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T O P I C    R E V I E W
Seethyr Posted - 20 Jul 2014 : 20:34:14
This thread was originally for the creation of the Maztica Campaign Guide, but I am editing it so that this first post contains all netbooks that have been or will be created (hopefully) in the future. There will also be the latest version of each working draft for books that are in progress. I would like to include a description for each as well to distinguish whats here from my signature.

Third Edition
Monster of the True World - Maztica and Lopango
This netbook contains dozens of monsters specifically designed and updated for the Maztica setting and creatures from Lopango and local islands as well.
The Great Skyhome - Maztica and Spelljammer
Throughout Maztica's long history, contact has been made with "The Great Skyhome" many times. This netbook describes the history of Maztica and highlights the numerous connections it has made to the Spelljammer setting in the past.
Lopango - Land of the Sacred Sun
Lopango is the Inca-based setting just to the south of Maztica. This book contains everything needed to run a campaign within this part of the True World.
Claw and Sting - Scorpionfolk of the True World
The Maztican underdark is the demesne of the dreaded scorpionfolk. This sourcebook describes their cities, culture, gods and introduces many new creatures and subspecies never before seen.
Itla Tlayohua - Something Dark: A Maztican Compilation
Itla Tlayohua means "Something Dark" in Nexalan, and this is a fitting title for this collection of legends and adventures.

Fifth Edition
TWC1-The Maztica Campaign Guide
The first in a series of books that will bring the entirety of the True World into 5th edition Dungeons and Dragons and the Forgotten Realm. This book is a fanon equivalent of the Player's Handbook for Maztica.
TWN1-Azure Skies (DRAFT)
A Maztican novel which describes the transition of the True World continent from Abeir back to Toril, and the repercussions therein.
TWA1-The Curse of Zarzumotl (DRAFT)
The first adventure for the new Maztica Campaign. In the desert of the House of Tezca a great fire has destroyed much of the young city of Tukan's stores for the year. Starvation now faces the survivors of the fire unless a brave party of adventurers can broker a trade agreement with the merchant lord of distant Kolan. The trip takes a desperate turn to an underground city that most others do not even know exists! [Netbook is being completed in collaboration with SJS from the Dragonsfoot community]
25   L A T E S T    R E P L I E S    (Newest First)
Seethyr Posted - 13 Oct 2019 : 21:35:21
Planning on some major updates and upgrades to the whole body of Maztica Alive work. Some of it just simply didn’t age well and some ideas need a bit of rethinking. I’m starting with the campaign guide by giving it more art, adding from the smaller published material (like the timeline, magic items and spells), but then removing the tabaxi (since they’ve been done officially), changing Jaguar and Eagle Knights Into paladin archetypes (goes better than ranger imo), removing the more “out there” non canonical lore (it’ll go into the other projects when they’re updated), and maybe rethinking the monsters. I put that book together even before DMsGuild came out and definitely not hombrewery. I just ordered over 200 dollars worth of art from Shutterstock so if anything, that’ll be a big improvement
Seethyr Posted - 09 May 2019 : 05:28:18
Lot of progress has been made...check out where it's all at for Anchorome.

http://www.thepiazza.org.uk/bb/viewtopic.php?f=39&t=15906&p=231146#p231146
Jürgen Hubert Posted - 02 Apr 2019 : 06:08:51
quote:
Originally posted by Seethyr
I love that you have an alternate version. I particularly like the Jaguar Knights and Eagle Knights as paladins rather than rangers. I wrote TWC1 in 2014-15 when I was still in a 3e state of mind for paladins and didn’t see how appropriate they were for the Knights.


Yeah, 5E really loosened up a lot of restrictions for the game. I also found Keith Baker's blog posts on Eberron particularly helpful - he has posted lots of ideas on how to interpret existing 5E classes in different ways to make them fit a particular story.

quote:
I’m moving out of the Maztican continent I think and planning a number of Anchorome based products. Problem is I’m really trying to up the production value and artwork and maps are costing me an arm and a leg.



Yeah, this is a problem - after moving to different cities several time within the last few years, my art budget is... low. I am trying to develop a unified cover design for my series and I am drawing the map myself, but I'm not sure what I will do for my interior art.

As for Anchorome, I haven't given much thought on what could be further north beyond the equivalent of Oklahoma - where I will be locating "The Ghost People of Anchorome", a subterranean civilization of Elan (from the psionics rules) inspired by H.P. Lovecraft's story "The Mound".

https://en.wikisource.org/wiki/The_Mound

They can take the role of "creepy underground civilization" over from the drow, who (a) I feel have no place in the western continents and (b) are rather problematic anyway, when you examine them closely.
Seethyr Posted - 01 Apr 2019 : 21:03:09
quote:
Originally posted by Jürgen Hubert

Returning back to Maztica, I am finally moving forward with my own project and my own interpretation of the setting:

https://german-geek.blogspot.com/2019/04/a-return-to-maztica.html

The gist: I am interested in a post-colonial examination of the setting - how Maztica was first changed by the invasion of the Golden Legion, and then during its century-long stay