children and husbands. Like Ixchel she is acknowledged to be courageous, but since this often takes the form of opposing her husband, she has something of a reputation as a shrew.

Her worship is universal among married women who pray to her to find solutions to all manner of domestic issues that deal with their relationship to their husbands. Her priestesses, all married women, can be relied upon to offer good advice in these matters.

In tales of the various gods Ometeotl is often found delivering vengeance against husbands who have taken advantage of their dominant role to abuse the women under their care. She is often said to be the wife of Ixmitchli due to the harmony between hearth and forge.

The Priesthood in Society

Like her sister, Ometeotl's priesthood is limited exclusively to women, in this case married women. The two cults often share a single temple, and in smaller communities may share a single priestess. But in any case the cult serves to sustain and celebrate women in their difficult roles of wife and mother.

Since Ometeotl is a bulwark for women against the dominance of their fathers and husbands she has something of a mixed reputation among men, who do not appreciate her argumentative nature. Still, the wise husband shows her honor through the fair treatment of his wife and daughters.

The Laity

Women worship Ometeotl, praying for marriages that provide joy in youth, stability during maturity and comfort in old age.

The Cahuatemecs

In addition to supervising the various small rituals of the cult priestesses serve as a repository of homely crafts and skills. They encourage and honor the skills of cooking, the preservation of food, needlework and the like. Women will often send their daughters to serve under a priestess for a short period before their marriages as a sort of finishing school - though few formal cahuatemecs are found for the cult.

Nicknames

Ometeotl is referred respectfully as the Sacred Wife, the Comfort, or in domestic roles such as the Queen of Bakers and so on. Less respectfully she is called the Needle Tongue, Queen of Shrews or the Ball and Chain.

Qualpopoco, the Oath Keeper (also called by the true name of Meredros)

Qualpopoco (qual-puh-POH-coh) is a god in his own right, but his worship is largely subsumed by that of Oromoxco, who he is reputed to serve as a high captain. It is entirely possible that at one point Qualpopoco was considered equal in strength and power to the lord of the sun, but few would describe him so today. Instead he is seen as the powerful retainer of Oromoxco, tied to him by the most sacred trust.

Invoking an oath using the name of Qualpopoco is not to be done lightly, as he is said to pay strict attention and willing to punish any transgression furiously. For example, King Meconuitzen once foolishly swore an oath if he won his battle against the yuan-ti that he would sacrifice to Oromoxco the first thing he saw when returning home. The sweet taste of victory was short-lived when he returned home only to be greeted by his children.

The Oath Keeper is held in high esteem by most followers of Oromoxco, especially those who serve in the sacred regiments. But the only place he has temples separate from the sun-worshippers is in Haasfiir. There his cult is very strong as his principles of loyalty, honour and law resonate strongly within that society. He is described as humorless and unyielding, which might be one of the reasons that other more exuberant traditions are more popular.

The Priesthood in Society

Qualpopoco has temples and a dedicated priesthood only in Haasfiir, that bastion of ancient lore and privileges. His priests and priestesses serve as judges, both in an official and unofficial capacity, and any court hearing begins with sworn oaths to him. Priests of certain cults are given the "low justice" - meaning that they can pass judgment on any case or individual who is not a member of the aristocracy or a priest of another church.

The Laity

The people's respect for Qualpopoco is in direct proportion to their lawfulness. Those who believe in law and the sworn word - despite its occasional absurdities - will generally honour his name and priests.

Humanity being what it is, many people compartmentalize his worship. That is, they might consider their sacred oath to their regiment as inviolate but take a very different approach to their marriage.

The Cahuatemecs

Differing from most cahuatemecs, the cult of Qualpopoco only offers advanced training in logic, legal issues and other related subjects. Skills such as Sense Motive and a variety of Knowledge skills are offered to those interested and able to learn.

Nicknames

His official titles include the Judge, the Oath Keeper and the Vigilant One.

Sazhansiir Classes:

This section lists the character classes, prestige classes, and PC races available in Sazhansiir. Brief explanations explain details of the entry.

Any classes not listed should be assumed not available to native Sazhansiir PCs. All of the classes from the PHB have been listed below, as there should be an explanation as to why each of these very iconic classes is or is not included. But beyond the PHB classes, only those available are listed.

DMs and players should keep in mind that the availability of these classes, especially prestige classes, is from the point of view of newly created PCs native to Sazhansiir. For example, the description below describes the argent savant prestige class as being available only to the yuan-ti of Sazhansiir. That is because no Sazhansiir human can qualify for the class. Should a Jerranqi wizard find himself in Sazhansiir, however, he could gain the prestige class. Similarly, the waverider class could, in theory, be open to even a native-Sazhansiir character should he somehow decide to and manage to practice riding aquatic creatures for a long period of time.

Furthermore, non-yuan-ti monster-oriented classes such as the various dragon prestige classes or the emancipated spawn are found in Sazhansiir, but are not included below since they are not PC classes.

Finally, when a class is said to be available or preferred by the yuan-ti, that is meant to include the naga, certain other scaled ones, and Progenitor races as well, unless the class is specifically restricted to yuan-ti. Classes favoured by and exclusive to the yuan-ti do not have entry requirements listed, as it is presumed such classes will only be used by NPCs and therefore entry requirements are less relevant. If PCs adventuring in Sazhansiir include yuan-ti, then the DM is encouraged to devise rational entry requirements.

Core Classes:

Adept (DMG):

The humans of Sazhansiir have clerics, not adepts. However, many of the primitive reptilian races of Sazhansiir, such as the lizardfolk, and native races like the goliaths have adepts who tend to their clans and tribes.

Aristocrat (DMG):

The humans of Sazhansiir have well-defined strata of society, and as such, aristocrats exist.

Barbarian (PHB):

There is no real tradition of barbarianism amongst the humans of Sazhansiir, as these were civilized by Okoth and his Empire. There are barbarians amongst some of the nonhuman races of Sazhansiir, though not the scaled ones themselves.

Barbarians do exist amongst the lizardfolk and mongrel tribes on the frontiers of Sazhansiir. In addition, the goliath race hidden in the mountains of central Sazhansiir also have a barbaric tradition.

The dusklings also have a barbaric tradition, and duskling warriors in ancient times, before they integrated with the Azotchtla, were barbarians who dwelt in the wildernesses of the lands of the Children of the Mishtai. Some dusklings retain that tradition, living in the hinterlands of the Azotchtlan lands.

Bard (PHB):

There is no tradition of bardism amongst humans in Sazhansiir. The Azotchtla dread of arcane magic has resulted in no formal bardic tradition arising. The scaled ones, true to their reptilian natures, do not appreciate the bardic crafts. This is not to say performance and music are not important to the Azotchtla. But they simply have not carried such arts into the arcane realm as has been done in Jerranq.

Goliaths, on the other hand, do have a tradition of bardism, despite having no wizardry or sorcery. Their bardic magic is regarded almost as a sort of druidic naturalism. They have not developed this tradition enough to gain access to most of the bardic prestige classes, though in theory were a foreign bardic member of such a class to undertake to train the goliaths they could essentially learn and propagate such lore.

Binders (ToM):

Binders are quite rare in Sazhansiir. They are almost exclusively found amongst the Fezen, and binding is regarded as an offshoot of warlockry. In fact, it is believed that the Fezen study and practice of warlockry led to the development of binding. Binders are regarded, outside of Fezen, as wholly evil and corrupt. The scaled ones do not practice binding, as Kyuss considers it to be worship of entities not himself.

Cleric (PHB):

The gods are remembered and revered in Sazhansiir, though their worship is less widespread than in Jerranq. Primary among the gods revered by the Azotchtlan nations is Ularinn, the Sun God. Human slaves were kept underground or under jungle canopies or in dank cells or in mines for so long that when their freedom came they welcomed the sun as a sign of their freedom. Eventually, the sun's worship became prime, and continues to this day. In addition to Ularinn, popular deities include Aghorrit, the God of War, Hotor, God of the Sea, and Hindarr-quag, the Storm God. Heleniarr is also worshipped in hidden covens called the sects of the Night.

Clerics are endemic to Sazhansiir and divine magic is the most common magic wielded by humans. Other creatures worship other beings, with the scaled ones having in their number priests of Kyuss, who worship, through him, Mergurr, the Lord of Death.

Commoner (DMG):

Needless to say, commoners are quite common amongst the Azotchtla.

Dragonfire Adept (DrM):

The warlocks of Fezen-tir have managed, over the centuries of their studies, to tap into the latent power of dragons as well as fiendish entities. Dragonfire adepts are much rarer than warlocks in Fezen society, but they form a sect amongst warlocks. These adepts rarely actually worship or revere dragons, but instead tap into their communal energy and consciousness and study their ways in order to gain a semblance of their abilities.

Dragonfire adepts are less often evil than their warlock counterparts.

Dread Necromancer (HoH):

Only the yuan-ti and other scaled ones practice this class. While technically the horrible rituals and profane rites needed to gain the class (and its spellcasting abilities) are available to any race, the Azotchtla do not possess such lore and would, in general, refuse to practice it in any event. Even the Fezen-tir regard such lore as forbidden (not because of its association with undead, but because it is sorcery).

Druid (PHB):

In Therra, druids were a group formed specifically as a reaction to the fight with the Deceiver. As such, there has been no reason for druidism to arise on Sazhansiir and it hasn't. There are no druids anywhere on the continent except amongst the goliaths, killorans, raptorans, and wild dwarves. They have a tradition of harmony with nature that closely resembles druidism and, for all intents and purposes, is treated the same, though they would never call it druidism and it does not tend to count as druidism for many druid-based prestige classes. This capability is not teachable by either race to other races. It is, instead, in some ways a version of sorcery in that it springs from their heritage.

Expert (DMG):

Sazhansiir has experts, who ply their craft or profession in a variety of societies.

Favoured Soul (CD):

These are rare but found in Sazhansiir. Amongst the Azotchtla, they are usually favoured of Ularinn and are called Children of the Sun or a Sun Child, or are priests of Yimik the Lord of Animals. Other races also occasionally birth a favoured soul, though such births are rarer still.

Fighter (PHB):

Being the standard and perennial warrior class in D&D, fighters are easily available in Sazhansiir. They represent the trained soldiery of the land, as well as experienced mercenaries. Such fighters can be found in the standing armies of the Azotchtlan lands as well as among the soldiers of the scaled ones.

Healer (MHB):

Healers can be found in Azotchtlan society, serving the same function as in any culture. They are especially revered on the battefield.

Incarnate (MoI):

This class is found in the Azotchtlan lands. It is mostly practiced by the skarn and rilkan races that dwell among the humans. Dusklings occasionally are members of this class, and the incarnum-influenced azurin sometimes join this class. Normal humans can also shape incarnum, if they have training, and such training, while not commonplace, is possible to find. Nevertheless, most Azotchtla regard incarnates as being best suited for the rilkan and skarn to practice.

Marshal (MHB):

All armies need leaders, and the armies of Sazhansiir are no exception. Marshals are found amongst the troops of the Azotchtla. The scaled ones do not use marshals, as emotional appeals and battle cries do not work well for them.

Monk (PHB):

There is no normal monkish tradition anywhere in Sazhansiir. Monks are a product of the Morakki people after their migration into their present-day homeland on Jerranq. As such, the ancient humans brought to Sazhansiir, though of Morakki stock, never developed monks.

The siv, a frog-like humanoid race dwelling in the marshes of Demonshead do practice a form of ascetic fighting that basically translates into the monk class. But while these sivs function as monks, their actual fighting style is far removed from the traditional Morakki martial arts.

Paladin (PHB):

Paladins are to be found in Sazhansiir, usually amongst the Azotchtla, and usually under the patronage of a goodly serpent such as a couatl. They worship Ularinn for the most part. Paladins in Azotchtlan lands do not turn a blind eye to some of the darker practices of their society. They dislike human sacrifice and instead believe bloodletting should be done voluntarily. Nevertheless, such paladins are rare, and are constantly in conflict between their innate goodness and their desire to conform to the laws of society.

Psion (PsHB):

While there are no psionics amongst the Azotchtla, psions can be found amongst the yuan-ti, whose reptilian minds seem somewhat suited to this discipline. How the yuan-ti gained access to psionics is not known, though it is believed that the lore must have been brought by Kyuss and may have been a part of what Dematir (later Demogorgon) had envisioned as powers for his creations.

Psychic Warrior (PsHB):

While there are no psionics amongst the Azotchtla, psychic warriors can be found amongst the yuan-ti, whose reptilian minds seem somewhat suited to this discipline. How the yuan-ti gained access to psionics is not known, though it is believed that the lore must have been brought by Kyuss and may have been a part of what Dematir (later Demogorgon) had envisioned as powers for his creations.

Ranger (PHB):

Rangers are known in Sazhansiir. Despite there being no druidic tradition in the land, nature operates in Sazhansiir just like in any other part of Therra, and rangers are those who have steeped themselves in nature's way so that, eventually, they are able to draw divine prayers from it. Humans and many other races have the ability to become rangers, and even the yuan-ti have such, since they must dwell in isolated pockets within a dangerous jungle and wilderness environment.

Rangers who have aberrations as a favoured enemy are particularly popular amongst the Azotchtla.

Rogue (PHB):

All societies have scouts and thieves and ne'er-do-wells. Sazhansiir is no exceptions. Such folk are found throughout Sazhansiir for the same reason they are found elsewhere.

Scout (CAdv):

Scouts are endemic throughout Sazhansiir for obvious reasons. All races and societies employ scouts.

Sorcerer (PHB):

Sorcery in Therra is a result of heritage. As such, just like in Jerranq, humans of Sazhansiir have no ability to engage in sorcery. The yuan-ti, however, were imbued with the spark of magic in their creation, and as such can become sorcerers. It is thought that perhaps either Demogorgon or Kyuss used some draconic elements to give their reptiles sentience.

In any event, the yuan-ti and their ilk are prodigious sorcerers, and the humans of Sazhansiir regard sorcery (and wizardry) as magic of the scaled ones.

Soulborn (MoI):

This class is found in the Azotchtlan lands. It is mostly practiced by the skarn and rilkan races that dwell among the humans. Dusklings occasionally are members of this class, and the incarnum-influenced azurins sometimes join this class. Normal humans can also shape incarnum if they have training, and such training, while not commonplace, is possible to find. Nevertheless, most Azotchtla regard soulborns as being best suited for the rilkan and skarn to practice.

Spellthief (CAdv):

This class is found only on Sazhansiir. It is practiced amongst the Azotchtla as a means of countering the sorcery of the scaled ones by, essentially, turning that sorcery back on its casters. The humans developed this lore during their wars with the scaled ones (based on the powers gained from the martyrdom of Karsus [see below]), and have since perfected it, such that spellthieves are, in essence, the wizards of the Azotchtla. That's not saying much, as spellthiefs know only a few arcane spells of their own, and have a very restricted spell list. Such persons gain this ability to cast arcane spells from the continual stealing and absorption of spells from foes. Eventually, enough of this stolen arcane magic settles into their psyche as residual magic, with which they can cast their limited spells.

In general, spellthiefs require intense practice and training to learn their arts. Furthermore, given the suspicion and dread that meets any caster of arcane magic in Azotchtlan society, spellthiefs are members of tight, closely regulated orders and groups and usually wear some well-known insignia or token of their craft so that normal citizens do not mistake them for Fezen warlocks or, worse, disguised yuan-ti.

Swashbuckler (CW):

Although the Sazhansiir do not use swords and rapiers, and there is less of a swashbuckling tradition than in Jerranq, the practice of fighting with light weapons and little armour does exist.

Totemist (MoI):

This class is found in the Azotchtlan lands. It is mostly practiced by the dusklings who dwell among the humans. Skarns and rilkans occasionally are members of this class, and the incarnum-influenced azurins sometimes join this class. Normal humans can also shape incarnum, if they have training, and such training, while not commonplace, is possible to find. Nevertheless, most Azotchtla regard totemists as being best suited for the dusklings to practice.

While in the Tome of Magic many of the names used to describe totemist powers correspond to monsters not found in Sazhansiir, in Sazhansiir such powers use the names of suitable creatures native to the continent. In some cases, with very specific powers, this can be a bit awkward, but DMs are encouraged to rename and slightly alter the descriptions of such powers to better fit into Sazhansiir.

For example, the displacer mantle soulmeld could be centered on the displacer serpent rather than the displacer beast. The totem charka bind could take the form of two serpents sprouting from the shoulders rather than displacer beast tentacles.

Truenamer (ToM):

This lore exists amongst both the yuan-ti and the Azotchtla, though it is very uncommon, as it is difficult and taxing to study. As such lore is essentially universal, being the true name of things, the practice is available to anyone who can manage to learn it. Amongst the Azotchtla, truenamers are usually regarded as speaking the tongue of the gods, and are regarded with some awe.

Warlock (CA):

This class is native to Sazhansiir, developed by a segment of the Azotchtla in an effort to find magic to combat the scaled ones. Warlocks have a sordid and unsavory reputation in Sazhansiir, and deservedly so. They rule in the land of Fezen-tir, and call themselves the Fezen. Only the humans of Fezen practice the warlock arts and, while despised and feared, their power is recognized and often utilized during times of crises. In the language of Azotlan warlockry is known as azzunatla and warlocks are known as azzunatlan.

Warrior (DMG):

Primitive soldiers and untrained brutes and thugs exist in Sazhansiir like they do elsewhere.

Wizard (PHB):

Wizardry is absolutely unknown on Sazhansiir. Why this is the case is not apparent. It is simply a matter of evolution or a lack thereof. The yuan-ti, being beings created with the spark of magic within them, practice sorcery. As such, the humans of Sazhansiir came to revile arcane magic, considering it a thing of the yuan-ti. As such, no tradition of arcane study has ever developed amongst the human nations of Sazhansiir. The other races either have access to sorcery, and therefore had no need to develop wizardry, or use their own magic, be it divine or incarnum.

Prestige Classes:

Acolyte of the Ego (ToM):

This class is available to those few practitioners of truename magic.

Acolyte of the Skin (CA):

This class is utilized by warlocks in Sazhansiir. It represents a further tightening of the bond between warlocks and their eldritch and fiendish-oriented powers.

Alienist (CA):

The sarrukh have a tradition of study of the multiverse, and therefore this class is available to the scaled ones of Sazhansiir, usually the sarrukh.

Ancient Master (SK):

This class is available to the yuan-ti of Sazhansiir.

Anima Mage (ToM):

This class is available to those involved in binding vestiges. Refer to the binder description above for more details.

Argent Savant (CA):

This class is available to the yuan-ti of Sazhansiir.

Astral Dancer (PlaH):

This class is available to any who qualify.

Battle Trickster (CS):

This class is available to anyone who meets the requirements, as it simply represents learning additional skill tricks.

Beastmaster (CAdv):

As no druids exist in Sazhansiir, this class is an adjunct of rangers.

Blackguard (DMG):

These are the paladins of Fezen-tir. They serve as bodyguards of the warlocks.

Bonded Summoner (MHB):

This class is seen amongst the yuan-ti.

Brimstone Speaker (ToM):

This class exists as a very small and exclusive sect of the worship of the sun god. This set of powers was used to combat the scaled ones and is still used to this day. The fact that the class also exists in Jerranq is a coincidence. While both use truenames in the service of the sun god, each developed separately.

Celestial Mystic (BoED):

This class is available to the Children of Okoth and their minions.

Cerebremancer (PsHB):

This class is available to the yuan-ti of Sazhansiir.

Coiled Cabalist (SK):

This class is available to the yuan-ti of Sazhansiir.

Combat Medic (HoB):

This class is available to any who qualify.

Combat Trapsmith (CS):

This class is available to any who qualify and train or study properly.

Consecrated Harrier (CD):

One of the few divine based prestige classes available in both Jerranq and Sazhansiir, the cult of the Sun God in Sazhansiir has developed this sect to enforce its dogma.

Contemplative (CD):

These are usually worshippers of Ularinn. Many gain this class by spending years in the Towers of the Sun, staring into the face of the sun for years at a time. Many of these are blind, exposing their unworthiness to fully and completely connect with their god.

Cosmic Descryer (Epic):

This class is most often found amongst the sarrukh. However, it is possible for a cleric to gain the class.

Cyrokineticist (FB):

This class is rare, but available to the yuan-ti of Sazhansiir.

Dawncaller (RoS):

This class is seen amongst the goliaths. Entry requires training by a Dawncaller in the lore of their ways.

Death's Chosen (LM):

This class is available to any who qualify.

Deep Diviner (UD):

This class is rare, only practiced by those yuan-ti who spend time in the Sazhansiir underdark.

Demonbinder (DoU):

This evil class represents warlocks who delve even more deeply into the depths of their lore, seeking to bind demons and their attributes to themselves. Although the official class write-up states that being a drow is a requirement, since the drow have no knowledge of warlocks, this class is avaiable to the Fezen.

Demonologist (BoVD):

This class is available to the yuan-ti of Sazhansiir.

Demonwrecker (EDP):

The sun god has priests who specialize in fighting demons. This specialized training is represented by this class. The Devilwrecker class also exists.

Devoted Defender (SaF):

This class is available to any who qualify.

Diabolist (BoVD):

This class is available to any being vile enough to wish to pledge his service to a devil.

Diamond Dragon (DrM):

In theory this class is available to a psionic yuan-ti who bonds with a gem dragon, but given the difference in their outlooks, it is unlikely this class has ever existed beyond a few isolated cases in the history of Sazhansiir.

Divine Agent (MoP):

This class is available to any who qualify.

Divine Champion (PGF):

This class is available to any who qualify.

Divine Crusader (CD):

This class is available to any who qualify.

Divine Disciple (PGF):

This class is available to any who qualify.

Divine Emissary (Epic):

This class is technically available, but more likely to be found in Jerranq. However, a divine emissary of Ularinn is possible in Sazhansiir.

Divine Oracle (CD):

This class is available to any who qualify.

Divine Seeker (PGF):

This class is available to any who qualify.

Doomguide (FaP):

This class represents priests of Mergurr who are attached to the Hunters of the Dead.

Dragon Devotee (RoDR):

Dragons that dwell in Sazhansiir can perform the ritual required to enact this class. They do so only rarely.

Dragonheart Mage (RoDR):

This class is technically open to yuan-ti, further evidencing the fact that they gained their sorcerous heritage from draconic origins.

Dread Commando (HoB):

This class is available to any who qualify.

Duelist (DMG):

This class is available to any who qualify.

Earth Dreamer (RoS):

This class is available to goliaths. It represents a sect of goliath priests who attune themselves to the stone and earth of the mountains beneath their feet by means of meditation and prayer. Entry requires a long period of tutelage and practice under the guidance of another earth dreamer.

Ectopic Adept (CP):

This class is available to the yuan-ti of Sazhansiir.

Effigy Master (CA):

This class is available to the yuan-ti.

Eldritch Disciple (CM):

This class is found in Fezen-tir, where it represents essentially the clergy of the ranks of warlocks, melding the two disciplines into a single whole. Entry into this class simply requires meeting the prerequisites.

Eldritch Knight (DMG):

This class is only found amongst the yuan-ti, where there is a need for a warrior to also know sorcery or vice versa.

Eldritch Theurge (DrM):

This class does not actually exist in Sazhansiir. However, the potential to develop it does exist. Currently, no warlocks practice arcane magic and no yuan-ti practice warlockry. However, it is possible, should an arcane caster arrive in Sazhansiir from another land, that he could learn warlockry and combine the two into this class. Entry would require quite a bit of study and practice on the part of the first member of this class, developing techniques over a matter of years and setting them down in some sort of tome or teaching them to others. These others could enter the class in much less time.

Elemental Savant (CA):

This class is available to the yuan-ti.

Enlightened Spirit (CM):

Not every warlock is evil. A very few warlocks have broken away from the Fezen tradition and have managed to draw their power from celestials rather than fiends. These warlocks are persecuted in Fezen-tir, but being warlocks are also distrusted in the Azotchtlan lands. As such, they tend to be hermits or anchorites living on the fringes of society. Nevertheless, they will seek to train those whom they feel legitimately wish to turn from the pursuit of evil warlockry. Of course, the initial grant of warlock abilities requires pacts with fiends, so no person ever seeks to become an enlightened spirit from the beginning. Rather, warlocks who regret their ways seek out such persons to join the class, and these persons sometimes capture warlocks and try to convert them over time. Nevertheless, they are very wary of warlocks who are only pretending to change their ways.

Entry requires the blessing of an enlightened spirit and a long series of pacts with celestials and ritual cleansings.

Entropomancer (CD):

The sarrukh have a tradition of study of the multiverse, and therefore this class is available to the scaled ones of Sazhansiir, usually the sarrukh.

In addition, it is possible for an Azotchtla to qualify for this class, though study of such areas would be anathema to most priests.

Epic Infiltrator (Epic):

This class is available to any who qualify.

Exemplar (CAdv):

This class is rarer than in Jerranq, as there are no bards outside the goliaths in Sazhansiir. Nevertheless, this class is available amongst any society in Sazhansiir.

Exotic Weapon Master (CW):

This class is available to any who qualify.

Fang of Kyuss (SK):

This class is available to the yuan-ti and their reptilian allies.

Fiendbinder (ToM):

This class is an offshoot of the truenamer, and is rarely practiced by the Azotchtla, for obvious reasons. The class is known by the yuan-ti and even the Fezen practice it, with a few Eldritch Disciples branching off into this specialized field.

Fleshwarper (LoM):

This class represents ancient yuan-ti traditions of experimentation on human subjects. Such practice is now rare, but still to be found.

Foe Hunter (MoW):

This class is available to any who qualify. There are many foe hunters of yuan-ti amongst the Azotchtla and just as many foe hunters of humans amongst the yuan-ti.

Geometer (CA):

This class is available to yuan-ti sorcerers, though because of the entry requirements, it is less common than in Jerranq.

Gladiator (SaF):

This class is available to any who qualify. Even the yuan-ti maintain arenas.

Goliath Liberator (RoS):

This class is available to goliaths. It represents focused training by a goliath to fight their enemies, the dusk giants and the phaerlin giants. Usually this training is administered by another liberator. However, it can be self-practiced.

Guild Thief (FRCS):

The Azotchtla have thieves' guilds.

Havoc Mage (MHB):

This class is extremely rare amongst the yuan-ti, as they are generally cold and calculating. However, a few have gone insane and these dangerous beings can take this class.

Hellfire Warlock (FCToNH):

This is a branch of the Fezen warlocks who specialize in manipulating the hellfire of the baatezu. Entry into the class requires study of Fezen lore and practice, or tutelage under another hellfire warlock.

Hexer (MoW):

This class is available to those societies that have adepts.

Hierophant (DMG):

Clerical hierophants exist in the Azotchtlan nations, usually of Ularinn. Druidic hierophants exist amongst the killoren.

Highland Stalker (CAdv):

This class is available to any who qualify.

High Proselytizer (Epic):

This already uncommon class is even less common in Sazhansiir, due to the monopolistic nature of religion in the Azotchtlan nations. Nonetheless, the class can come into existence in Sazhansiir.

Hulking Hurler (CW):

It is possible for some races of Sazhansiir to take this class.

Hunter of the Dead (CW):

The Azotchtlan nations have a tradition of death worship, and this class seeks to combat the undead that haunt their lands, including undead raised by the scaled ones. These are in league with the doomguides (see above). While the doomguides are primarily priests, the hunters of the dead are more martial in configuration, tending to be fighters with a single clerical level or two.

Incandescent Champion (MoI):

These are essentially the paladins of the incarnum races. Such champions usually belong to orders amongst the Children of the Mishtai, such orders mirroring more traditional orders of knighthood. Entry into this class requires induction into one of these orders, which then train the member in the ways to tap their inner power and use it as a receptacle for incarnum power.

Incantatrix (PGF):

This class is available to the yuan-ti.

Incarnum Blade (MoI):

This class represents basically a single offshoot of martial-oriented lore of incarnum. Entry simply requires a teacher who knows the blademeld soulmeld. Once taught (at 1st level), further progress represents the character practicing the shaping of that soulmeld.

Initiate of the Sevenfold Veil (CA):

This class is technically available to yuan-ti that qualify, though study of prismatic effects and colour magic is not widely regarded as worthwhile.

Invisible Blade (CW):

This class is available to any who qualify.

Ironsoul Forgemaster (MoI):

While most of the Azotchtla do not wear or use metal, this class also deals with the "forging" of armour and shields of all sorts, including obsidian, flint, leather, wood, etc. Furthermore, the class deals with the binding of arms and armour to chakras. The class is open to any person who is trained as an apprentice by a class member for a period of several months. Usually, such candidates are found amongst the Children of the Mishtai and the dusklings.

Justiciar (CW):

These are the enforcers of the Sun God.

King/Queen of the Wild (MoW):

This class is available to any who qualify.

Knight of the Sacred Seal (ToM):

Not actually knighthood of any sort whatsoever, the Fezen who are members of this class refer to themselves as Followers of the Sacred Seal. This class represents binders who have cleaved to a specific vestige, and is really only found amongst those rare Fezen binders.

Lasher (SaF):

This class is available to any who qualify. Slavers and yuan-ti often take this class.

Legacy Champion (WoL):

This class is available to any who qualify.

Legendary Captain (SW):

This class is available to any who qualify, although the Azotchtla do not have a strong tradition of seafaring.

Legendary Dreadnought (Epic):

This class is available to any who qualify.

Legendary Leader (HoB):

This class is available to any who qualify.

Loremaster (DMG):

This class is available to any who qualify. Some yuan-ti and sarrukh take this class, as do some wizened old priests of Ularinn.

Mage-Killer (MoF):

This class is available to any who qualify. Some priests of the Azotchtla take this class to combat yuan-ti sorcerers or even warlocks of Fezen. Some yuan-ti take this class to better combat their scaly rivals.

Magical Trickster (CS):

This class simply represents a person who wants to combine the flourishes of skill tricks with spellcasting. It is rarely found in Sazhansiir, since magic amongst the Azotchtla is a serious business and amongst the yuan-ti flourishes are frowned upon. Nevertheless, it is possible to attain this class, and practitioners of it are found from time to time.

Malconvoker (CS):

This class can be found amongst the Azotchtla, with priests who use fiends to combat other fiends summoned by the scaled ones or the Fezen.

Master Alchemist (MoF):

The Azotchtla are not especially proficient in alchemy, though they do brew potions and other useful items. One area of expertise is, of course, anti-venoms. And the yuan-ti are noted for their gases and poisons and drugs and so this class is very applicable to them.

Master of Chains (SaF):

This class is available to any who qualify.

Master of Radiance (LM):

This specialty of Ularinn priesthood is available to the Azotchtla.

Master of Shrouds (LM):

This secretive class is available to Azotchtla who engage in forbidden practices.

Master Thrower (CW):

This class is available to any who qualify.

Master Transmogrifist (CA):

This class is available to the yuan-ti.

Master of the Unseen Hand (CW):

This class is available to the yuan-ti.

Master of Vipers (SK):

This class is available to the yuan-ti.

Metamind (PsHB):

This class is available to the yuan-ti.

Mindbender (CA):

This class is available to the yuan-ti.

Mind Spy (CW):

This class is available to the yuan-ti.

Mystic Theurge (DMG):

This class is available to the yuan-ti.

Naga Overlord (SK):

This class is available to the naga.

Necrocarnate (MoI):

This class represents the dark side of incarnum. Some Children of the Mishtai practice these dark arts, in cabals that are bitter at the loss of their ancient homelands and who hold blame for that loss on the humans who revolted against the scaled ones and the scaled ones themselves. Some of these have allied with the Fezen.

Entry into the class requires training in the lore over a period of months by a necrocarnate or delving into forbidden lore of the Children of the Mishtai.

Ordained Champion (CC):

The worship of Aghorrit in Sazhansiir includes this specialty class for war priests.

Outlaw of the Crimson Road (SaS):

This class is available to any Azotchtlan outlaw.

Pale Master (LM):

This class is available to the yuan-ti.

Peregrine Runner (RoS):

This class is available to goliaths. Runners train usually from an early age, to serve as scouts and messengers. When a goliath finally qualifies (by meeting the prerequisites) he is given a feather to wear in a special ceremony and taught the lore of the runners over a several month period.

Pious Templar (CD):

This class is available to any who qualify.

Planeshifter (MoP):

This class is available to the yuan-ti.

Pyrokineticist (PsHB):

This class is available to the yuan-ti.

Rainbow Servant (CD):

This class represents those humans who serve the remaining goodly children of Okoth. Entry requires the blessings of the couatls.

Reaping Mauler (CW):

This class is available to any who qualify.

Risen Martyr (BoED):

This class is technically available in Sazhansiir, though it is as rare there as it is in Jerranq.

Sacred Purifier (LM):

As there are no Radiant Servants of Ularinn in Sazhansiir, this class represents those priests and paladins dedicated to fighting undead.

Sanctified One (CC):

This class is available to any who qualify.

Sapphire Hierarch (MoI):

This class has much of the background as presented in Magic of Incarnum. However, the temple is located in Mallar's Peaks. Furthermore, the domain requirement for entry has been changed to Celestial.

While Law and Chaos are not important facets of Therran cosmic conflict, the sapphire hierarchs use the sphere to attack the chaotic nature of the yuan-ti. As such, while most members of the class tend to oppose all of the evils of the scaled ones, they are most effective against chaotic magic wielded by the serpents.

Furthermore, while Sapphire Hierarchs are universally lawful neutral in alignment, their neutrality reflects their harsh internal outlook and their relationship to their fellow citizens and non-enemy creatures. Neutrality does not reflect their dedication to the fight against the scaled ones.

The class' smite chaos ability actually works against any creature with the Chaotic subtype and against any evil creature. However, their Favoured of the Eidolon ability still only functions against spells with the chaotic descriptor and transmutation spells.

The class represents a sect of Ularinn priests who have merged the practice of incarnum into their worship and have formed an order dedicated to being on the front lines of the battle between humans and scaled ones. It is believed that the Sapphire Eidolon, which seems to be a source or a focus of incarnum, was brought to Sazhansiir by the mishtai themselves from out of the netherplanes.

Entry into the class requires acceptance by the Hierarchs, as well as a testing by the Eidolon itself. The test, it is said, is different for each applicant, and can sometimes be damaging if not fatal. But those who survive and are accepted gain the powers of this class.

Scarlet Corsair (SW):

Seafaring is rare amongst the Azotchtla, but this class is available.

Scion of Dantalion (ToM):

This class is available to those Fezen who become binders.

Serpent Slayer (SK):

This is an elite order of Azotchtlan warrior-priests dedicated to fighting the yuan-ti and their minions. Some spellthiefs also enter this cadre.

Shadowcrafter (UD):

While technically available to priests, especially the sects of the Night, this class is mostly available to yuan-ti.

Shadowdancer (DMG):

This class is available to devotees of the sects of the Night.

Skullclan Hunter (MHB):

This class is available to any who qualify, though qualification is difficult.

Skypledged (RoW):

This class is available to raptoran clerics. It is a sect of clerics or druids who seek to intensify their connection with the elemental plane of air. Entry requires enactment of a ritual by other Skypledged after the candidate has proven himself worthy and dedicated.

Soulcaster (MoI):

This class does not actually exist in Sazhansiir. However, the potential to develop it does exist. Currently, no incarnates practice arcane magic and no yuan-ti practice incarnum. However, it is possible, should an arcane caster arrive in Sazhansiir from another land, that he could learn incarnum and combine the two into this class. Entry would require quite a bit of study and practice on the part of the first member of this class, developing techniques over a matter of years and setting them down in some sort of tome or teaching them to others. These others could enter the class in much less time.

Soul Eater (BoVD):

Some rare yuan-ti and other scaled ones can gain this class after undergoing vile rituals.

Spellsword (CW):

This class is only found amongst the yuan-ti, where there is a need for a warrior to also know sorcery or vice versa.

Spellwarp Sniper (CS):

Most adherents of this class are yuan-ti. However, it is open to anyone who qualifies and spends some time training and practicing. A few rare clerics and spellthiefs amongst the Azotchtla do practice this class.

Spinemeld Warrior (MoI):

This class is an elite fighting society amongst the skarn. Entry requires testing and invitation by the Spinemeld Warriors.

Spymaster (CAdv):

Both the humans and yuan-ti utilize this class.

Stoneblessed (RoS):

This class is available only to those allowed access to it by the goliaths. It is given as a gift for services rendered to the tribe, and each level attained requires a special ritual performed by the goliaths.

Stonespeaker Guardian (RoS):

This class is available to goliaths and feral garguns. It represents a "druid" of the race (called an earthspeaker) who taps into the power of the earth in order to act as a guardian for the earthspeakers and the tribe in general. Entry requires a ritual blessing by an earthspeaker of greater class level than the stonespeaker guardian's druid level.

Stormlord (CD):

This class is available to any who qualify.

Stormtalon (RoW):

This class is available to raptorans. These represent elite warriors who train incessantly. Entry requires quite a bit of training and practice, and while such lore could be self-taught, almost all are trained in cadres by squadrons of stormtalons, and form units of this class called by the same name.

Streetfighter (CAdv):

This class is available to any who qualify.

Suel Arcanamach (CA):

This class (known as Arcanamach) represents lore retrieved from the Blasted Lands centuries ago. Such lore, when studied and mastered through a long and arduous process, allows one to invite the soul of a long-dead scaled one to share your body. This, in turn, allows one to cast some limited sorcerer spells as well as to master certain ancient serpent fighting techniques.

Practitioners of this obscure and forbidden lore are said to have corrupted their souls, and it is also believed that they cannot be trusted, as they eventually subvert to the serpent portion of their souls and turn to the yuan-ti and their minions.

Sword of Righteousness (BoED):

This class is available to any who qualify.

Tactical Soldier (MHB):

This class is available to any who qualify.

Tempest (CAdv):

This class is available to any who qualify.

Tenebrous Apostate (ToM):

This class is attainable by Fezen binders.

Thaumaturgist (DMG):

This class is available to any who qualify.

Thief-Acrobat (CAdv):

This class is available to any who qualify.

Thrallherd (PsHB):

This class is available to the yuan-ti.

Totem Rager (MoI):

Some barbarian dusklings living in the hinterlands of the Azotchtlan lands practice this melding of their warrior heritage and their totemist proclivities. There are no entry requirements beyond those listed.

Tribal Protector (SaF):

This class is sometimes found amongst some of the intelligent races of Sazhansiir who dwell in the wilds.

Umbral Disciple (MoI):

The thieves of the incarnate world, umbral disciples form secretive groups called septs. Any incarnum-using being can technically join one of these septs, but most are reserved for azurins, Children of the Mishtai, and the occasional duskling. Entry requires acceptance by the sept, and then a period of intensive training.

Uncanny Trickster (CS):

This class is available to any who qualify.

Ur-Priest (CD):

The lore of this class is known amongst the yuan-ti, and some revel in it. Some humans also have, from time to time, taken this lore. A small sect of these are burgeoning in the Fezen lands.

Vermin Lord (BoVD):

This class is available to any who qualify. However, in Sazhansiir the spirit summoned is a portion of Kyuss' essence and the ritual is dedicated to Kyuss. As such, only yuan-ti and humans who serve Kyuss are members of this class.

Warchief (MHB):

This class is available to goliaths and raptorans.

War Hulk (MHB):

This class is available to some nonhuman races.

Warpriest (CD):

This class is available to any who qualify.

Warmaster (SaF):

This class is available to any who qualify.

Warshaper (CW):

This class is available to yuan-ti, raptorans, killorans, and goliaths.

Waveservant (FaP):

This class is available to any who qualify.

Witchborn Binder (MoI):

This class was born to combat the arcane magic of the scaled ones. They are so respected in the Azotchtlan lands that priests and leaders are willing to assist such persons in their missions against the scaled ones by offering them items and wealth (as per the class write-up).

Entry into this class requires acceptance and continuing training by the Witchborn Binders, and members wear special sashes of varying colours and with varying insignia to indicate which chapter they belong to and their rank and their conquests.

Those who do not undertake missions against the scaled ones and who do not visit a chapter for training cannot advance in this class.

As incarnates, most members of this class are Children of the Mishtai.

Witch Slayer (ToM):

This small group of fanatics seeks to root out possession by the scaled ones. It is an ancient tradition that has since turned its attentions to those rare binders of Fezen.

Yuan-ti Cultist (SS):

This class is available to the yuan-ti.

Sazhansiir Bestiary:

This section lists the creatures to be found in Sazhansiir. The first portion lists those races that are possibly suited as PCs. The next lists all known creatures specific (but not necessarily exclusive) to Sazhansiir. Outsiders and undead are not listed here unless they are unique to Sazhansiir. Creatures that are found all across Therra are not listed here, as their descriptions and ranges are self-evident.

This list duplicates and expands on the Creature Listing for all of Therra presented on the Therran website.

The last section details templates unique to Sazhansiir.

PC Suitable Races:

These are races most suitable for PCs in Sazhansiir. They are certainly not the only races possible for PCs, but they are the ones with organized societies present in Sazhansiir that are not closely aligned with the scaled ones.

Unless noted, most of the general attributes, personality traits, and societal organization attributed to these races in their respective source books also apply to these races in Sazhansiir.

Azurin (MoI):

Azurins are essentially incarnum-tainted humans. Amidst the sweeping history of Sazhansiir, azurins are relative newcomers. The first of these appeared in Azotchtlan lands well after the Children of the Mishtai had immigrated to that land after the fall of their own.

Azurins are thought to have arisen from the proximity of incarnum magic to humankind. The presence of the Children of the Mishtai living amongst the Azotchtla is believed to have drawn incarnum energies into that land and, where such energies were concentrated, sometimes an azurin was born. At first azurin births were extremely rare, and even today births of azurins to human parents are a rarity. Apparently, mere proximity to incarnum-using beings is not enough to guarantee an azurin birth.

But it is also true that azurin parents breed azurin progeny far more often than pure humans, while mixed parentage tends to produce azurin progeny more often than pure humans but still rather rarely.

However, as the number of azurin parents has increased over the centuries, so, too, more and more azurin progeny have been birthed.

Azurins occupy an accepted niche in Azotchtlan society, less estranged than the Children of the Mishtai, and, due to their human appearance, capable of operating in human society without prejudice. However, the azurins themselves tend to think of themselves somewhat as a "special" breed of humans and keep themselves somewhat aloof from the mainstream of human society. Despite this aloofness, azurins tend to be solitary in that they do not tend to congregate in large azurin-based groupings. One will not find a village or town of azurins anywhere in Azotchtla.

It is a bit of a sport or matter of gossip for Azotchtlans to try to identify azurins, and sometimes if a fellow citizen acts at all strangely or is a bit eccentric he is labeled as a suspected azurin. However, since azurins are welcome in Azotchtlan society, such suspicions are merely the fodder for gossip and jests rather than any sort of serious concern.

An exception to this attitude is in the nation of Ajjiingiir, where all use of non-Ularinn related magic is forbidden. Though some azurins remain, essentially ignoring their essential capabilities, most have fled that nation.

Azurins do tend to be more comfortable when dealing with their own kind and with skarns and rilkans. In battle, the Azotchla have been known to gather azurins into combat units in order to take advantage of their incarnum abilities, but even then, given the rather personal nature of incarnum magic, there is no great advantage in doing so.

Duskling (MoI):

Dusklings are fey beings native to the Therran netherworld (the Astral Plane). They had long ago discovered incarnum, and had learned to shape it into a form of magic. They also learned how certain energy points on the bodies of all living creatures, called chakras, were used to anchor one's own soul to one's body, and that these points could be used to heighten incarnum magic.

The dusklings were fleeing their homeland on a netherplane that had been assaulted by devils. Outcasts, they wandered for centuries before they learned that a significant gathering of incarnum flow was being drawn to the Material Plane. Intrigued, they sent scouts to the inflow, and determined that the incarnum was the result of the very existence of the skarn and rilkan, who were now quite numerous and gathered together in great numbers in close proximity.

The dusklings were overjoyed, for here were potential allies and kindred spirits who seemed to have an affinity for incarnum, indeed it imbued their very natures, but had no idea how to shape it and wield it like magic. And so the dusklings parleyed with the Children of Mishtai and formed a bargain. The dusklings could dwell amongst them in exchange for teaching them how to wield incarnum.

Quickly, the two races learned the duskling ways and became great wielders of incarnum, even in many ways surpassing the lore of their teachers after a time.

When the lands of the Children of the Mishtai were overrun by the scaled ones, many dusklings fled back into the netherworld, and most records of them have been lost to Therra. However, some remained and fled with the rest of the Children of the Mishtai to Okoth, where they persist to this day in present-day Azotchtla.

The dusklings are the least human-looking of the citizens of Azotchtla, and because of this have always been somewhat estranged from human society. While technically welcome throughout Azotchtla, most humans fear them or are uneasy in their presence and prefer the dusklings to be out of sight and out of mind. The dusklings themselves are rather reclusive to begin with, and the uneasiness of humans simply reinforces this tendency.

One nation, Ajjiingiir, conducted a purge of dusklings, declaring them to be unholy and part of the cause of the crack in the sun that occurred during the War of the Gem on distant Jerranq. As such, dusklings are forbidden to enter that land on pain of death.

Dusklings are more welcome amongst the skarns and rilkans, and even the azurins feel a bond with them due to their shared incarnum natures. Although accepted by other incarnum wielders, dusklings tend to dwell in their own communities, scattered on the periphery of Azotchtlan lands.

Dwarf, Wild (MnoF):

These are not true dwarves, but rather a breed of human slaves created by the scaled ones to work underground in constricted mines and other small spaces. During the revolt of the humans, many of these small humans fled into the surrounding jungles, not considering themselves to be a part of humanity and not wishing to ally with either side in the coming war.

Now, the wild dwarves survive in the jungles of the Erinquiril, hunted by the yuan-ti and generally remaining aloof from human society to the west.

In Therra, wild dwarves gain the human subtype and lose the dwarf subtype. They lose the racial attack bonus against orcs and goblins and gain the attack bonus against yuan-ti. They lose the dodge bonus to AC against giants and gain the same bonus against size Large or larger scaled ones.

They lose their bonuses to Craft and Appraise skills relating to stone or metal items and gain the same bonuses relating to items made from wood or plant materials.

Wild dwarves are known for their knockout poison, which they extract from the tri-flower frond plant.

They speak their own tongue, Azotlan, and Slith.

Goliath (RoS):

The goliaths are a race native to Sazhansiir that dwell in the mountains of Mallar's Peaks and the northern reaches of the Serpent's Tail mountains. They are a nomadic race, and somewhat insular, dwelling in tribal encampments that wander ancient, predetermined ranges.

The goliaths have no permanent settlements, except for the camp of Thella-lu, which is located in the western portion of Mallar's Peaks. Instead, they camp where the hunting is good and tend to migrate from higher elevations in the summertime to lower reaches during winter.

The goliaths are rather unconcerned with events outside of their mountains, and though they have no love for the scaled ones, they do not generally make active war upon them. Conversely, the scaled ones have not considered the goliaths worthy of attack, disliking their homeland terrain and considering them to be no sort of threat. In ancient times the goliaths did send an army of constructs to fight against the scaled ones, but this turned out badly.

Goliaths consider themselves to have been fashioned form the roots of the mountains in ancient times by an enigmatic figure they call the Earth Mother. Whether this is simply a generic manifestation of nature (i.e. Mother Earth) or is an aspect of the goddess Dhalis is not known. Most goliath spellcasters are druids, and very few actual clerics are known to exist, except at Thella-lu, where shrines to gods and goddesses with goliath names and histories are present.

Goliaths also have a bardic tradition, and their bards can cast arcane magic in the form of bard spells, though they tend to favour those spells that are most closely tied to singing and instrument playing and with subtle effects.

Goliaths value competition, and are liable to turn even the most simple and mundane tasks into a contest. They are a very straightforward and steadfast people, slow to make friends but loyal to the end. Technologically they are a primitive people, with little in the way of fine arts beyond singing and storytelling.

They speak their own language, called Gol-kaa, and have no written language whatsoever.

Human (PHB):

Humans are ubiquitous in northwestern Sazhansiir. Little is going to be written about them in this section, as most of the bulk of this document concerns the humans of the continent. Suffice to say that the first humans were brought to Sazhansiir by the Progenitors who used exotic magic to create a vortex-like tunnel to one of the islands in the Heynosht Archipelago just south of the continent of Jerranq and abducted some 500 human tribesmen as stock to conduct their breeding experiments and to use as slaves.

The human slaves proliferated, even despite their harsh taskmasters, and eventually with the help of the repentant sarrukh Okoth managed to rebel against the scaled ones.

The details of this rebellion and the great wars that followed are presented elsewhere, but suffice to say that Okoth, who perished in the war, bequeathed his empire to the greatest human hero ever to stride the land, Tlaloc. He founded the human-ruled era of the Okothian Empire, which persisted until it was fragmented into the nations of the present day due to internal strife.

The humans of Sazhansiir now live in lands collectively called Azotchtla. They speak Azotlan, which is a language that has taken elements of Slith and melded them with bits of Draconic, Celestial, and elemental tongues and then, over centuries, altered into its present form.

The humans are, in most ways, similar to humans throughout Therra. Having come from Morakki stock, their eyes are slightly almond-shaped and their skin is darker, almost an olive complexion. Their noses can tend to be large, and somewhat rounded.

In many ways the Azotchtla are analogues to real-life ancient Central and South American cultures, including the Mayans, Aztecs, Toltecs, Olmans, and Incans. Nevertheless, many difference remain.

The Azotchtla worship, primarily the sun god, and though they revere many other gods, they refer to them by different names and in different modes of worship. The Azotchtla are entirely ignorant of other continents on Therra and have never heard of the Deceiver.

The Azotchtla tend to be a very conservative people, and are ruled by an overwhelming hatred, fear, and paranoia regarding the scaled ones. It is well known that the yuan-ti send infiltrators into Azotchtlan society, in the form of disguised purebloods, tainted ones, and even weresnakes, and as such the Azotchtla tend to be very wary of anyone who is in the least bit different or eccentric.

Due to a symbolic rejection of the tools used by the scaled ones and the shackles of their own slavery, Azotchtla do not use metal armour or weapons. They will wear small metal ornaments or trinkets, and the Sunspears of the land of Ajjiingiir wear enchanted bronze armour, which is considered purified and untainted of the "stench" of serpents (unlike iron and steel). To an Azotchtlan, anyone wearing or using metal weapons or armour is almost certainly in league with the scaled ones, if not a scaled one itself in disguise.

Likewise, there is almost no tradition of arcane magic amongst the Azotchtla. Spellthieves can "borrow" arcane magic and even cast a little of it themselves, but being human, there are no sorcerers, and wizardry is simply unknown in these lands. As such, the Azotchtla regard all arcane magic as soul corrupting and a sign of the scaled ones, and casting such magic is tantamount to inviting a death sentence.

The land of Fezen-tir, though nominally a part of the Azotchtlan lands, is independent of the rest of the Azotchtlan nations and many of its members practice warlockry. The Fezen are estranged of and hostile with the other nations of the Azotchtla.

Karsite (ToM):

Note: Unlike as presented in Tome of Magic, karsites in Sazhansiir are not usually evil.

Karsus is a legendary hero of the great wars between Okoth and Kyuss, and many obscure myths and legends surround him. In some ways, next to Tlaloc, he was the most famous human hero of Sazhansiir.

What is not widely known is that Karsus was not born of Sazhansiir. Rather, he was a native of Jerranq and specifically the Antorian Empire who was transported to Sazhansiir by an epic spell cast by Okoth himself which went awry.

Karsus was a wizard of no small power in Antorium, and his transportation to Sazhansiir involved not only Okoth's mishap, but a simultaneous mishap in a great magical experiment he and his apprentices were conducting.

The result of these two freakish events forming a mystic nexus in the fabric of the multiverse was that Karsus was violently wrenched through the inner planes before being deposited, burnt, frozen, energy drained, bruised, and drowned onto the shore of the Kurlotzin Lands. Dazed and in dire physical and mental shape, Karsus was found by dusklings dwelling in that land and his strange demeanour, babbling speech, and potent abilities were noted and eventually reported to Okoth himself. who ordered the man to be brought to him and nursed by his best healers.

Karsus barely recovered, and even so his body and mind were so decimated by the unnatural transference that he had no memory of his life before his arrival.

Over the years, Karsus slowly regained some of his knowledge, but never fully, and the knowledge he did regain was murky and came to him like mystical visions or dreams, lending him the air of a prophet, which is, in fact, how he was regarded even by Okoth himself.

Although he had lost his spellbook, Karsus knew the Spell Mastery feat and so was able to perform limited "miracles" that likely would have had him cast as a scaled one and killed for use of arcane magic, had not Okoth vouched for him.

Instead, Okoth tasked Karsus with trying to find a way to tap into his latent powers and perhaps teach them to others. Karsus tried for years to manage this, but as he was somewhat fuzzy on the origin of his own spell ability, it was difficult for him to make any headway in essentially developing the discipline of wizardry for the Azotchtla. Instead, his magical experiments veered into the realm of suppressing and combating the arcane magic of the scaled ones, and his success sin this regard was likely aided by what must be described as a sub-conscious knowledge of the workings of arcane magic.

When Okoth unleashed the creation cyst and died in the blast, Karsus was bereft of his primary benefactor and great friend, and his grief grew alongside his madness. After spending a short time railing against the folly of the new rulers of the Okothian Empire, and making a torrent of bizarre prophetic pronouncements, Karsus gathered his few Azotchtlan disciples to him and announced that he was going to find Kyuss in his "hole" in Tyrmannion and siphon the demigod's power through Karsus and to his followers, thereby granting them the ability to wield Kyuss' magic against himself.

Amazingly, Karsus performed the powerful and dangerous ritual linking his followers to himself mystically and over great distances. Even more amazingly, with a small band of companions, the once-wizard managed to reach Tyrmannion and breach its formidable defenses. There, with most of his companions dead or worse, Karsus confronted Kyuss and managed to enact the trigger words of his epic ritual and touch the demigod, triggering the effect.

Unfortunately for Karsus, Kyuss' being was so far steeped in corruption that the absorption of even a small part of his essence was too much for his mortal shell to contain. The ex-wizard was instantly slain…or at least his body was. Kyuss' corruptive essence and the power of the epic ritual interacted to shred Karsus' soul, so that he did not go on to the afterlife, but instead his soul lingered in shards somewhere in the multiverse. The largest of theseshards, now touched by and infused with some of the power of Kyuss, became aware as a vestige and is capable of being contacted by a binder.

When Karsus touched Kyuss, the conduit to his followers received a jolt of Kyuss' power and corruption as well. Most of the followers died instantly, others slowly and in agonizing fashion, but a few had the fortitude or luck to survive, and the event changed them into what were the first Karsites.

These first karsites were unaware of their powers, and were, in fact, devastated that the clerics amongst them now could not cast their divine spells. But over time they learned that some small benefit had been gleaned from Karsus' sacrifice, and that their newfound traits were so much an essence of their being that they could be passed on to their progeny.

And so karsites have become a part of Azotchtlan society. They are rare, to say the least, as the karsite trait is elusive, and even if two Karsite parents breed the chances of producing a Karsite offspring is only slightly higher than with a mixed mating. In fact, the bloodline has been so diluted that in theory any two humans who mate have a tiny chance of producing a Karsite.

Karsites are considered a blessing to the Azotchtla, as their powers are regarded as particularly suited to fighting against yuan-ti sorcery. As such, Azotchtlan parents often keep a close eye on their children for signs of being karsites, and despite no real tendency for Karsite births to run in a given family or to a given set of parents, sometimes the number of Karsite offspring in an Azotchtlan family line makes that family more prestigious and suitable for intermarriage.

Units of karsites are famous in the ranks of the Azotchtlan armies, and many of the best-known war leaders and generals of the Azotchtlan armies are or were karsites.

It is also believed that karsites were instrumental in developing the discipline of spellthievery. While certainly no karsite can become a spellthief, due to the inability to cast spells, it is thought that some of the first karsites sought to teach their powers to normal humans and, instead, developed the training for the first spellthieves.

Killoren (RoW):

These beings are one of the few fey that are native to Sazhansiir and about the closest thing to elves this continent knows.

The killoren claim they were born when the creation blast was set off, made by nature in response to the decimation caused by the blast. As such, they feel they are the wardens and protectors of nature in Sazhansiir. This sense of duty is belied by the fact that the killoren are rather insular and not numerous enough to protect nature outside of the land of Aladur, which is their homeland, and the verges of the northeastern portion of the Coatlizin Jungle.

Even in Aladur, the killoren have nothing approaching a formalized kingdom, instead dwelling in scattered settlements and paying deference to the powerful druids amongst them.

Nevertheless, the killoren dislike and despise humans and other Azotchtla just as much as they hate the scaled ones, as the former were complicit in setting off the creation cyst. That does not necessarily mean that any humans wandering into killoran lands will be slain on sight, but it does mean they will be met with distrust and, if doing anything to harm nature, hostility.

The killoren are known in Azotchtla only as vague legends of far away beings. Only a few frontiersmen amongst the people of Valast have ever encountered or seen a killoren. The killoren have cordial relations with the raptorans of the nearby mountains, and trade goes on between the two races occasionally.

Raptoran (RoW):

Raptorans are native to Sazhansiir, dwelling in high aeries in the northern reaches of the Serpent's Tongue mountains, as far south as the source of the Hir River and north to the crotch of the mountains where it meets the Serpent's Tail.

As delineated in Races of the Wild, raptorans are a reclusive species who prefer to be left alone, and rarely interfere with the grand issues of other races. They are a slow and deliberate race in making decisions when there is time to do so, and this, coupled with their hit and run and standoff tactics in warfare, have tended to brand them as cowards by other races. This is far from the truth.

While only the elder raptorans are capable of flight, their ability to glide allows them to negotiate mountainous terrain far easier than land bound species.

The raptorans have very little contact with the scaled ones, though they naturally despise the evilness and aggression of the yuan-ti and their ilk. Raptorans have cordial relations with the goliaths to the north, and often trade with them as well as with firenewts native to the region. They also have decent relations with the killorans of Aladur and send trade missions to their settlements.

With regard to humans, raptorans generally do not encounter humans, except occasionally with the people of Valast's frontiers and at Thella-lu, the goliath trading encampment.

Rilkan (MoI):

The history of the rilkans is dealt with in detail in the history section of this work. Suffice to say that the rilkans are the descendents of the first of their kind, named Rilkan, who was created by the Progenitor mishtai as the perfect synchronicity of human and serpentine natures. The rilkans dwelt in peace in the Hurlotzin Lands for centuries, and during this time the rilkans were taught to wield incarnum by the dusklings, who settled amongst them.

Eventually, they were attacked and driven out of their lands by forces loyal to Kyuss during the Human Revolt.

With three of the mishtai slain and the last missing, the rilkans, along with the skarns and dusklings, joined ranks with Okoth and Tlaloc against the scaled ones.

After the creation blast, the rilkans migrated into the Okothian Empire and have remained citizens of those lands ever since, including its transformation into the Azotchtlan lands.

Rilkans are well-regarded by the Azotchtlan humans, despite their subtle serpentine features and origin as a creation of the Progenitors. There is no question of the loyalty of the rilkans to the Azotchtlan cause. Despite this, the fact remains that rilkans are different than humans, and as such there is still a separateness between the two races that lends the rilkans to settle in their own villages, usually on the outskirts of major Azotchtlan cities or on the frontiers of the lands.

Skarn (MoI):

The history of the skarns is dealt with in detail in the history section of this work. Suffice to say that the skarns are the descendents of the first of their kind, named Skarn, who was created by the Progenitor mishtai as the perfect synchronicity of human and serpentine natures. The skarns dwelt in peace in Inrenzeer for centuries, and during this time the skarns were taught to wield incarnum by the dusklings, who settled amongst them.

Eventually, they were attacked and driven out of their lands by forces loyal to Kyuss during the Human Revolt.

With three of the mishtai slain and the last missing, the skarns, along with the rilkans and dusklings, joined ranks with Okoth and Tlaloc against the scaled ones.

After the creation blast, the skarns migrated into the Okothian Empire and have remained citizens of those lands ever since, including its transformation into the Azotchtlan lands.

Skarns are well-regarded by the Azotchtlan humans, despite their subtle serpentine features and origin as a creation of the Progenitors. There is no question of the loyalty of the skarns to the Azotchtlan cause. Despite this, the fact remains that skarns are different than humans, and as such there is still a separateness between the two races that lends the skarns to settle in their own villages, usually on the outskirts of major Azotchtlan cities or on the frontiers of the lands.

Sazhansiir Native Creatures:

Abeil (MM2):

The bee-like abeil have dwelt in small numbers in the foothills of northwestern Charmindos since before Kyuss. They are not a numerous people, with a handful of hives dug into the hills, each led by a queen. The hives are ruled by on overqueen, but only submit to her rule during times of species-wide crises.

Ahuizotl (FF):

These evil creatures dwell in rivers and lakes throughout northwestern Sazhansiir, primarily from Aladur to the Erinquiril Jungle as well as Valast.

Ambush Drake (MM3):

These reptilian pack hunters are said to be the result of ancient Progenitor experiments with reptilian and draconic bloodlines. Whatever their origin, they now roam the wastes seeking prey and treasure.

Amphisbaena (SK):

While rare, these dangerous snake-like oddities are found throughout Sazhansiir, though more commonly in snake-infested regions.

Ape (MM):

Apes of varying kinds are found throughout the jungles of Sazhansiir.

Archer Bush (ToH):

These plants are found throughout the jungles of Sazhansiir, thriving beneath the shadowed canopy of the jungle. They can also be found in shallow caves.

Avalancher (MM3):

These strange creatures are native to the high peaks of the southern Serpent's Tongue Mountains. Goliaths sometimes hunt them.

Babbler (ToH):

These evil reptiles are believed to be one of the Slave Races of the Progenitors. They inhabit the region around Tir Lake including the marshes to the south.

Baboon (MM):

These apes run in family packs through northern Charmindos, ranging into the verges of the Fenzoon Jungle and even the Blasted Lands.

Banshrae (MM5):

These black-hearted fey are one of the few who are native to the land. In the tales told by the Azotchtla, they were aloof spirits of the forest who, for reasons only speculated upon, threw in their lot with Kyuss and the scaled ones. Some believe that the banshrae are only a small portion of their original numbers, representing those who turned on their loyal kin and slaughtered them.

It is known from ancient legends that the banshrae died en masse during the detonation of the creation cyst, and the ones who survived to the north became ashamed of their alliance with the scaled ones. These abandoned their scaled allies and fled further north, becoming feral and wild and retaining their malevolence, now directed towards all in a sort of self-loathing.

The banshrae musical powers and inability to speak are believed to stem either from a curse by the scaled ones, Kyuss, or even the Children of Okoth, or from a self-imposed curse designed to punish them for their betrayal or perhaps to make it so they could never speak of it amongst themselves.

What is known now is that these reclusive creatures haunt the northern verges of the Erinquiril Jungle.

Baric (ToH):

These pests are common all over the continent, as they breed prodigiously and can eat almost anything. Barics are also often hunted by larger creatures and intelligent beings for food, and some rear them as pets.

Battlebriar (MM3):

These strange plant-like creatures were engineered by Okoth and his minions to fight against the minions of Kyuss. They have since gone feral and wild, and now haunt the Quazilchatl Jungle, where the most famous of the ancient battles took place. The creatures still bear their ancient enmity for the yuan-ti, but are also often quite hostile to other creatures as well, resenting their old servitude to the Okothians and their human allies.

Behemoth, Gorilla (Epic):

These immense creatures haunt the interior of Musteer Isle. They are the undisputed masters of the island.

Blood Ape (MM2):

These peaceful apes dwell in the northern verges of the Fenzoon Jungle as well as the foothills of Chasinzitl.

Boalisk (ToH):

These dreaded creatures dwell in the dark depths of the Coatlizin Jungle.

Bog Mummy (ToH):

These horrors haunt the marshes at the end of the Venom River in the Blasted Lands. They are the bodies of the dead who perished in the blast of the creation cyst, and many of these are the corpses of yuan-ti.

Boneleaf (HoH):

These strange creatures may be the result of ancient experiments of the Progenitors with plants. After all, they are plant-like in appearance and many attributes but also have the intelligence of an animal and many attributes of a snake.

Whatever their origins, boneleafs are somewhat rare, though they are also quite widespread, haunting all of the jungles of the continent as well as the great marshes north of Poison Lake.

Bonesnapper (ToH):

These voracious dinosaurs are common to the western portion of the Erinquiril Jungle. The humans of the Azotchtlan nations often organize hunting expeditions to slay these beasts, both for their hides and to stop them from emerging to raid farms and livestock in Mestil-rez.

Branta (FB):

These beasts travel in small groups called halas. They are similar to caribou in their living patterns, migrating across the Fellen Wastes and ranging north during the high winter.

Braxat (MM2):

The braxats were native to Sazhansiir before Kyuss arrived, dwelling in the lee of the Serpent's Tail Mountains on the edge of what later became the Serpent Empire. Initially hunted and driven into the mountains by the yuan-ti, eventually many were captured and studied for their mind powers. These studies eventually led to the minor advances in psionic practices still retained to this day by some of the yuan-ti.

When the Serpent Empire was blasted by the creation cyst, the braxats began to return from the mountains to dwell in their now desolate homeland. They are now an embittered and evil race adapted to life in the desert wastes, but they still retain their great hatred of the scaled ones.

Briarvex (MM4):

These strange creatures dwell only in the Irin Forest, where the nearby Azotchtla consider them to be evil forest giants. The briarvex themselves claim origin before the Okothian influx, when, according to them, the Irin Forest spread all across the lands now claimed by the Azotchtlan nations. As such, these creatures bear a simmering hatred for humans.

Bronze Serpent (MM2):

These guardian constructs are fashioned by the yuan-ti to guard their tombs and temples and other important locations. They are also sometimes used in battle, especially in environments that are hostile to most living creatures.

Bunyip (ToH):

These aquatic creatures ply the Hissing Sea.

Burrow Root (MM5):

These thankfully rare predators are found in Upper and Lower Valast, where they are a menace to farmers and travelers in the same way ankhegs are in Jerranq.

Caribe, Giant (ToH):

These voracious fish swarm about the Sea of Jewels, mainly along the Jewelled Coast.

Caterwaul (ToH):

These beasts dwell in the Fellen Wastes region near to Fezen-tir, as well as in the rugged lands between Fezen-tir and the Coatlizin Jungle. They are often hunted by the catfolk and cubs are domesticated to serve as "battle-hounds" from time to time.

Catfolk (MHB):

The catfolk are one of the sentient races native to Sazhansiir before the arrival of Kyuss. They have dwelt for ages along the northern verges of the Fellen Wastes, though their hunting expeditions can take them farther afield. The Catfolk have had run-ins with the warlocks of Fezen-tir and the two now despise each other.

Cave Dinosaurs (MHB):

These smaller cousins of the dinosaurs were bred by the yuan-ti to serve as indoor guardians and pets. They now serve that same function in yuan-ti sanctuaries, most of which are underground.

Cave Moray (ToH):

These creatures are somewhat ubiquitous in the underdark, as well as in deep caves and even abandoned dungeons.

Cheetah (MM):

These swift felines hunt the plains of Charmindos.

Chelicera (MM3):

These horrid arachnids haunt the peaks and valleys of the Serpent's Tail mountains, thriving in the warm, dry environment there.

Chrystone (ToH):

Originally created by the goliaths to raise an army to combat the minions of Kyuss, the chrystones rebelled from their creators and now form a distinct race of beings that dwell in the junction of the Serpent's Tongue and Mallar's Peaks.

Clam, Giant (ToH):

These bivalves are found in the coastal waters of the Hissing Sea and the Sea of Stars, where they are used for food and jewelry.

Cloaked Ape (MM2):

These strange apes glide from tree to tree using their wing flaps and are common in the Erinquiril Jungle.

Cobra Flower (ToH):

These dangerous plants are found in the Erinquiril Jungle, where they are a nuisance, but occasionally used as a natural barrier or guardians.

Conflagration Ooze (MM3):

Where the creation cyst destroyed the Empire of the scaled ones, in some instances the essence of the blast merged with pockets of evil magic or other vile substances employed by the scaled ones. Sometimes this resulted in the creation of conflagration oozes. These strange creatures now haunt the Blasted Lands, especially near and in the Great Cauldron.

Corollax (MM2):

These sociable avians are commonly found in the Erinquiril Jungle, especially in the western portion. They are often domesticated by the Azotchtla.

Corpse Gatherer (MM2):

These creatures haunt the Blasted Lands, though thankfully there must only be a handful of them. They are thought to be the byproduct of all of the deaths that occurred there along with the creative forces unleashed by the creation cyst.

Couatl (MM):

These benign serpents were created by Okoth just after he rebelled against Kyuss. Along with the three Nagim, the couatl were the most important servants of Okoth and helped to defend his Empire. Many of these serpents perished during the final wars against the scaled ones, but some survived to act as counselors and priests to the humans who inherited the Okoth Empire. They now dwell in positions of reverence in the Azotchtlan lands, though a few have elected to lead the life of a wise hermit in the western verges of the Erinquiril Jungle.

Crimson Death (MM2):

These horrific undead haunt the swamps at the end of the Poison River in the Blasted Lands, formed in the creation cyst blast that created the swamp and slew hordes of scaled ones.

Crocodile (MM):

These animals are found throughout Sazhansiir where there are wetlands or other sources of fresh water. Their hides are used by many peoples of the region, including the lizardfolk of the northern coasts and the Azotchtlan humans.

Crocodile, Giant (MM):

Although rarer than their normal-sized cousins, these beasts are also found throughout Sazhansiir.

Dakon (ToH):

These peaceful and intelligent apes may have been the result of ancient yuan-ti experiments, though no one knows for certain. They claim that they predate the arrival of Kyuss, but the other native races of Sazhansiir have no record of them.

In any event, the reclusive apes sometimes trade with humans.

Dark Tentacles (MM2):

It is not known whether these creatures were created from the creation cyst blast or a result of yuan-ti experiments, or both. But they do haunt the southern verges of the great swamps near Poison Lake.

Dark Tree (MnoF):

These deadly plants are found in the Fenzoon Jungle, said to be bitter against all sentient creatures due to the loss of much of their kin in the jungles of the Serpent Empire that are now the Blasted Lands.

Deadborn Vulture (MM5):

These horrific beasts are bred by the scaled ones who dwell in the Blasted Lands, where they are used as scouts and guardians. Occasionally, some of these are used as mounts in other regions, such as Mazuiochitl, but the beasts seem to thrive much better in the arid climate of the Blasted Lands, at least until they become zombies.

Deathcoils (SK):

These deadly hunters and carrion eaters were certainly created by the Progenitors. They now hunt throughout the Quazilchatl Jungle and are a danger to scaled ones and others alike.

Deathfang (RoF):

These undead creatures are created by yuan-ti and nagas as undead minions.

Decapus (ToH):

These strange horrors are native to the Coatlizin Jungle. In fact, they dwelt in the region when it was a temperate forest, before Kyuss came to Sazhansiir. They adapted to the change in climate, and still haunt their ancient region.

Diger (ToH):

These strange hunters are found all over Sazhansiir, usually in caves or other sheltered places, though also in the shadow of jungle canopies. Many humans and other sentient creatures of the land know to be careful when picking up gems from the midst of pools of water. As such, these creatures have better luck hunting animals and vermin attracted to their shiny eye.

Digester (MM):

These strange and aggressive beasts are native to the Fenzoon Jungle, especially to the north nearer to Chasinzitl.

Dinosaur (various):

Dinosaurs were created by the Progenitors solely for the purpose of dominating the animals of the continent and to supplant them with reptilian beasts. In part this effort was successful, in that dinosaurs are now found throughout Sazhansiir. However, they never bred in numbers enough to dominate the ecology of the land, and they required so many natural resources that they tended to spread out rather than congregate and dominate a region.

Dinosaurs are now ubiquitous in all regions suitable to their kind. They are often hunted, both by primitive sentients and by the Azotchtla. Some reptilians, including yuan-ti, use dinosaurs as mounts or guardians, but the creatures are difficult to train.

Dire Ape (MM):

Dire apes are found throughout the jungles of Sazhansiir.

Dire Corby (ToH):

These creatures are to raptorans what the drow are to elves…that is an evil subrace that has taken to living underground.

The dire corbies were originally a clan of raptorans known as the Corbi Clan. They took to worshipping Kyuss on his arrival to Sazhansiir, and the other raptorans fought the clan and drove them from their aeries.

The Corbi exiles first turned to the yuan-ti, but most of these were enslaved, and so the Corbi exiles fled into the underdark of Sazhansiir, where they learned to survive at the cost of their wings.

The dire corbies have been successful in the limited Sazhansiir underdark, and occasionally emerge onto the surface to hunt in great flocks. Raptorans and dire corbies hate each other and will attack on sight. The corbies also harbour an ancient enmity against the yuan-ti and other scaled ones and will either flee from them or attack them if they outnumber the reptiles.

Dire Phynxkin (DrM):

Yet another scaled one breeding project, these creatures resulted from the breeding of jungle felines with reptilian and draconic stocks. These larger versions of the normal phynxkin have evolved over the millennia into a larger dire form.

Dire Vulture (Sand):

These beasts are endemic to the Blasted Lands. Entirely natural, they were not created or warped as a result of the creation cyst, but rather have simply evolved over time from normal vultures. Certainly, though, this evolution may have been spurred by lingering effects of the cyst.

Displacer Serpent (MHB):

Another experiment of the scaled ones, these beasts occupy the same niche as displacer beasts do in Jerranq. Like displacer beasts, their marginal intelligence and language abilities allow them to be effectively deployed as guardians, and the yuan-ti do so. However, a great many of these beasts are feral, existing on their own out in the wilderness.

Dracotaur (MM3):

These creatures wander in nomadic groups throughout the land of Inrenzeer and have inhabited that land since ancient times, predating the arrival of the skarn. It is not known if they were created by ancient dragons or by the scaled ones, though they do not routinely serve the yuan-ti and often clash with them, though some peaceful trade does occur. The beasts are aggressive to humans, and consider them a delicacy.

Dragon, Brown (MnoF):

These creatures were not native to Sazhansiir, but some of these have come from the Dragon Wastes far to the east and settled in the Blasted Lands. Many of these now owe allegiance to Kyuss.

Dragon, Emerald (MM2):

At least a few emerald dragons are known to dwell in the hills of southwestern Inrenzeer and in the mountains in the very northeast of Mallar's Peaks. In both cases these dragons are somewhat reclusive, and dwell in deep caves.

Dragon, Fang (Drac):

These dragons can be found in any mountains on the continent, though they are quite rare, as is true of most dragons.

Dragon, Incarnum (MoI):

These creatures are extremely rare. They are descended from a small group of dragons (whose original type is unknown) who adopted the use of incarnum and delved into its depths with such force that it changed them forever. Infused with incarnum, these dragons were able to breed true, and continue to do so. They are found generally in the old lands of the Children of the Mishtai, and their alignments and behavior vary wildly. A few brave dusklings are known to have journeyed back to these lands to consult with some of the less dangerous of these dragons, and a few are known to have journeyed to the Azotchtlan lands to deal with the ducklings, skarn, and rilkan.

Dragon, Topaz (MM2):

These creatures are found along the eastern coast of Sazhansiir, from Inrenzeer all the way south to Mazuiochitl. They lair in sea caves and generally spend their time within sight of the ocean.

Dragonfish (ToH):

These unaggressive fish are found throughout northern Sazhansiir in lakes, rivers, and streams. They are considered to be animals, not magical beasts, and are often prized by the Azotchtla, as their spines are fashioned into blowgun darts and their poison is used to weaken foes. The meat of the fish, if properly prepared, is safe to eat and regarded as something of a delicacy by the nobility of the Azotchtla.

Dragonnel (Drac):

These majestic creatures are native to the hills of eastern Valast and the foothills of the southwestern Mallar's Peaks. They are wary of humans and other intelligent creatures, and prefer to be left alone to hunt and live in peace. However, some of the humans of Valast have learned to befriend and ride these creatures, and others have stolen dragonnel eggs and wyrmlings and raised them in captivity to serve as steeds. Wild dragonnels often go to great lengths to free such captive kin and offer them a chance to live in the wild. The owners of such dragonnels are often slain by the wild dragonnels if the opportunity permits.

Dune Stalker (MM2):

It is believed these creatures were somehow summoned to Sazhansiir when the creation cyst exploded. The most likely theory is that the blast ripped open a temporary vortex to the Elemental Plane of Earth, and various earth elementals were sucked through the vortex and survived the transition to the newly formed Blasted Lands. The severe damage to the earth and the interaction of the cyst's influence warped the spirits of these elementals, and they eventually become dune stalkers. Technically, dune stalkers are outsiders, but they are now native to Therra. They roam the Blasted Lands seeking to slay anything they can in their almost insane frustration at being trapped on Therra.

Dust Blight (Sand):

It is not known whether these creatures represent humanoid slaves of the scaled ones or yuan-ti themselves that were caught in the creation cyst blast. What is known is that after the blast, these horrid warped creatures began to appear in great numbers throughout the Blasted Lands. They are now, for all intents and purposes, the native inhabitants of the region, though that is a far cry from claiming they are found in any great numbers or have developed any sort of civilization.

Usually solitary or found in small groups, these creatures feed on anything they can.

Dust Wight (MM3):

The most prevalent undead of the Blasted Lands, these are likely the spirits of many sentient evil creatures that died in the blast. They now haunt the land and pose a grave threat to all they encounter.

Eel, Giant Moray (ToH):

These large ocean menaces live close to shore, where the hunting is good. Their flesh is considered a delicacy by the Azotchtla and their hides are used for a great many crafts, including textiles.

Feral Gargun (RoS):

These distant relatives of the goliaths are much wilder and savage than their kindred. The exact relationship between the two races is a matter of tradition and dispute.

The garguns are native to the lower reaches of the Serpent's Tongue mountains and the higher foothills of the northern Fellen Wastes. A few wandering bands can be found as far as Charmindos and southeastern Fezen-Tir.

Despite their roughness around the edges, the feral garguns conduct trade with the goliaths on occasion, and sometimes are employed as outlier mercenaries by the Fezen.

Feral garguns despise dusk giants and attack them on sight (and vice versa).

Fetid Fungus (MM5):

These dangerous predatory plants haunt the marshes between Lake Tir and Poison Lake. They can also be found more rarely ion the marshy southwestern portions of the Quazilchatl Jungle.

Fire Lizard (ToH):

These huge beasts are thought to be yet another scaled one experiment of ancient times. They are very widespread throughout Sazhansiir, though thankfully quite rare as well. Most of the lizards in the Azotchtlan lands have been hunted out of existence, though a few are actually tamed and trained for war by an elite cadre of troops known as the Bringers of Fire.

The firenewts of the Serpent's Tail also are known to ride fire lizards into battle (though rarely as compared to giant striders), and the greatest concentration of these lizards in Sazhansiir is in the stable of the firenewts. Even there, however, such lizards are rare and prized by the most powerful warriors.

Firenewt (MnoF):

These strange reptiles dwell in the volcanic north of the Serpent's Tail and Serpent's Tongue, often high up in the mountains near the steam vents and lava pools where the heat keeps most non-fire creatures away. Their numbers in their high lairs are not known, but old tales tell of occasional massive armies of fire newts numbering in the thousands mustering with fire lizards and giant striders to do battle to some significant ancient foe.

The firenewts occasionally trade with goliath merchants, usually coming in caravans to spots halfway between their enclaves and the goliath camps.

Firenewts place a great importance on their mounts, and a firenewt warrior without a mount is a cause of shame or disgrace.

Flame Snake (FF):

All three varieties of flame snakes are creations of the scaled ones. Most serve as guards for the yuan-ti and nagas. Due to their heat aura and other fire abilities, they are not often allowed to roam through the jungles, and so are rarely found on their own.

Flesh Jelly (MM2):

There is only a single known creature of this type. As such, it is known as The Ravager of Flesh by any who are aware of it. The creature haunts the depths of the Blasted Lands and is feared by all who blunder into its wake.

That this monstrosity was created by the creation cyst is not in doubt.

Fog Warden (ToH):

These creatures haunt the southern reaches of the Fellen Wastes. They are attracted to sentient creatures, and feed off of their fear as their victims die.

Forest Sloth (MM2):

These large creatures are rare, but roam most of the jungles of the continent. In those lands controlled by the scaled ones, these creatures are often hunted for food. In other lands, they are both feared and revered by the natives.

Forest sloths tend to favour hunting creatures size Small or smaller, as they prefer to swoop onto the ground, swallow their prey quickly, and then leap back into the trees to eat their meal unmolested. Only the very rare huge creatures pose a constant menace to Medium sized creatures.

Fox (ToH):

Foxes are ubiquitous to the "civilized" areas of the continent in the northwest. The Azotchtla have many tales about foxes in which fox spirits can change into human shape and spend their time tricking humans. A few of these are said to fall in love with their victims and mate with them for life, their offspring said to be human beings with special luck or fate in store for them. Such persons are said to be foxed.

Frog, Monstrous Killer (ToH):

These creatures are specially bred by the tsathar of Banjiiri. They tsathar use them as pets and guardians, though more than a few of these have escaped or been abandoned by the tsathar to dwell in the wild.

Gambol (MM2):

These fiercely territorial creatures are found scattered throughout the Coatlizin Jungle in small family bands. They are feared by the Valast and Fezen people who live near the jungle, and the usual advice given when encountering one is to run, as they rarely leave their territory.

The gambols have a long hatred of the needlefolk, and the two creatures rarely encounter each other without violence.

Giant, Dusk (HoH):

These strange creatures are native to Sazhansiir, and their lore recalls a time before the scaled ones arrived. They are believed to be akin to the goliaths and feral garguns, and are very rare, but found throughout the plains and mountains of the continent. Least giants can even be found on the outskirts of the Azotchtlan lands, seeking prey to regain their stature.

Goliaths and feral garguns despise the dusk giants and make war on them on sight. The reverse is also true.

Giant, Phaerlin (MnoF):

These creatures are believed to have been warped by the creation cyst into their present form. What they were like beforehand is unknown, even, apparently, by the phaerlin themselves.

These creatures represent a few of their kind on the edges of the blast that survived, and they tend to dwell in what was possibly their ancient homelands, on the periphery of the Blasted Lands and surrounding areas, in underground caves. These creatures are quite aggressive and serve none but themselves.

Giant, Totem (MoI):

These giants, while they have been in Sazhansiir for millennia, are not native to the region per se. In fact, their own legends say they were either goliaths or feral garguns who were taught (or stole) the knowledge of incarnum magic from the dusklings and so inculcated it into their being, that they infused themselves with its essence and evolved into their present forms.

Totem giants now dwell in the Irin Forest in small clans, and they are known to trade peacefully with the Azotchtla. A few make pilgrimages to other lands to seek out new magical beasts to craft soulmelds or to worship, and most giants encountered outside of the Irin are these pilgrims.

Giant Strider (MnoF):

These beasts are primarily found tamed by firenewts and used as mounts. Every firenewt warrior has a giant strider, and to be without one is a sign of shame and disgrace amongst the firenewts.

A few wild herds of striders do exist, high up in the mountains near active volcanoes.

Girallon (MM):

These dangerous and aggressively territorial beasts haunt the Erinquiril Jungle. Many are slain by Azotchtlan hunters and some are even brought back to the Azotchtlan lands to serve as gladiators in their spectacles. Their white fur is regarded as something of a luxury item or status symbol amongst certain of the northeastern nations of the Azotchtla.

Gloom (Epic):

There is but one gloom in Sazhansiir, and it appears only rarely. None are quite sure who or what it is, though all agree it is extremely puissant and powerful. Some speculate that the gloom (or The Gloom Bringer) is a being created by Kyuss to assassinate the most powerful of his enemies. Others claim it is a being from the Plane of Shadow who slips into the Material Plane in cracks between the planes and wreaks quiet havoc for a time before departing back to its home. Others claim it comes to the Material Plane to hunt.

Whatever its origins, the gloom has made only a few appearances at most in a given century, usually hovering on the most precipitous of events, and its strikes are surgical and seem to be with a purpose that doesn't, on the surface, seem to favour any faction (including the scaled ones). The means to hire or summon the gloom are not widely known, but presumably must exist. Given that the gloom is not an outsider and does not have the extraplanar subtype, legends claiming it is a being from another plane are likely incorrect, though it may be that the gloom was at one time a mortal who travelled to the Plane of Shadow and became what he is.

The gloom has never been encountered outside of the Azotchtlan lands.

Golem, Incarnum (MoI):

Unlike the construction method written in Magic of Incarnum, this golem can be crafted by a soulmelder without the need to cast the three spells mentioned. Instead, the caster must be able to bind a throat chakra (which means a totemist or incarnate must be 14th level and a soulborn must be 18th level).

These creatures are found wherever incarnum is practiced, serving powerful soulmelders as guards and servants.

Golem, Serpentflesh (SK):

Unlike the description in Serpent Kingdoms, these golems are not constructed by snake haters to mock serpents. Rather, they are created by scaled ones in the same way humans might create a flesh golem.

Gravecrawler (MM2):

These mysterious creatures are extremely rare but can be found all over the continent, from the depths of the Blasted Lands to the heart of the Azotchtlan lands. They seek out places of the dead, including ancient battlefields, and this draws them to remote places like the Blasted Lands and the Quazilchatl Jungle.

Many sentient beings venerate the gravecrawlers, and consider them holy wonders of Mergurr, the God of Death. Even the yuan-ti usually give a gravecrawler a wide berth and sometimes seek its advice.

Gravorg (MM2):

These bizarre creatures are found only in Chasinzitl, in dank caves where they terrorize the land with their hunting ranges. Their glands are prized by yuan-ti magic item crafters and even amongst the Azotchtlan crafters.

Greenvise (MM2):

These carnivorous plants are quite dangerous and tough opponents, though they are limited to the hills and wilder areas of the lands in which they are found. Their death fog ability causes those who live in the area to pay attention to signs of acid burns in a wide area on the ground and to be wary of clouds of fog that have a slightly greenish tint to them.

Grippli (ToH):

These creatures dwell in the jungles and nearby fens of the northern Erinquiril region, where they alternately fight with and trade with the lizard folk and related creatures who dwell along the Hissing Coast and the Sea of Stars area.

They also trade with intrepid Azotchtlan merchants who make the journey to their villages.

Gryph (ToH):

These strange avians are roughly equivalent in the ecological niche of the continent as stirges are for Jerranq. They are widespread throughout northern Sazhansiir, ranging from the Azotchtlan lands to the Hissing Coast, to the Sea of Stars region, and the Erinquiril Jungle.

Gulgar (MM3):

These refugees from the Elemental Plane of Earth came to Sazhansiir aeons ago, before the arrival of Kyuss. They tamed many of the yrthaks that dwelt in the high peaks above the then massive Irin Forest and then settled to live in isolation and mine their crystals for food. With the coming of the Okothians and later the Azotchtla, these creatures have managed to remain aloof, high in their mountains. Contact with these creatures is rare, and usually peaceful. It is very difficult to communicate with gulgars, but with magic this becomes possible and they can be convinced to trade gems and other precious materials they dig up in their hunt for food.

Guulvorg (MM5):

These horrific creatures were created by the Fezen warlocks, undoubtedly with fiendish help and possibly using fiendish stock of some sort. They are quite powerful, but quite rare as well, employed only by the most elite and powerful of the Fezen masters. A few have managed to escape into the wilds and breed, albeit slowly.

Horned Beast (ToM):

Another fairly obvious result of hybridization by the scaled ones (designed to have a serpent-serving beast capable of operating in mountainous terrain), these beasts proved to be less than satisfactory for the scaled ones, in that the serpent nature did not fully take over the creature entirely. A few of these are still bred and used by the yuan-ti as guards, but their aggressive and surly nature (inherited from the ram portion of their origins) makes them unpopular with most scaled ones.

These beasts have bred true, however, and can be found in the wild now in the northern Serpent's Tail and northern Mallar's Peaks near Lake Tir.

Hydra, Pyro (MM):

Clearly a close relative of the normal hydras and cryohydras found in Jerranq, these pyrohydras were formed from original hydra stock brought to Sazhansiir by Kyuss when he fled to the continent. Breeding with red dragons has occurred since, resulting in the pyrohydras that now haunt the marshes between Lake Tir and Poison Lake. A few of these are also kept by yuan-ti and nagas as pets or guardians in their lairs.

What happened to the normal hydras that were brought to Sazhansiir originally is not known. Perhaps they were all changed into pyrohydras, or perhaps the rest were used as stock for other experiments (successful or not) by the scaled ones. Or, quite possibly, the pyrohydras competed with normal hydras for the same territory and eventually wiped out their less-advantaged brethren. The exact reasons are not known, but only pyrohydras are found in Sazhansiir.

Hyena (MM):

These creatures are essentially the wolves of Sazhansiir. They are fairly ubiquitous and widespread, and found in most of the plains and deserts of the continent, including the fringes of the Azotchtlan lands, the old lands of the Children of the Mishtai, and even the fringes of the Blasted Lands.

Hyena pelts and furs are commonly found throughout Azotchtla.

Incarnum Wraith (MoI):

These horrific spirits haunt the old lands of the Children of the Mishtai, created out of the ashes of the Human Revolt. These lost souls are angry, infused with incarnum that magnifies their sense of loss and frustration at the scaled ones for their assault of their lands and the humans whose revolt precipitated their demise.

In rare occasions, such wraiths can also appear as a result of the death of an incarnum being in present times, but the number of these appearing in Azotchtlan lands can be counted on one hand in a given century.

Inphidian (ToH):

These obvious yuan-ti bred creatures are considered a Slave Race, though they have migrated so far north that they have little contact with the yuan-ti. They dwell in small communities along the Banjiiri region and the northern verges of the Quazilchatl Jungle.

Iron Cobra (FF):

These constructs are used, unsurprisingly, by scaled ones to act as guards and to hunt down escaped slaves and other enemies. It is rumoured that the Progenitors created eight massive and nigh-indestructible iron cobras in ancient times and that some of these may not have been destroyed in the creation cyst detonation.

Ixitxachitl (MM):

These evil rays are native to the seas just off the northern coast of Sazhansiir. They have spread, in rare cases, to the Southern ocean nearer to Jerranq and Onlor and it is even reported that some have found their way into the Jerranqi underdark (along with the kuo-toans). Nevertheless, while rare in and near Jerranq, these creatures are commonly found in the Sazhansiir region,

Jaculi (SK):

These snakes are fairly ubiquitous in the Quazilchatl Jungle, where they are found both in the wild and as pets and servants of the yuan-ti.

Jahi (MM2):

These spirits are the souls of scaled ones who have died succumbed to their emotions. The yuan-ti were bred from reptiles and humans, and their human side is generally quiescent and subservient to their reptilian natures. But occasionally, before or sometimes even at the moment of death, a scaled one resents the rejection of its human nature or the reptilian walls are shattered. What this produces is an undead spirit resentful if its lifelong denial of emotions and a will to right that wrong.

Jahi are very rare, for most scaled ones do not succumb to their human side, and most that do are not strong-willed enough to rise as a jahi. But they do exist, usually amongst the stronger and more powerful scaled ones, and these dreadful spirits then attempt to experience emotions vicariously. In the scaled lands, this would be with human slaves. In the wilds, they are usually found haunting the Azotchtlan lands. Nevertheless, tales have told of them in diverse locations on the continent.

Juggernaut (MM2):

These horrific constructs were used as weapons of war during the great empire that flourished in what is now the Blasted Lands. Most were destroyed, but a few survived, mainly because they were outside of the empire in battle with the Okothians and Tlaloc's army. The few that survived those battles were destroyed, though over the centuries occasional reports would surface of the discovery and release of one in some location near Lake Tir. No such discoveries have been forthcoming for many decades, and as such the remainder of these are believed to be in the Blasted Lands, most programmed in ancient times by long-dead masters and still running their last instructions.

The lore to create these things are likely buried in the vaults of the Blasted Lands. It is certainly possible that very powerful scaled one sorcerers could create new juggernauts, but such constructs are not much use in jungle terrain.

Julajimus (MM2):

These crafty and dangerous aberrations are native to Sazhansiir and are found in the Coatlizin Jungle. Thankfully solitary, the Valast and Fezen-tir villagers living near the jungle are very wary about befriending small creatures and often subject such creatures to direct sunlight for a while before trusting that they are actual small creatures and not a julajimus.

Kamadan (ToH):

Obviously a breeding experiment of the scaled ones, these creatures are found both as guards of the yuan-ti and in the wilds of the Quazilchatl Jungle. The have also ranged southward into the lands of Mazuiochitl and the Hurlotzin Lands. A poisonous variety is also found in the same regions.

Kampfult (ToH):

Also known by the Azotchtla as the "sinewy mugger", these plants are found all throughout the Erinquiril Jungle. They thrive in moist, shadowy places, including the deep jungle under the canopy as well as caves.

Kech (ToH):

These humanoid monkey-like creatures inhabit the Fenzoon Jungle. They form clans that lair high in the trees and spend a great deal of their time in the trees, coming down to the ground only when safe or necessary.

Kelp Devil (ToH):

These sentient and dangerous plants dwell in the King's Sea, hunting other sea life and, if closer to shore, sometimes humans in boats. The humans who dwell on the shores know well enough to be wary of large clumps of seaweed that seem to be moving against the current.

Kopru (MM2):

The kopru predate Kyuss' arrival, and once had a fairly large civilization in the waters off of the south coast of what is now the Blasted Lands. When the creation cyst exploded, and a portion of the land collapsed into the oceans, the cataclysm destroyed the kopru civilization. These creatures never recovered and still dwell in a "dark ages" wherein they now roam the ocean in small colonies, seeking to enslave enemies to use as slaves.

Rumours suggest that the koprus have or are rebuilding their civilization, but in a deep, remote location under the sea.

Land Lamprey (ToH):

These creatures are found throughout the northern portion of Sazhansiir, from the Irin Forest, through the Azotchtlan lands, and along the coastline from the Hissing Coast to Inrenzeer.

Landwyrm, Desert (Drac):

Landwyrms are thought to be degenerate stock of chromatic dragons that were either banished to or fled to Sazhansiir from the Dragon Wastes to the east. Some rumours claim they are dragons punished by Tiamat, who took their wings and breath away and send them to Sazhansiir.

Desert landwyrms dwell in the Blasted Lands, and since those lands did not arise until later in history, there is a belief that they have evolved from other landwyrms. Whatever their origins, they are massive and dangerous creatures, and even the scaled ones in the region show them respect.

Landwyrm, Forest (Drac):

Landwyrms are thought to be degenerate stock of chromatic dragons that were either banished to or fled to Sazhansiir from the Dragon Wastes to the east. Some rumours claim they are dragons punished by Tiamat, who took their wings and breath away and send them to Sazhansiir.

Forest landwyrms dwell in the Irin Forest. They are adapted to dealing with humans, and though not allies by any means, they can be approached peaceably. These landwyrms do regret the way their forest was reduced to its current size by Okoth, and as such they are fiercely protective of the Irin Forest and will fight against anyone or anything that threatens it.

Landwyrm, Hill (Drac):

Landwyrms are thought to be degenerate stock of chromatic dragons that were either banished to or fled to Sazhansiir from the Dragon Wastes to the east. Some rumours claim they are dragons punished by Tiamat, who took their wings and breath away and send them to Sazhansiir.

These vicious wyrms dwell in the lower verges of the King's Peaks, including the hills to the northeast that trail away towards the Erinquiril Jungle.

Landwyrm, Jungle (Drac):

Landwyrms are thought to be degenerate stock of chromatic dragons that were either banished to or fled to Sazhansiir from the Dragon Wastes to the east. Some rumours claim they are dragons punished by Tiamat, who took their wings and breath away and send them to Sazhansiir.

Jungle landwyrms are thoroughly evil and vicious, killing anything they encounter, including scaled ones. The wars between the scaled ones and these landwyrms are neverending, as they both share the same environment. Most of these wyrms are found in the Quazilchatl Jungle, but sightings have been reported in every jungle on the continent.

Landwyrm, Mountain (Drac):

Landwyrms are thought to be degenerate stock of chromatic dragons that were either banished to or fled to Sazhansiir from the Dragon Wastes to the east. Some rumours claim they are dragons punished by Tiamat, who took their wings and breath away and send them to Sazhansiir.

Mountain landwyrms are the largest of their kind. Fortunately, they are extremely rare, like to sleep a lot, and are not prone to wanton violence and destruction. What they crave most is respect and obeisance, and many of the sentient beings that dwell in the same region with these creatures often offer up tribute to appease the wyrm.

Landwyrm, Plains (Drac):

Landwyrms are thought to be degenerate stock of chromatic dragons that were either banished to or fled to Sazhansiir from the Dragon Wastes to the east. Some rumours claim they are dragons punished by Tiamat, who took their wings and breath away and send them to Sazhansiir.

The smallest of the landwyrms, these creatures are also fairly restricted in range, found in the Hissing Coast region for the most part, and even then only rarely and as solitary wanderers or in small nomadic clutches. These creatures are a bit unpredictable, and quite the opportunists, but they can be approached in strength and some trading can and does occur, both with the people of Haasfiir and the denizens of Phanzariin.

Landwyrm, Swamp (Drac):

Landwyrms are thought to be degenerate stock of chromatic dragons that were either banished to or fled to Sazhansiir from the Dragon Wastes to the east. Some rumours claim they are dragons punished by Tiamat, who took their wings and breath away and send them to Sazhansiir.

Swamp landwyrms are very large, very powerful, and thankfully very rare. They are known to dwell in the swamps between Lake Tir and Poison lake, as well as the great swamp of the Blasted Lands. In addition, at least one dwells in the marshy areas in Demonshead.

Landwyrm, Tundra (Drac):

Landwyrms are thought to be degenerate stock of chromatic dragons that were either banished to or fled to Sazhansiir from the Dragon Wastes to the east. Some rumours claim they are dragons punished by Tiamat, who took their wings and breath away and send them to Sazhansiir.

Tundra landwyrms dwell in the southern reaches of the Fellen Wastes. Though not evil, they tend to be aloof and want to be left alone for the most part, free to hibernate and hunt.

Landwyrm, Underdark (Drac):

Landwyrms are thought to be degenerate stock of chromatic dragons that were either banished to or fled to Sazhansiir from the Dragon Wastes to the east. Some rumours claim they are dragons punished by Tiamat, who took their wings and breath away and send them to Sazhansiir.

Underdark landwyrms are exceedingly rare, simply because Sazhansiir does not have the same sort of widespread and developed underdark that is found in Jerranq. Nevertheless, where such structures exist there are a few of these wyrms present.

Lava Child (ToH):

These strange humanoids are not aggressive, and are in fact quite reclusive. They dwell in or near volcanoes, and when they do interact with other races, it is usually with the firenewts and occasionally with adventuresome goliaths. The goliaths have many stories and legends about the lava children, and consider it bad luck to harm one.

Lavawight (Epic):

When the creation cyst blasted the heart of the empire of the scaled ones, the traumatic mass death of so many malign beings mixed with a vortex to the Elemental Plane of Fire opened by the conflagration and the negative energy that formed half of the creation cyst, giving rise to a horrific undead spirit known only as the Shape of Fire. This creature roamed the newly formed Blasted Lands for a short time, and in encountering and defeating certain powerful survivors of the blast, it created the lavawights.

When Shape of Fire left the Material Plane, at least half a dozen lava wights it had created were left behind. These horrific creatures, finding even the heat of the Blasted Lands too cold, fled north and eventually immersed themselves into the depths of the fiery volcanoes of the central mountains and on Musteer Island.

There are four major volcanoes in central Sazhansiir and one on Musteer. It is believed that in each of these, bathed in magma, lairs a lava wight. If there were more, as some reports indicate, they are either also in one of these volcanoes, have been slain, or are hidden somewhere on the continent.

The lava wights rarely appear, content to reside in the depths of the volcanoes. When they do, they have appeared singly, and usually in the course of an eruption, which may waken them from some sort of undead slumber. When a lava wight emerges, the creatures living on the mountain nearby have little choice but to flee or hide and pray the creature does not find them. After an orgy of destruction lasting for days or even weeks, the wight inevitably returns to its lair.

Such instances are rare…as rare as eruptions themselves. However, it does explain why many natives of the high mountains often sacrifice living creatures to the volcanoes. Presumably, they are appeasing the lava wight within.

No tales speak of anyone ever slaying a lava wight. The mightiest goliath heroes are merely credited with delaying their progress so that other might escape. Usually such heroes then die a noble, valiant, and fiery death.

Legendary Ape (MM2):

These apes are manifest with the divine blessing of Yimik, God of Beasts, and they appear rarely amongst the populations of apes that appear all over the continent. Worshippers of Yimik consider them sacred.

Leopard (MM):

Leopards (aka jaguars) are found throughout Sazhansiir. Many of the Azotchtla revere them for their courage, speed, and cunning, and wear items made from their pelts.

Lhosk (MM3):

These strange-looking spider/apes are native to this region. They are at times enemies of the kech, and at other times trade with them. They make no permanent homes, but wander the Fenzoon Jungle, making temporary camps before moving on to follow food.

Lion (MM):

Lions are found throughout the continent, from the Azotchtlan lands to Valast and Fezen-tir, King's Peaks, Mallar's Peaks, and the pains of the east, including Inrenzeer, the Hurlotzin Lands, and Mazuiochitl.

Lizard, Giant (Saz):

These creatures are above-ground creatures that are similar in most ways to the giant pack lizards used by the drow in Jerranq (FRCS). However, these creatures do not have sticky pads on their feet and therefore cannot walk on walls and ceilings. In addition, their colouration is green, granting them a Hide bonus in jungle terrain as opposed to rocky or natural cavern settings.

These creatures are found in the wild all over Sazhansiir, but are often trained and used by scaled ones as mounts or beasts of burden. Some are trained for war and used as warbeasts.

Lizard, Giant Banded (Sand):

Possibly a mutation of normal lizards after the creation cyst blast, these animals are very aggressive and almost impossible to train.

Lizardfolk (MM):

These creatures are the most ubiquitous of the Slave Races created by the scaled ones. While used often by the yuan-ti as slaves and mercenaries, most lizardfolk have gained a semblance of freedom by migrating north to the coastal lands along the Hissing Coast east to the Jewelled Coast.

The largest concentration of lizardfolk is in the Hissing Coast, and their hissing speech of Draconic gives their homeland their name.

Within the Hissing Coast, lizardfolk operate at varying levels of sophistication and with varying levels of relations with the Azotchtlan lands. Some tribes trade peacefully with the rare Azotchtla who do not consider them to be scaled ones, and other actually prefer to capture humans and use them as slaves or food, much as their yuan-ti masters have done.

Some of the coastal dwelling lizardfolk are actually quite accomplished sailors, building boats from wood and bone, A few of these have even made the lengthy and rough passage from Sazhansiir to Jerranq, especially to the Joneel Islands just south of the Isle of Onlor in Jerranq, where a tribe of lizard men fled to escape persecution at the hands of their masters.

Lizardfolk, Blackscale (MM3):

These larger cousins of normal lizardfolk are a bit more primitive leaning and tend to dwell in the southern portions of the lands of their more numerous kin, in the shaded verges of the Erinquiril Jungle.

Lizardfolk, Poison Dusk (MM3):

These smaller and more cunning kin of the lizardfolk tend to be more advanced, using weapons such as bows and swords. They are also the most likely to trade with humans as well as with yuan-ti and serve as scouts on yuan-ti expeditions.

Lizard King/Queen (SK):

Essentially just lizardfolk with a half-demon template, many of these were bred by the yuan-ti in ancient times and now they breed somewhat true. Some of their progeny merely have the fiendish template, or even some Abyssal Heritage feats, but one in sixteen generally breeds true into a lizard king or queen with the half-demon template.

These thoroughly evil beings rule their tribes with an iron claw for as long as they can until someone more evil and stronger can rip the rulership of the tribe out of their lifeless claws.

Locathah (MM):

These nomadic undersea dwellers rove the continental shelf along the northwest coasts of the continent. In addition, deeper tribes dwell in the depths of the Mezon Ocean, out several hundred miles. These beings are generally reclusive, but a few cases of trade do exist between the lizardfolk of the northern coasts and the locathah, as well as between these beings and the Azotchtla.

Mad Slasher (MHB):

These bizarre and dangerous creatures are native to Sazhansiir, and little is known of their motivations, needs, desires, and society. Clearly somewhat intelligent, and very aggressive, the slashers often come into conflict with the Azotchtla who enter the reaches of the jungle.

Magma Ooze (ToH):

These dangerous oozes are found almost exclusively on or near the volcanoes of the central mountains of the continent.

Malastor (MM5):

These horrific beasts are thankfully usually buried out of sight in hibernation. When they do emerge, they cause a massive amount of destruction. Native to Sazhansiir, these beasts plagued the Children of the Mishtai when they dwelt in the Hurlotzin Lands, but the latter kept their numbers reduced due to organized hunts to slay the young before they could flee into the earth. While the young are, in essence, full grown in size and powers, they are still less clever and wise to the ways of the world.

With the Children of the Mishtai gone, the malastors have increased somewhat in numbers, though they are still quite rare.

Marble Snake (ToH):

These snakes are found rarely all across the continent, as their adaptability makes them able to function in any environment and their special power allows them to more easily obtain food. This is by no means to suggest they are commonly found anywhere, but marble snakes are known to inhabit all regions from mountain to desert.

Certainly created by the scaled ones, these creatures are little more than animals with a magical power bred into them in ancient times.

Marrash (MM2):

The marrashi were a group of outsiders who had been ousted from their demi-plane in conflict with baatezu invaders. As it happened, the scaled ones were in the midst of their growing war with Tlaloc and the Okothian Empire, and so the scaled ones contacted the marrashi and invited them to relocated to Sazhansiir to act as allies (or, according to the scaled ones, slaves for their armies). In any event, the marrashi were primarily deployed as mobile scouts and skirmishers, and they underwent a ritual to sever their extraplanar ties and allow them to be, body and soul, native to Therra. As a result, they pledged themselves to Kyuss' service and he taught the marrashi the ways of disease.

In Therra the marrashi are outsiders, but with the native subtype. They can be slain on Therra and are not subject to the usual banishments while on the Material Plane.

Today the marrashi still serve Kyuss and the scaled ones.

Merchurion (MM5):

Most Azotchtla are unaware of this race's existence. Even many of the goliaths only have half-remembered legends of these creatures. But those beings who dwell in or near the volcanoes of the central mountains often speak of the merchurions in bated whispers.

These living constructs dwell deep in the heart of volcanoes, usually in tunnels riddling the depths of such places and often magma filled, as merchurions are immune to fire and have no need to breathe.

No one knows who created the merchurions. They are not much for explaining themselves to outsiders, and tend to attack all other living beings. However, it is said by some ancient goliath legends that the merchurions were ancient goliath metalsmiths who sought to use ancient forbidden lore to create a fantastic new metal. The metal turned out to be quasi-sentient and basically enveloped and consumed the goliaths, transforming them into the merchurions.

Midnight Construct (MoI):

These creatures are extraordinarily rare, as they generally require sorcery to be created and the Children of the Mishtai do not practice arcane magic, nor do the Azotchtla who may wield incarnum. In theory a scaled one incarnum wielder could cast such a spell, but those are exceedingly rare if not unheard of to date.

Midnight constructs do sometimes arise spontaneously, in areas where a lot of incarnum magic is being practiced, and in such cases their behavior can vary wildly, often reflecting the general tenor of the emotions employed in incarnum practice in the region. They can also be created by midnight groves, whch can be found in the lands of Hurlotzin and Inrenzeer.

Most appropriately, these constructs remain to be "discovered" and created by a PC who practices arcane magic, takes the Incarnum Spellshaping feat, and then uses spells to create such creatures.

Minion of Kyuss (DaD):

These are called "minions of Set" in Deities and Demigods. In Sazhansiir they are minions of Kyuss, created by the demigod's power using the remnants of the creation cyst's energies. They are generally found at his citadel in Tyrmannion as well as the surrounding region, but he sometimes sends them as emissaries to the scaled ones or even agents into the Azotchtlan lands.

Mlarraun (SK):

These strange magical spitting snakes are primarily used as guardians by the scaled ones. Their stone torpor is not particularly useful in the wild, where they are not routinely subject to spells being cast at them.

Nevertheless, they can be found rarely in the wild, usually those that have escaped from masters or whose ancestors might have done the same.

Monkey (MM):

These creatures are native to Sazhansiir and are to be found in all jungles in the continent.

Muckdweller (SK):

Created by the scaled ones, these small creatures are commonly found in wetlands and marshes all across Sazhansiir. Their size and amphibious ability has allowed them to migrate in small groups great distances, and the scaled ones consider them a failed experiment and have little use for them beyond sport, food, or as pets.

Mudmaw (MM2):

These horrific creatures are thought to be some perversion of an alligator or crocodile, possibly wrought by the creation cyst or by scaled one experimentation. They range from Lake Tir in the north, through the vast marshes to the south, and in the region of Poison Lake. These creatures have also migrated up the various rivers adjoining these regions.

Naga, Banelar (SK):

The naga of Nagim Essen'sa'banel are renowned for their ability to manipulate magic items, as they are scholars of such items. Their ages old research into the practical workings of magic has also led them to the ability to cast their spells as a free action while attacking.

Those of the banelar who advance in hit dice or levels often take item creation feats and the Nagim often creates such items for sale to the other scaled ones.

Naga, Bone (MM2):

Transformed by means of a horrid ritual, these creatures are usually the result of dark nagas that have been punished or sentenced to this fate. They are under the control of their masters, usually powerful dark nagas, and used as servitors and elite guardians.

Naga, Bright (MHB):

These are not specific to any Nagim, but are the degenerate form of birthed nagas that are believed to result from some latent imperfection in their original birthing scheme. Before the Okothan uprising these were typically slain our of shame, but since that time the Nagim have seen the need for massed troops and servitors, especially so as not to be completely overwhelmed by the yuan-ti.

The Nagim have even managed to impart some minor magical abilities to these otherwise ordinary intellects.

Bright naga are typically found as guards, slave masters, and in other positions that are menial but not to be held by slaves or thralls. They are essentially the serfs or peasants of the Nagim.

Naga, Dark (MM):

These nagas are not specific to any Nagim, but form the lower nobility of the Nagim houses. They occasionally add to their arts by learning lore and advancing in levels in sorcery, but just as often, elder dark nagas simply advance in hit dice.

Naga, Guardian (MM):

These rare and reclusive creatures are a portion of the remnants of two of the three Nagim that joined with Okoth. Over the centuries, the dark nagas remade their forms into the guardian nagas, taking that name as they became the guardians of "lesser races" such as humans. All of the members of Nagim Ssendim fled to Jerranq en masse during the Okothan revolt, and all remaining guardian nagas in Sazhansiir are entirely comprised of the survivors and descendants of Nagim Q'erissna, and Nagim Y'rossi.

The guardian nagas are revered by the Azotchtla, though not quite as much as the couatls, and may be found in revered temples and shrines of the more benevolent religions of the Azotchtla.

Naga, Ha-Naga (SK):

Only three of these horrific creatures exist, the surviving progenitors from the great conflagrations of the ancient past. Absolute rulers of the evil nagas of Sazhansiir, they are arrogant and clever, and believe that should their location be known, they would each invoke an attack by a creation cyst. This is, of course, preposterous, but this paranoia has caused the ha-naga to take great pains to hide themselves, likely deep underground. As such, though of a certain they dwell in the Scaled Lands, few can say precisely where.

For more information, refer to the History section above.

Naga, Iridescent (SK):

Like the guardian naga, the iridescent naga were descended from the remnants of Nagim Q'erissna, and Nagim Y'rossi. They have evolved from spirit nagas, and are less involved in the affairs of humans. Instead, they have retreated to the Irin Forest in small numbers to seek out the natural beauty therein, some say to counter the inherited visions of death and destruction imprinted upon their souls from their own evil past and from the wars they fought in.

A few of these beings are said to also grace the westernmost verges of the Erinquiril Jungle as well as scattered forests throughout the Azotchtlan lands, though indeed if so these are exceedingly rare individuals.

Naga, Nagahydra (SK):

These horrors are thankfully extremely rare, as they are a potent abomination created by the ha-naga in ancient times to be their most powerful commanders and most trusted servants. Those still living are almost always found in the presence of their ha-naga masters, except when commanding naga armies or on some mission of exceptional importance.

Naga, Spirit (MM):

These evil nagas are not specific to any Nagim, but form the upper nobility of the Nagim houses. They are also the clergy of the Nagim houses, due to their clerical abilities, and serve Kyuss through the veneration and worship of the ha-naga as demigods.

Naga, Water (MM):

Water naga are a strange breed as nagas go, as they are neither helpful to humans as are the guardian and iridescent nagas nor malevolent, as are most of the rest. How they came to be is not known, though legends say that they came to love the water so much that the affairs of the land simply stopped concerning them.

The water nagas belong to Nagim Ifssteril'oss'ifil and were thought to have been bred by the ha-naga from water serpent stock. Intended to allow the progenitors to have servants in the rivers and lakes of the continent and even to patrol the oceans themselves, these creatures are now quite unreliable for the servants of Kyuss, though trade and other relations are still had between the water nagas and the more evil nagas.

It is not as if the water nagas care much at all for humans or other "lesser" creatures. They simply don't care about them at all. All they care about are themselves, their immediate Nagim mates, and material pleasures.

Nagatha (MM4):

These twisted slaves of the spirit nagas are found in the company of their masters for the most part, though a given master may allow them to dwell in numbers in the lands surrounding its lair to serve as peasants and guardians. In such cases, they will tend to lair in wet, marshy areas if possible.

Nagatha are not very intelligent, and as such a naga will generally only send them on missions without leadership from another species if the task assigned is simple and direct.

Needlefolk (MM2):

These strange plant creatures are native to the Coatlizin Jungle, especially in the northern verges of that jungle. They consider themselves the rightful owners of the jungle, though their numbers are hardly enough to enforce such a claim, unless of course there happen to be enough of them around.

The needlefolk hate and despise the gambols, and will tend to attack them on sight.

Nifern (SK):

These are the hunting dogs of the scaled ones, though packs of them have gone wild and roam the nearby wildernesses.

The yuan-ti especially favour them and treat them exactly as a human would a dog.

Nothic (MHB):

These bizarre creatures believe themselves to be native to the continent, though many suspect they are actually a race bred by the scaled ones who were discarded or escaped.

Whatever their origins, the nothics are evil and insular, and will hunt scaled ones as vigourously as they will other creatures.

Ooze, Bone (MM2):

These horrendous monstrousities are extremely rare and enormously feared. Created from the energies of the creation cyst and the instantaneous demise of so many evil creatures in close proximity, some even suspect that the death of a progenitor sparked the malign energies needed to birth these creatures.

These oozes haunt the Blasted Lands, seeking victims to add to their bulk and satiate their hunger. Even the scaled ones fear them.

These oozes mostly dwell in buried ruins or caverns below ground, coming up at night to wander the wastes in search of victims.

Ooze, Brine (Sand):

These oozes hunt the wastes of the blasted lands, including the verges of the great salt marshes at the delta of the Venom River.

They are a constant plague to the scaled ones and other denizens of the Blasted Lands and little is known of their origins or whether they were created during the creation blast or later from some magical experiment gone awry.

Ooze, Brown Pudding (ToH):

These strange creatures mindlessly roam the swamps between Lake Tir and Poison Lake and are a constant menace to the already menacing denizens thereof. In fact, these creatures are ubiquitous enough in the region that the swamps are often referred to as the Brown Lands.

Ooze, Dissolution (MoI):

Created from strange nexuses of incarnum energy, these bizarre creatures were well known and somewhat common in the ancient lands of the children of Mishtai. Since their expulsion and scattering, they have become much rarer, but are still now occasionally encountered in Azotchtlan lands where practitioners of incarnum magic can still be found.

While they pose little threat to those who do not shape soulmelds or use incarnum, they are feared and detested as dangerous pests by those who do.

Ooze, Lava (Sand):

These creatures are dangerous nuisances that dwell amongst the volcanoes and lava tubes of the central mountain ranges. The local inhabitants of the mountains know of and despise these creatures, though creatures with resistance or immunity to fire have much less to fear from them.

Ophidian (FF):

One of the premiere slave races, and relatively newly developed in the scheme of scaled one breeding programs, these creatures are still found primarily in the service of the yuan-ti. They were imbued with their serpentine curse as a response to the newly independent humans that had escaped yuan-ti servitude, in the somewhat vain hope that the humans could eventually be converted en masse back into more pliable and useful reptilian form.

Although the projected "viral" conversion of the humans did not happen, the ophidians proved useful enough to retain as slaves.

There are many feral ophidian colonies in the parts of the jungles most removed from yuan-ti influence, but even these are at the beck and call of the scaled ones when push comes to shove.

Ophidians form the vast bulk of yuan-ti armies, though of course they are regarded as little more than fodder and, at best, levies.

Orcwort (MM2):

These massive, carnivorous plants dwell and spawn in the western verges of the Erinquiril Jungle, where they can migrate into the eastern frontier of the Azotchtlan lands and send their wortlings to hunt for livestock and human victims. They also hunt the Hissing Coast for humanoids of all types.

The appearance of an orcwort is cause for alarm in human settlements, and a careful track is kept of the native trees in the area, for the sudden appearance of a new growth signals the arrival of the orcwort and its wortlings.

Orcwort, Wortling (MM2):

The wortlings are the food-gathering spawn of the orcworts, and have no real existence independent of their orcwort. The denizens of the eastern frontier of the Azotchtlan lands and the southern verges of the Hissing Coast keep a look out for orcworts that have planted themselves, as the denizens do not want them to grow into full orcworts a year or two hence. As such, wort hunts are a common pastime in both regions, especially when wortlings have been spotted in the region.

Penguin (FB):

These animals are common in the frosty southern verges of the continent.

Phaerlock (UD):

The result of a spectacularly malign and failed experiment wrought upon lizardfolk stock by the phaerimm, how these creatures managed to breed is an amazement. Wracked in constant and horrible pain, these creatures now wander the hidden and dark places of the Blasted Lands, fearful of the sun and its painful light.

Most of these creatures go insane from the pain of their own existence and kill themselves soon after reaching adolescence. Those that manage to survive are usually solitary and nomadic, though their limited range of habitation (the underdark of Sazhansiir) sometimes causes a small number to band together in shared misery.

A very few of these creatures are kept as pets and slaves by the scaled ones, though the creatures are difficult to control due to their peculiar circumstances.

Phaerimm (MnoF):

The bizarre and malign phaerimm were created by Kyuss after the progenitors were created from Dematir's life seeds and had begun their own breeding efforts. While Kyuss enjoyed and favoured the scaled ones, they were still, essentially, creations of Dematir, and the demi-god had a desire to create creatures that reflected his worm-like aspect as well.

So were born the phaerimm, using the knowledge he stole from Dematir and possibly lore from his own progenitor creations.

The phaerimm served as the bulk of Kyuss' armies during his initial conquest of Sazhansiir, and they fought massive wars against the empire of the sharn, who were native to the land. The sharn were defeated and driven underground or into Charmindos, but many phaerimm were slain as well and their might broken in the conflict.

With the sharn defeated, Kyuss took possession of their land in the southeast of Sazhansiir and the Serpent Empire was built on the ruins of the sharn civilization. Of course, this empire was, itself, shorn asunder by the creation blast.

The remaining phaerimm now serve Kyuss as his own elite servants and guardians, and most of them dwell in the Blasted Lands in the vicinity of Tyrmannion, in the caves and hives beneath the southernmost vestiges of the Serpent's Tail, and in warrens in the massive cracks in the earth south of the Venom River. The most powerful phaerimm are allowed to dwell in Tyrmannion close to their creator.

Few phaerimm leave the Blasted Lands, for the scaled ones are called upon to interact with Kyuss' foes. Most persons of the Azotchtlan lands have likely never even heard of these creatures, and even the learned ones would simply have heard far off and ancient tales of flying worm creatures that dwell in the Blasted Lands.

Phynxkin (DrM):

These crosses between jungle cats and dragons were bred by the ancient scaled ones to serve as pets and hunting animals. Many have since gone wild and bred, but others are still kept domesticated by the yuan-ti and nagas.

They can now be found in the Quazilchatl Jungle both in the service of scaled ones and in wild packs, and in the Fenzoon Jungle, though the latter are almost exclusively feral packs.

A rare few can be found along the northern coasts of the continent, mainly captured by or sold to slave races.

Porcupine Cactus (Sand):

Said to be a sort of living analogy to the creation blast that created the Blasted Lands, these cacti are well known to the denizens of this bleak landscape due to their propensity to go Boom!

They are not all that common in the wastes, but can be found in scattered patches, often in sheltered areas where victims are likely to stumble around a rock or over a rise and run into them.

A few more intelligent inhabitants of the Blasted Lands are known to breed these as a sort of dangerous living fence or guard system.

Prismasaurus (Epic):

These massive monstrosities are thought to have been created by a team of progenitors in ancient times to try to imbue dinosaurs with more massive size and magical abilities. The experiment succeeded somewhat but while the intent was to allow these creatures to absorb sunlight and convert it into a breath or beam of prismatic energy, the breeding failed in that the refracted sunlight off of the creatures crystalline ridge resulted in random prismatic sprays that could not be controlled.

As such, the creature proved more a danger to its masters than to any enemy. As is the wont of the progenitors, failed experiments were allowed to roam in the wild and either fend for themselves or perish.

Few of these were ever created, and many of these have perished over time, but some still remain and apparently they can breed true, though such pairings must be quite rare. These beasts now can be found roaming the Blasted Lands and the lands to the northeast.

Psurlon (LoM):

These horrific worm creatures are the creations of Kyuss, certainly spawned from Mount Tyrmannion after the creation blast. They have prospered and now are found in underground passages and cavern complexes beneath the Blasted Lands.

Pterafolk (MnoF):

The pterafolk are a slave race that dwells primarily in the lonely land of Phanzariin. There they lair amongst the high cliffs and sparse jungles of that peninsula.

While bred by the yuan-ti and used in ancient times as scouts and mobile troops, the pterafolk managed to escape from under direct scaled one domination after the creation blast.

That said, they still hold an affinity for the yuan-ti and can still be found in the service of yuan-ti as messengers and scouts.

Quanlos (MM4):

These strange insectoid creatures are native to the region of the southwestern Quazilchitl Jungle and the swamps south of Tir Lake. They are fairly ubiquitous there and are known to take control of yuan-ti as drones.

Ragedrake (MM3):

These creatures are possibly an ancient breeding experiment between dragons and reptilians, but whatever their origins, they now exist primarily along the coastal woodlands of Inrenzeer.

They were regularly hunted by the Skarn when those Children of Mishtai dwelt in that land, and a few were even domesticated and used as warbeasts, though with limited success due to their violent natures.

Now they dwell in feral pairs or singly, staking out hunting territory and defending it violently against all intrusion.

Ragedrake, Fiendish (MM3):

At some point in the ancient past ragedrakes were bred with demons, possibly by an evil Skarn priest named Hagastirevyst Mish, and these fiendish ragedrakes managed to be bred true. It is said the priest was slain by goodly Skarn, but some of these beasts escaped the destruction and have continued to dwell and breed in the wilds of Inrenzeer's coastal region to this day.

Reason Stealer (MM2):

No one knows how these horrific creatures arose, or whether they were native to the land or came with Kyuss and his minions. What is known is that these creatures can be found lurking underground nearly anywhere in Sazhansiir, and they prey on any intelligent creature, including scaled ones, for they can cast the arcane spells of those they devour. As such, in fact, these creatures are most successful in scaled one lands.

Nevertheless, they are found in every land, and are known to haunt the sewers and caves of the Azotchtlan lands.

Red Sundew (MM2):

These voracious predators are found in any jungle throughout Sazhansiir, though they are thankfully quite rare. Their successful propagation through the continent is due to their nomadic tendencies and successful ability to dominate any locale they find themselves in.
However, their nature and abilities do not allow them to hunt successfully outside of jungle environments and as such they are generally only found in such areas.

Rogue Eidolon (MM2):

These strange constructs were formed from a splinter of incarnum warped by rituals performed by a cult of Skarn and Rilkan who dwelt in Mazuiochitl. The statues were meant to serve as guardians and servitors of the cult, but the warped incarnum caused them to go insane, and they slew their masters.

The eidolons then dispersed throughout the lands of the Children of the Mishtai, and while many were slain when the scaled ones invaded, some few have survived and still haunt those lands all these centuries later.

Rylkar (MM5):

These horrific beasts are native to Fezen-Tir, and it is not known if they were rats or dire rats that were somehow warped by fell magic or if they developed over time or migrated from someplace else. Some speculate they dwelt in the old scaled empire and were warped by the creation blast and later emigrated to Fezen. Most believe they were created by some sort of warped warlockry.

In any event, they haunt the land of Fezen-Tir and even Lower Valast, raiding fire sources at night to breed and propagate.

Sailsnakes (MM4):

These animals are known to be domesticated by the yuan-ti, and were likely bred by them in ancient times. Many have escaped over the centuries and gone wild, but many more are kept as favoured pets and the larger ones even used as guardians or mounts.

Sanguineous Drinker (MM5):

These undead first arose from the ashes of the Blasted Lands, yuan-ti who were boiled alive by the blast for the most part. Since then, the yuan-ti necromancers have studied them and learned to create them as servitors. This lore has since disseminated into the annals of evil Azotchtlan priests and such creatures are known with dread in the Azotchtlan lands.

Sarkrith (FF):

These powerful antimagic creatures were created by the sarrukh Isstosseffifil as an attempt to breed a specialized cadre of warriors who could fight against the burgeoning magic of the revolting humans as well as the servants of Okoth.

However, Isstosseffifil also wished to breed loyal servants which would serve only him and which would be capable of negating the powerful magics of the rival sarrukhs and the ha-nagas.

The sarkrith are immensely loyal to Isstosseffifil and serve only him. They are therefore feared by the scaled one servants of the other surviving progenitors. The sarkrith essentially form a sort of state within a state, and often war with their fellow scaled ones, though there is no doubt that they would unite with their brethren against humankind.

Strongholds of the sarkrith are scattered throughout the lands of the scaled ones, usually hidden deep in jungles and buried underground.

Sarrukh (SK):

Only three of these creatures exist, the surviving progenitors from the great conflagrations of the ancient past. Absolute rulers of the evil yuan-ti of Sazhansiir (and in the case of Isstosseffifil, master of the sarkrith as well), they are still quite active in breeding programs and invention of many of the evil creatures and items that plague the continent.

The surviving sarrukh dwell in hidden strongholds deep within the Scaled Lands.

For more information, refer to The History of Sazhansiir.

Saurials (SK [web]):

The four species of saurials (bladeback, finhead, flyer, and hornhead) dwell in small communities scattered throughout the land of Banjiiri. The origin of the saurials is unknown, and there is no record of their existence prior to the Creation Blast, though certainly they were not created by that event.

What is puzzling is that the saurials bear the clear fingerprints of Progenitor breeding experiments, in this case that of humans with dinosaurs, but the saurials themselves have ended up being of goodly alignment and, though reclusive, generally appalled by and opposed to the evil excesses of their scaled one kin.

While this might argue for them being a breeding experiment gone awry, there is no good explanation as to how breeding with ferocious dinosaurs would end up with such a peace-loving and goodly creature. And, even assuming this could occur, why their masters and breeders would have let them survive and escape to Banjiiri.

Instead, some believe that the saurials are the best evidence that the Mishtai Klashkaln still lives, for they believe that Klashkaln created the saurials sometime after the Creation Blast for reasons still not fathomed. It is true that this explanation is the only one that makes any sense, and as such, occasionally Children of the Mishtai make a pimgrimage to visit the saurials to try to glean any information that might lead them to Klashkaln.

Scaled Stalker (MHB):

One of the primary inhabitants of the warm plains of Mazuiochitl, these creatures were no doubt bred by the sarrukh in ancient times as shock troopers, much as hobgoblins were in Jerranq. The scaled stalkers are loyal troops who are bred to follow orders and follow rigid martial hierarchies in their own lands. They owe absolute fealty to the yuan-ti and serve them as guards and troopers even in their jungle strongholds.

Shadow Asp (FF):

Thought to have been bred from normal asps and essence from the Plane of Shadow, scaled ones use these creatures as guards and pets. They are also often used as spies, using their incorporeal form ability to get into secure places.

Shalarin (MnoF):

These aquatic beings dwell in the relatively shallow Chinzachil Sea, and were native to that region long before Kyuss and his minions arrived.

The shalarin made peace with the Children of the Mishtai during their time in the lands surrounding the sea, but when the scaled ones invaded those lands, the shalarin retreated and now only rarely interact with the land-bound denizens of the surrounding regions.

Sharn (MnoF):

The enigmatic sharn were masters of the land that later became the Blasted Lands. They had an ancient empire there and when Kyuss and the scaled ones invaded their lands, the latter were not numerous enough to conquer the sharn, and so Kyuss bred the phaerimm, and the phaerimm and sharn fought immense conflicts for many centuries, until the sharn were defeated as more and more scaled ones were able to reinforce the battered and blasted phaerimm.

The sharn were driven underground or out of their lands and into the wilds of Charmindos, where they dwell in secret to this day.

The sharn are sworn enemies of Kyuss and the scaled ones, and especially of the phaerimm, but their numbers are small, for they never recovered from their defeat and lost much of their lore in the loss.

Many of the surviving sharn that dwelt in their old empire were further destroyed by the creation blast, but some survived, as they already had to be in a very hidden and fortified location to survive the continuing hunt and onslaughts of the phaerimm and minions of Kyuss.

Most Azotchtla have never heard of the sharn, though the ancient tales and memories of some of the native races of Sazhansiir still whisper of a great empire that existed in the land before Kyuss arrived.

Shocker Lizard (MM):

These small creatures are quite dangerous in packs, and are found all over Sazhansiir in wetlands and marshes. They are sometimes used as familiars by yuan-ti and nagas, though both prefer serpents to lizards.

Siv (MnoF):

The siv are a strange race of toad-like creatures believed to have been created by the progenitors; some believe by one or more of the Mishtai. In fact, this may explain the sivs' lawful tendencies and their introspection and meditative methodologies which they have translated into their martial lives in a form of fighting that best equates with the monk character class.

It is believed that the siv were created by the Mishtai to be, essentially, lawful neutral, but they were corrupted by the other progenitors and were tainted by malice and evil. Whatever the true reason, the siv have often allied themselves with the yuan-ti in their struggles against the humans and the siv are certainly considered enemies by the Azotchtla and vice versa.

Skin Dancer (MM3):

Yet another breeding project by the scaled ones, skin dancers served in the armies of Kyuss in large numbers as elite cadres of guardians designated to ward important personages, locations, and devices. Most skin dancers were destroyed in the wars and creation blast, but more than a few survived and though they breed slowly, their numbers have increased over the centuries.

They are now used as favoured guardians by the scaled ones, including both yuan-ti and nagas.

Skirr (LM):

These massive flying undead are thought to be the remnants of a race of large gargoyle-like creatures that were native to the southern region of the Serpent's Tail Mountains. With the coming of Kyuss, these beings were trapped, tricked, or voluntarily agreed to a transformation into their present form. It is not believed that any new skirr have been formed and their low intelligence makes them particularly un-useful as servants of evil creatures, though at least one rumour has a powerful servant of Kyuss riding a gargantuan skirr as a flying mount.

Skulk (FF):

Azotchtlan legend says that the skulks were a tribe of humans in ancient Okoth who were cowards and would not fight against the scaled ones or who betrayed Okoth. In either case, the legends say, they were cursed to their present status.
The skulks themselves claim they brought their current state upon them through an ancient ritual designed to protect them from the folly of the ancient wars.

No matter which version is true, the skulks now dwell on the periphery of Azotchtlan society, reviled and despised as thieves and murderers, which they are.

However, it is also not unknown for unscrupulous Azotchtla needing to hire an assassin to attempt to make contact with and pay a skulk coterie.

Skunk (ToH):

These smelly mammals are found only in the Iron Forest and the foothills and lower slopes of the nearby highlands and peaks.

Snake, Constrictor (MM):

These reptiles are ubiquitous throughout Sazhansiir, whether hated and hunted by the Azotchtla or bred and encouraged by the scaled ones.

Snake, Giant Constrictor (MM):

These massive reptiles are found throughout Sazhansiir, whether hated and hunted by the Azotchtla or bred and encouraged by the scaled ones.

Snake, Flying (RoF):

While these pests are found all over Sazhansiir, they are much more common in the lands of the scaled ones, where they are bred in the same way that humans bred falcons. These snakes are used as pets, hunting companions, scouts, and even as familiars by yuan-ti sorcerers with the Improved Familiar feat.

As these snakes are particularly aggressive and tend to hunt in flights of up to 8, they are usually hunted and killed on sight by the Azotchtla.

Snake, Tree Python (SK):

These strange, intelligent snakes are ubiquitous in the scaled lands, sometimes used as guardians by the scaled ones, especially favoured by the nagas. In other instances they dwell in the wild, as solitary hunters.

Snake, Viper (MM):

These reptiles are ubiquitous throughout Sazhansiir, whether hated and hunted by the Azotchtla or bred and encouraged by the scaled ones.

Snake, Whip (SK):

Whipsnakes are found all over Sazhansiir, where there are marshes or wetlands. The snakes are fairly successful hunters, with their ability to quickly capture and hold down prey.

Their scales are highly resilient and, as such, are valued by the Azotchtla for their clothing and decorations.

Snake, Winged Viper (FRCS):

These large predators are surprisingly shy and reclusive when dealing with sentient beings. They tend to hunt only animals of size Small or smaller and will flee or hide from humans and other such creatures.

Winged vipers tend to nest in underground dens that they dig in loose soil themselves or steal from other residents. They are solitary creatures, and can be found in any of the many jungles of the continent.

Snowcloaks (FB):

These strange and dangerous creatures are native to the upper peaks of Mallar's Peaks, ranging down into the lower altitudes as the weather cools.

Known to hunt in groups, called drifts, the snowcloaks are a constant menace to travelers during wintertime.

The goliaths of the region often hunt snowcloaks, as they covet the fur, which can be fashioned into sturdy leather armour. This armour is essentially the mammoth leather described in Races of Stone. As there are no mammoths in Sazhansiir, the goliaths instead fashion similar armour out of snowcloak hide.

Soulspark (MoI):

These strange little creatures are native to the Astral Plane, where they represent concentrations of incarnum that manage to stick together long enough or under circumstances conducive to developing a sentience and coherence of sorts. Often this is caused by nearby traumatic events, use of magic, or simply the compatibility of several chunks of soul energy that come into proximity.

Soulsparks can also spontaneously develop on the Material Plane, usually as a result of incarnum magic and soulmelding in a concentrated area.

Finally, of course, these creatures can be created by soulmelders using their soulmelding abilities. In this case they serve soulmelders as companions, scouts, familiars.

Spark Lasher (MHB):

Spark lashers dwell in and around the marshy areas surrounding the Lake of Refuge. There, they hunt alone or in small family packs, seeking prey to eat. Despite their innate intelligence, the spark lashers have never developed any sort of civilization or overall organization, and a family group is just as likely to attack a strange group of spark lashers as other species.

Where a spark lasher's intelligence does come through is in its tactics, including setting up clever ambushes and ruses. Many visitors to the region who are unfamiliar with the spark lashers often make the fatal mistake of assuming them to be unintelligent plant-like creatures.

Spawn of Kyuss (MM2):

These foul undead are the creation of the demigod Kyuss, and the lore of their creation was passed onto the Progenitors and is now known to very powerful scaled one mages.

There are rumoured to be whole armies of these creatures lurking in the fetid halls of Tyrmannion, and troops of them can be found haunting the wastes of the Blasted lands and in the service of powerful scaled ones.

Spectral Panther (MnoF):

Said by the Azotchtla to be a tribe of jungle-dwelling humans who dabbled in forbidden magic and perverted nature and transformed themselves into these creatures, the spectral panthers now haunt the western end of the Erinquiril Jungle, where they are feared by the Azotchtla living nearby.

While originally a tribe of humans, the warped nature of their new forms has made these creatures quite solitary and these creatures almost never meet, except to mate, which only happens rarely.
The parts of these creatures are said to be very potent in the making of various magic items.

Spider, Bloodsilk (MM4):

These voracious predators are found quite commonly throughout the Coatlizin Jungle, where they prey on larger beasts. They occasionally emerge to harry the citizens of Valast and Fezen-tir, but such attacks are quite rare, as the jungle environment is more suitable for their horrific webs.

Spider, Subterranean Sword (MnoF):

The sword spider of Sazhansiir is not a subterranean creature like its counterpart in Jerranq. There are also differences between the two species that would suggest to a scholar of such creatures that the two emerged and evolved separately into their present, somewhat similar forms.

The Sazhansiir sword spider haunts the Erinquiril Jungle, and though rare, is widespread throughout the jungle, where it climbs into the canopy and leaps upon unsuspecting prey.

Canny jungle travelers are always on the lookout for the telltale marks of a sword spider pouncing area, revealed by the many holes in the ground that are wide and think as if a blade had been impaled into the earth.

Sporebat (FF):

These strange creatures haunt the plains and wastes of Charmindos. Unlike the statistics presented in the Fiend Folio, these creatures are usually solitary and it is rare to find more than two in the same general area.

These creatures are not native to Sazhansiir, but came from "somewhere else". Even the sporebats themselves do not or cannot mention the nature of this other place, and if it is true, their migration occurred millennia ago, likely predating the arrival of Kyuss.

Squealer (ToH):

These voracious creatures haunt the Fenzoon Jungle, where they are feared and respected. They typically hunt by hanging from a tree branch with three of their forelimbs and then pouncing on prey passing beneath. When doing so, they will keep a grip on the branch with their three forelimbs, only letting go if the grapple their foe and wish to rake their prey.

Ssvaklor (MM3):

These abominations are the result of yuan-ti breeding experiments between scaled ones and dragons (likely fang dragons). They are thankfully quite rare, and though they breed true, fertility is very difficult for these creatures (this may have been by design, as the yuan-ti did not wish to be supplanted). It is also said that the yuan-ti occasionally breed new members of this species, though such breeding must be quite rare.

Ssvaklor can be found anywhere the yuan-ti are found, though they prefer swamps and marshes and other wetlands, likely a result of their breeding, as neither fang dragons nor yuan-ti themselves favour such environments.

While the breath weapon is similar to a green dragon, the yuan-ti have no access to such a creature, and the breath weapon reflects, rather, the yuan-ti fascination with poison and acids and gasses of both sorts.

Greater Ssvaklor (MM3):

Bred of elder dragons and more powerful yuan-ti, these horrors are truly quite powerful and thankfully even rarer than their smaller kin. Greater ssvaklors can be found in the service of very powerful yuan-ti lords, and even the Progenitors. Unlike normal ssvaklor, greater ssvaklor cannot breed, and the lore of creating them is known to only a handful of powerful yuan-ti and Progenitors and the difficulty of enacting such lore is so great that no new greater ssvalor are known to have been created in the last two centuries.

Stegocentipede (ToH):

Despite its name, this creature is not the result of a bizarre scaled one breeding program. Rather it is native to the region, and ancient Fezen manuscripts mention the hunting of these beasts as the Fezen moved into the region. They dwell in the woods and hills east of Fezen and south of the Coatlizin Jungle, though a goodly number also dwell under the eaves of the southernmost reaches of that jungle. A few wander into the Fezen lowlands and are a menace to farmers and hunters in that region.

Storm Drake (Drac):

These massive and powerful creatures are known to be quite aloof from the affairs of Sazhansiir. They dwell in only the uppermost peaks of the many mountain ranges of the continent, in those places where the air is always cold, even in summertime and there is snow on the ground.

That said, these dragons spend most of their time in gaseous form riding the air currents of the continent, and they tend to keep their own counsel.

Only the most powerful or foolhardy of creatures would think of molesting a storm drake, though many races have tales of one of their kind impressing, saving, or otherwise gaining an audience or even friendship with one of these creatures and partaking of their lore.

Such stories are at odds with the reality that these creatures are not repositories of lore, do not know much about anything except nature, and are not really comfortable interacting with others. It is likely that their aloof nature lends an air of secretiveness that has brought about these tales.

Strangleweed (ToH):

This dangerous plant can be found in freshwater pools, lakes, and streams all over the continent.

A rare version can be found in caves and underground.

Syymphalion Bird (ToH):

These dangerous creatures are somewhat intelligent, but have no formal society, arranging themselves in small family flocks or living a solitary existence. They are maneaters, and favour human flesh, though they also prey upon livestock.

The birds are found from the hills just northeast of the King's Peaks, through the southwestern verges of the Erinquiril Jungle, and amongst the swamps and fens of Upper Valast.

Their feathers are prized by magic item creators and fletchers alike.

Summoning Ooze (MM3):

The result of magical summoning gone awry by scaled one casters, it is not known if a single primordial ooze was created and then spawned others of its ilk, or if many were created in widespread magical accidents over time.

One theory even purports that the first such ooze was created during a very powerful summoning ritual being conducted in the Serpent Empire just as the creation cysts activated, and the oozes were the result of that interrupted ritual intermixed with the forces of the creation cyst.

Whatever their origin, these bizarre creatures can be found only rarely, lurking in ancient yuan-ti caves or ruins where they pursue their own hidden agendas.

Swarm, Needletooth (MM3):

Swarms of these tiny dinosaurs can be found all over Sazhansiir, though thankfully only rarely. No doubt developed by an ancient scaled one breeding process, these beasts have now gone wild and successfully propogated.

Some rare poisoned varieties are known to dwell deep in the Erinquiril and Quazilchatl Jungles.

Swarm, Piranha (SW):

These voracious fish are not so common that every denizen of the continent fears to touch the water. In fact, most stretches of freshwater are devoid of these creatures. Nevertheless, like on earth they are found throughout the tropical regions of Sazhansiir, even the rivers of the Azotchtlan lands, and can present a danger to animals and beings unlucky enough to be in a river or lake inhabited by swarms of these creatures.

Swarm, Plague Ant (FF):

These are larger and more aggressive versions of the normal driver or army ants that are commonly found in the jungle of Sazhansiir. It is believed that these creatures are the work of or perverted by Kyuss as they bear disease and are known to swarm over any sort of terrain, including cultivated lands.

Swarm, Ruin (Epic):

The ruin swarm is a powerful and massive group of flying vermin that are drawn together in a hunting cloud of frenzy. Native to the Blasted Lands, these swarms pick clean the bones of anything they encounter, and are believed to rest in ancient ruins when not on the wing. Clearly, some sort of ancient magic is at work keeping these swarms cohesive in such massive and powerful amounts, and some believe that the influence of Kyuss, mixed with some ancient malevolence of the land, combined with the influence of the creation cyst blast, created these creatures.

Just how many ruin swarms there are in the Blasted Lands is unknown. It is possible they congeal and disperse from time to time and there might be only a single malevolent presence that, from time to time, gathers vermin and forms one of these swarms. Perhaps slaying the swarm merely forces the malevolence to slink away and bide its time before emerging once again.

Swarm, Swamp Strider (MM3):

These waterwalking beetles haunt the marshes stretching from Lake Tir to Poison Lake. While this area was always marshy, even in ancient times, and these striders were native to the region, the ensuing years and the corruption of the swamps has apparently benefitted the creatures, which can sometimes be found in massive flotillas of as many as 20 swarms, carpeting the water with their shiny carapaces.

The striders are regarded as dangerous nuisances even by the scaled ones of the region.

Tall Mouther (MnoF):

These bizarre creatures are native to Sazhansiir and dwell in the Fenzoon Jungle and the foothills leading up to the Serpent's Tail and Serpent's Tongue mountains. They are quite fond of fresh flesh and hunt in small family groups or singly.

Tall mothers have no language of their own, but are smart enough to pick up the speech of other intelligent beings and adopt it for their own uses. They have, over the years, taught these tongues to their progeny, and so most tall mothers now speak Draconic (learned from firenewts of the mountains to the north) and Slith (learned from scaled ones over the millennia). However, mouther speech badly mangles these two languages with strange accents and usage of vocabulary and even a meshing of the two, such that it takes some effort for a speaker of either language to understand these creatures.

Terrasque (MM):

Of all of the ancient scaled ones breeding programs, the terrasque is both the most and least successful. The progenitors did manage to create an unkillable, unstoppable being of pure destruction, but they did their job so well that the creature was absolutely uncontrollable and required immense down period where it had to sleep to renew its energies.

As such, only one terrasque was ever bred, though in theory if the lore was not destroyed in the creation cyst blast, more could be bred.

The terrasque roams wherever it will in Sazhansiir, rampaging for a short time and then finding some place to hide and sleep. The fact that a sleeping terrasque has never been discovered, and no divinations have ever been able to predict its coming or tell where it sleeps, lends credence to the belief that the creature somehow hibernates outside of normal space and time.

Tentamort (ToH):

No one knows if these creatures came to Sazhansiir from some other plane or if they are native to the region. They can be found, albeit rarely, in any dank cave or underground passage in the continent, but they are also known to dwell in clusters amidst the river valley fens of Chasinzitl, north of the Fenzoon Jungle. Here they dwell under the eaves of the thick mangrove trees and await the unwary prey to pass below.

Thunderbird (Sand):

These massive birds are found rarely all over Sazhansiir, where they are worshipped as wild but benevolent spirits of the air or minions of the God of Storms. However, it is known these creatures also patrol the outskirts of the Blasted Lands, solitary sentinels that seem to prey on the evil within and serve as a means of keeping watch on that land.

It is believed that these avians owed an eternal debt to Okoth for some past favour and they now serve to the best of their ability the remnants of his empire.

Tiger (MM):

These regal cats are found in all of Sazhansiir's jungles, and their pelts are valued by the Azotchtla as clothing and adornments.

Tren (SK):

The tren are a slave race of the yuan-ti, bred by them and unlike many of the other slave races, not often found living free of direct yuan-ti influence. This may be due to the tren's ability to breathe water and swim, which make them particularly useful to the yuan-ti for amphibious operations.

Most tren live in underground caverns in the lands controlled by the yuan-ti, or kept as marine soldiers in yuan-ti bases and complexes.

Because they are not found normally living on their own in the wild, tren are not well known by the Azotchtla, who simply have accounts of strange scaled one humanoids that are able to breathe water and are natural swimmers.

Tri-Flower Frond (ToH):

These carnivorous plants are found all over Sazhansiir's jungles, and travelers through the vast jungle lands are taught to be wary of such plants. Furthermore, the plant is used as a reason why most beings should not travel through the jungle alone, for the tri-flower frond is most dangerous against a lone creature who cannot be dragged to safety if it is put to sleep by a tendril.

The fronds sometimes grow in clusters, though they have no intelligence and cannot coordinate an ambush, so that the outermost fronds in a cluster are usually the most successful hunters and eventually the innermost fronds perish, thus ensuring that these plants do not overpopulate the jungles in which they grow.

The wild dwarves often use juice from this plant to concoct their knockout poison.

Tsathar (ToH):

These frog-like creatures were the result of a misguided yuan-ti breeding program that took place during the wars against the Okothian Empire. During these wars, slaadi were sometimes summoned to Sazhansiir by the scaled ones to fight as mercenaries on their behalf. The idea was that the slaadi, being beings of pure chaos and not inherently evil, could bypass mystical defenses and attacks the Okothians had against evil creatures.

The yuan-ti used some of the slaadi stock to breed frog creatures, but too much of the slaadi inherent chaotic nature was retained and the tsathar proved unreliable and unwilling as soldiers or slaves.

The experiment considered a failure, most of the tsathar were slain or given to the slaadi as slaves, but a few managed to survive the battlefield and fled the conflict, making their way eventually to the fens of Banjiiri, where they bred and survived.

The tsathar are certainly not numerous in the barren land of Banjiiri, but they are almost exclusively found there, dwelling in caves and emerging to hunt by night.

The tsathar remember their slaadi origins and worship the slaadi, considering them almost like angels and the salad lords as divine beings. They breed frogs of all kinds, and are especially adept at breeding their own creations known as killer frogs.

Tsathar Scourge (ToH):

These are simply more powerful tsathar, born with different markings that make them the upper caste of the tsather society. These scourges are responsible for breeding and handling the killer frogs of the tsathar.

Tusk Terror (MM5):

These strange, fearsome, and amazingly quick and agile beasts are said by the Azotchtla to be descended from an ancient group of Okothian warriors who worshipped wild boars and used them as their totem. Eventually this worship evolved into the people taking the form of the wild boar and infusing it with their own fearsome warrior abilities and rituals. The result was the tusk terror.

Other legends say that these creatures were the result of a rare Okothian breeding experiment on wild boars, hoping to breed a race of jungle warriors capable of conducting hit and run raids on the scaled ones. In this case, the process went awry as the resulting creatures were far too fearsome and wild to be controlled and used in much of any fashion.

Whatever their true origin, these creatures are found throughout the central, wild spine of the Azotchtlan lands, as well as in the verges of the Erinquiril Jungle. The Azotchtla do not consider them to be human, despite the legend of their origins, and it is considered a great honour for an Azotchtlan warrior or group of warriors to bring one of these beasts down and take its tusks.

Twilight Guardian (DrM):

These, the spiritual manifestation of a dragon's unification with the land, are quite rare, though sometimes forming from gem dragons or incarnum dragons who feel an affiliation with the land. They are more prevalent in the north and east of the continent, though they can be found anywhere that dragons might have dwelt.

Ulgrustasta (FF):

These abominations were created by Kyuss himself during the early days of the wars with the Okothian Empire. In those days there were literally thousands if not tens of thousands of these creatures, and en masse they could generate a massive army of skeletons to accompany them as levies.

Most of these creatures were slain during the wars, and in the creation cyst blast, but an unknown number of these, most now quite intelligent from absorbing the sparks of intellect from their victims, still dwell in the Blasted Lands, ostensibly serving Kyuss, but hardly as the mindless minions the demigod had thought he had created.

These creatures understand Slith.

Vampire Rose (ToH):

These carnivorous plants tend to haunt the fringes of the Azotchtlan lands, mainly found in the Irin Forest and the verges of the Erinquiril Jungle and Coatlizin Jungle. Legend says that the Fezen bred these plants as part of some foul ritual, but it is known that ancient accounts that predate the Fezen mention such blood-sucking flowers.

Amongst the Azotchtla, the giving of a flower from a vampire rose plant is considered a grave threat or insult.

Vinespawn (MM5):

These strange plant creatures have been seen throughout the Coatlizin Jungle, where they are usually found singly, but sometimes in nest packs of up to half a dozen.

Rumours amongst the peoples of Fezen-tir and Valast tell of a hidden city of vinespawn somewhere deep in the Coatlizin Jungle where hundreds of the creatures dwell in tubes and abodes of vines in the jungle canopy. The fact that these creatures speak no language and are not particularly intelligent tends to discredit this legend.

What is know is that they are inveterate ambush hunters, though they hunt only to spawn…never to feed. Humans walking through the verges of the Coatlizin are apt to keep their eyes up on the canopy for fear of one of the vinespawn dropping on them from above and dragging them up into the trees to die a horrible death.

Vulture (Sand):

These birds of carrion are naturally attracted to the influence of Kyuss and his powers of decay. Though they are also found in the Eastern Wastes and Wylag Desert of Jerranq, it is though that Kyuss favoured these birds and brought them with him to Sazhansiir.

They are only found in and around the Blasted Lands which, ironically, are better suited to their lifestyle than was the Serpent Empire they lived in previous to the creation cyst blast.

Vultures have earned a reputation as harbingers of evil omens amongst the Azotchtla, as huge flocks of the creatures used to accompany the forces of Kyuss and the scaled ones into battles in ancient times, and some legends tell of clouds of them so thick they blotted out the sun from the battlefield. That said, nary an Azotchtlan has even seen a vulture live in centuries.

Witherstench (ToH):

Azotchtlan legends say this annoyingly foul little beast was a curse unleashed upon the areas by agents of Kyuss, who mutated ordinary skunks of the sort found in the Irin Forest into the witherstench. The creatures have bred successfully and are now found throughout the Azotchtlan lands as well as in the Irin Forest.

Many colourful Azotchtlan phrases, insults, and curses invoke the witherstench.

Witherweed (ToH):

These deadly patches of carnivorous grass can be found anywhere in Sazhansiir that grass grows. Some creatures with the wherewithal are known to sow these creatures in patches designed to guard their lairs.

Wolf (MM):

Although the Sazhansiir wolf is slightly different from its Jerranqi cousin, such differences are slight, both in the colouration of its fur, the shape of its snout, etc.).

The Sazhansiir wolf is ubiquitous to all of northern Sazhansiir, and is in all significant ways like its Jerranqi cousin.

Wolf-in-Sheep's-Clothing (ToH):

This extremely strange and rare creature dwells deep in the Fenzoon Jungle, where it hunts incessantly and attempts to lure prey into its maw.

Only the denizens of the Fenzoon Jungle really know of this creature's existence, and it's name is simply speculative, borrowing on an old Azotchtlan fable. In fact, the sentient denizens of the jungle have their own prosaic names for this creature.

Wood Woad (MM 3):

These sentient plant people dwell in the Irin Forest and, in fact, claim to have been native to the forest when it covered most of what is now the Azotchtlan lands.

Although not evil or aggressive by any means, the wood woads are embittered at the way their once great demesne has been whittled away to its current size and state. They blame the humans for this and tend to be rather hostile to any humans entering their section of the forest.

That said, on occasion wood woads are known to interact with humans, including offering advice and even occasionally raising an abandoned child. Several Azotchtlan legends involve a child being abandoned by or its parents slain in the forest and a wood woad taking the child and raising it into some sort of legendary woodland hero.

Worm that Walks (Epic):

Though this monster is technically a template in the Epic Level Handbook, in Therra this is a separate creature, an elite minion of Kyuss. As such, it is listed in the creatures section.

The worms that walk are spoken with abject terror by the Azotchtla, for they are pieces of the demi-divine essence of Kyuss that have dripped from his putrescent form like foul corruption and taken on a life of their own. Of course, such powerful entities are not merely sloughed off of the demigod casually. Rather, he imbued much of his power into them. Precisely how many worms that walks are existent is difficult to say, as their discorporate ability makes the complete destruction of one difficult at best.

Nevertheless, the fact that such creatures have been present at simultaneous, widespread events and, in momentous occasions several present at one time, leads scholars to believe that at least half a dozen such creatures are or were in the service of their lord and master Kyuss.

It is also known that, in one instance, a powerful Okothian sorcerer was captured and converted into a worm that walks by means of an epic ritual known to Kyuss himself. So certainly the means of creating more such servants does exist.

Yrthak (MM):

These deadly predators are, despite their vaguely reptilian appearance, not in league with nor were they bred by the yuan-ti. In fact, they predate the coming of the scaled ones and dwelt high on the peaks that pierced the canopy of the much larger Irin Forest in ancient times.

Many are the visionaries of the Okoth Empire and later the Azotchtla who have tried to tame these beasts as mounts. None have ever succeeded.

Ignorant peasants amongst the Azotchtla claim that by stuffing one's ears with beeswax one can be made immune to the devastating sonic attacks of the creature. Not only is this rumour false, but the creature hardly needs to resort to its sonic abilities to slay the average peasant.

Yuan-ti, Abomination (MM):

These are the brutes of the yuan-ti hierarchy, and their physical prowess is augmented by a genius intellect, allowing them to dominate every facet of the normal echelons of yuan-ti society.

As with many yuan-ti, a small portion of abominations have used the stoic intellect of their serpent minds to develop psionics powers, and a few actually become members of psionics classes.

Yuan-ti Anathema (FF):

These most horrific abominations are only three in number currently and are members of the group known as the Progenitors. The anathema are the rulers of yuan-ti kind, and command vast power, resources, and the type of respect amongst their kin that only immense power can achieve.

These creatures are believed to report directly to Kyuss himself. Many of the lesser yuan-ti consider the anathema as divine beings, granted a spark of divinity by Kyuss himself. This is patently untrue, but the anathema do nothing to dissuade this belief, and few yuan-ti are willing to contradict this desire by the anathema. In fact, the anathema bestow powerful magic devices and cult symbols upon their most powerful and ardent "worshippers" as outlined in Fiend Folio.

Anathema are consummate experimenters, and along with their inherent ability to apply yuan-ti grafts, they are responsible for many of the more successful yuan-ti breeding programs.

Yuan-ti, Halfblood (MM):

Middle in the triumvirate hierarchy of the normal masses of yuan-ti, the halfbloods serve as advisors and courtiers to the abominations. This is not to say that a powerful halfblood could not rise in station above an abomination.

In turn, the halfbloods command the legions of purebloods that form the bulk of yuan-ti society.

Yuan-ti, Holy Guardian (SK):

This caste of yuan-ti has been bred to guard temples and holy spots to Kyuss. They are rarely found elsewhere, and the secret of breeding them is known to powerful yuan-ti clerics, who bestow holy guardians upon their servants as signs of favour.

Yuan-ti, Ignan (MM4):

Clearly the result of breeding between yuan-ti and salamanders, the ignans are not commonly found amongst the yuan-ti. Where they are found, these not-to-bright but very aggressive brutes are used as shock troops and expendable elite slaves.

It is not unknown for ignans to rise up against their own yuan-ti masters, and tales persist of whole fortresses or colonies of ignans, for these creatures breed true, unlike the holy guardians and mageslayers.

Yuan-ti, Mageslayer (SK):

While known as mageslayers, these specially bred yuan-ti were created to battle the mages of the Okoth Empire and later the warlocks of Fezen and the clerics of the Azotchtla. Coincidentally, they are also quite valued and effective in the internecine plots and warfare that occurs between yuan-ti cabals.

The art of breeding mageslayers is known to powerful yuan-ti clerics and sorcerers, and it is a sign of power and prestige (as well as effective protection) to have many mageslayers in a given yuan-ti's retinue.

Yuan-ti, Pureblood (MM):

The commoners of the yuan-ti society, the purebloods are the lowest caste of yuan-ti and the most numerous, forming the bulk of the yuan-ti army (which is essentially the elite corps of the scaled one armies, which employ vast numbers of slave races as levies).

Purebloods are also the yuan-ti most likely to be sent to infiltrate human settlements, and in fact the purebloods are so called because a great amount of "pure" human blood runs through their veins. Purebloods who are trained in magic or disguise can infiltrate almost any human settlement and it is these creatures along with wereserpents (see below) and tainted ones (see below) that are the source of so much paranoia amongst the Azotchtla regarding yuan-ti spies.

The purebloods were bred by the Progenitors to serve as a sort of link in ancient times between the human slaves and the yuan-ti masters. They retain enough serpent blood in them so that the other yuan-ti do not consider them to be slaves…but just barely.

Zeugalak (LoM):

These massive and strange aberrations are found in the higher peaks of the northern portion of the Serpent's Tongue. Though aggressive, they are also quite rare and tend to dwell on those high peaks which are not subject to snow, migrating down to warmer reaches of those mountains during winter.

These horrific creatures are mistakenly believed by the Fezen to be abominations that resulted from scaled one experiments, but this is not so, as the raptorans can attest. The zeugalaks were native to the land long before Kyuss and his minions ever arrived.

Some intrepid warlocks are known to value body parts of this creature for use in magic items relating to electricity and lightning.

Templates:

This section only includes those templates that are unique to Sazhansiir. Many other templates are available in the continent.

Lycanthrope, Wereserpent (SK):

It is not known if the scaled ones brought the concept of lycanthropy to Sazhansiir and then modified it to produce these creatures, or whether it was developed independently by them after they had migrated to Sazhansiir. What is true is that other than wereserpents, no other form of lycanthropy is known to Sazhansiir.

Wereserpents began as yet another experiment by the scaled ones to breed serpentine qualities into humanoids, and a few of these creatures are known to have existed prior to the Okothian Empire. However, it is also believed that infection of humanoids with this form of lycanthropy accelerated during the wars with Okoth as a form of biological warfare, whereby every human so inflicted not only was removed from the ranks of Okothian soldiery, but were recruited into the ranks of the scaled armies.

It can also not be doubted that these creatures were uniquely suited to infiltrate human civilization as spies, and much of the current paranoia of the Azotchtla with regard to scaled infiltrators stems from the wereserpents (as well as tainted ones and disguised yuan-ti purebloods).

No one knows how many wereserpents there are. In essence they are the doppelgangers of Sazhansiir civilization. The Azotchtla and Fezen have devised many means to detect shapechangers, and as such a goodly number of these creatures have been exterminated in various inquisitions over the centuries. Nevertheless, it is certain that a goodly number of these creatures are bred in yuan-ti dens and an unknown number continue to operate in human society.

Necrocarnum Zombie (MoI):

Created by necrocarnates, these creatures are generally found as undead servants of these dark hearted Children of the Mishtai. Much faster than normal zombies and capable of boosting its speed or defense with essential, these creatures are much feared and loathed by non-necrocarnates.

Soulfused Construct (MoI):

These rare creatures are usually created by accident, when a normal construct (usually a golem) is infused with raw incarnum. This occurs when large amounts of incarnum are used or manipulated in an area, for such energy tends to a vessel in which to actualize its own soul-based potential. Usually, this transmogrification into a soulfused construct is an annoying surprise for the owner of the golem, as the construct is now free-willed and might not be entirely friendly with or thankful to its creator.

On other rarer occasions, creators of a construct actually seek to infuse their creations with incarnum, to create a construct with more reasoning ability or that can act more independently of its creator's instructions.

Worm that Walks (Epic):

Though this is technically a template in the rules, in Therra it is actually a separate creature. As such, its description can be found in the Bestiary section above.

Yuan-ti Broodguard (GW):

Also known as histachii, these are humanoids who have been given or exposed to Tragaash Daur, a particularly vile brew whose creation is known to powerful yuan-ti. This brew either kills its victim, or turns it into a broodguard or a tainted one.

Broodguards are used as expendable guardians by yuan-ti in their enclaves and temples and dens in the scaled lands. Due to their low intelligence and proclivity to rage, they are not useful on the battlefield except as fodder and shock troops.

Yuan-ti Tainted One (GW):

These are humanoids who have been given or exposed to Tragaash Daur, a particularly vile brew whose creation is known to powerful yuan-ti. This brew either kills its victim, or turns it into a broodguard or a tainted one.

Tainted ones retain their outward shape, but gain internal abilities and the yuan-ti subtype and personality and disposition (and alignment) that mark their change to service to the scaled ones.

Along with disguised purebloods and wereserpents, tainted ones form the third of a triumvirate of yuan-ti that spark the paranoia of infiltration that all Azotchtla and Fezen seem to share.

As with wereserpents, it is impossible to say how many tainted ones there are, especially inculcated into Azotchtlan society. Certainly the yuan-ti are careful in their deployment of these beings, since even though the Tragaash Daur changes its victim mentally as well as physically, there is no guarantee of absolute loyalty to the yuan-ti masters.

Timeline:

The dating system used by the Azotchtla is markedly different from the dating system used by the Jerranqi or Morakki. The Azotchtla divide history into ages, of which to their reckoning there have been three:

1. The Age of Captivity
2. The Age of Okoth
3. The Age of the Azotchtla

The Azotchtla reckoning is based around that singular event of the history of the continent, the creation cyst blast. This date is known as the Day of Creation (despite the fact that it was a highly destructive act) and considered the beginning of the yearly reckoning. Clearly, the Okothians and their human allies used a more ancient reckoning before that time, likely Okoth himself preserved the ancient Slith reckoning of years, but that system has been largely abandoned by the Azotchtla. The Okothian Empire under the descendants of Tlaloc used a reckoning that began in the year 2411 B.C., the year Okoth founded his new kingdom.

As such, years are noted as AC and BC, which mean "After Creation" and "Before Creation" respectively. The year of the blast is called the Year of Creation and is reckoned as a "year zero" (unlike our real-world reckoning).

The timeline presented below includes many events unknown to the Azotchtla or, even if known, whose exact date is not known. As such, the timeline should be regarded as a DM tool and not an actual Azotchtlan timeline that would be known by its subjects. The timeline is included for the DM so that he can have a clear reference as to the scale of years in the history of Sazhansiir and to aid in designing scenarios (e.g. an ancient and lost tomb of the Children of the Mishtai). The timeline also presents the Jerranqi equivalent reckonings, so that a DM can compare happenings in Sazhansiir with happenings in Jerranq.

Pre History:

The divine being Kyuss is borne out of the creative/destructive forces embraced and wielded by Mergurr, the God of Death. Kyuss embraces corruption and decay, at first as impersonal forces necessary to the universe, but eventually he allows these forces to affect his soul, and he becomes himself corrupted and evil.

History:

4849 B.C. (2 B.D.): Kyuss sneaks into Dematir's lair and steals 24 life seeds from that being. He flees south to Sazhansiir and goes into hiding.

4847 B.C. (0 A.D.): The Deceiver lures the gods into Slumber on Jerranq.

4837 B.C. (10 A.D.): Kyuss emerges from hiding and begins to plan his dominion of Sazhansiir.

4818-4791 B.C. (29-56 A.D.): Kyuss labours to create the Progenitors from his stolen life seeds. The Progenitors emerge over this period of time.

4790-c3500 B.C. (57-c1347 A.D.): Kyuss and the Progenitors engage in rituals and other actions to change the climate of Sazhansiir and to advance its jungles southward, at the expense of ancient Sazhansiir lands and forests. By the end of this period, all but the southwestern region of the continent and the Irin area are under his climactic sway.

c3400 B.C. (c1447 A.D.): The Progenitors begin to experiment on creating races to serve them.

Age of Captivity:

3375 B.C. (1472 A.D.): The Progenitors use exotic magic to transport some of their number to an isolated island in the southern tip of the Heynosht Archipelago near Jerranq. There, they abduct approximately 500 islanders and slay the rest, before returning to Sazhansiir.

3374-3353 B.C. (1473-1494 A.D.): The Progenitors experiment on the human stock, working on creation of the Favoured.

3352 B.C. (1495 A.D.): The first yuan-ti is bred.

3343 B.C. (1504 A.D.): The first naga is bred.

c3340 B.C. (c1507 A.D.): The beginning of the breeding and enslavement of humans by the Scaled Ones. The Thoughtless begin to be bred by the Progenitors.

3168 B.C. (1679 A.D.): The Mishtai create Skarn and Rilkan, the first of the Children of the Mishtai.

2868 B.C. (1979 A.D.): The nations of Inrenzeer and Hurlotzin are founded by the progeny of Skarn and Rilkan.

2636 B.C. (2211 A.D.): The first dusklings arrive in Sazhansiir and treat with the Children of the Mishtai.

Age of Okoth:

c1750 B.C. (3097 A.D.): Okoth undergoes his spiritual and philosophical transformation and converts the Nagim Ssendim, Q'erissna, and Y'rossi to serve him.

1611 B.C. (3236 A.D.): Okoth founds his kingdom in the northwest of Sazhansiir (present day Azotchtla).

41 B.C. (4806 A.D.): Tlaloc is born.

9 B.C. (4838 A.D.): Tlaloc leads a great force of Okothian humans against the Scaled Ones. The human slaves revolt against their masters.

7 B.C. (4840 A.D.): The human slave revolt is quelled.

7-5 B.C. (4840-4842 A.D.): The Scaled Ones launch an invasion of Inrenzeer and Hurlotzin. Inrenzeer, Hurlotzin and Harrasivin are slain. Klashkaln goes missing. Sseth and Arrasspiss are slain in return. The Children of the Mishtai are crushed and their lands ravaged. The survivors flee to Okoth.

3 B.C. (4844 A.D.): The Battle of Tir is fought. Okoth sends his forces to bolster Tlaloc's armies.

2 B.C. (4845 A.D.): Kyuss emerges to do battle and Okoth flees the field to retrieve the creation cysts. The Nagim Ssendam flees to Jerranq. Okoth returns and gathers an army to march to into the heart of Serpent Empire.

Year 0 (4847 A.D.): Okoth detonates a creation cyst in the heart of the Serpent Empire. The Blasted Lands are formed and Okoth is slain. Kyuss imprisons himself in Tyrmannion. The remaining forces of Kyuss are routed from the field of battle.

2 A.C. (4849 A.D.): Tlaloc declares rulership of the Okothian Empire by the will of Okoth. The Empire of Tlaloc begins.

380 A.C. (5227 A.D.): Emperor Xazinichtl promotes Pe'ethilti to Grand Vizier and begins to train his people in the way of warlockry.

463 A.C. (5310 A.D.): Emperor Hazanichta III outlaws warlocks.

468 A.C. (5315 A.D.): Fezen the Dark gathers an army and marches against the Emperor.

469 A.C. (5316 A.D.): Fezen's forces are defeated, but the Emperor angers his nobles, who revolt against him. The siege of the City of Feathers begins.

471 A.C. (5318 A.D.): The City of Feathers falls. The Emperor is slain and the Okotian Empire comes to an end.

Age of the Azotchtla:

662 A.C. (5509 A.D.): A crack appears in the face of the sun.

667 A.C. (5514 A.D.): The crack in the sun disappears. The Azotchtla rejoice and declare a year-long celebration.

672 A.C (5519 A.D.): The priests of Ormomoxco in Ajjingiir consolidate power and begin to drive out the adherents of the other deities in the Divine Cleansing.

700 A.C. (5547 A.D.): Present Day.

 

 

 

 

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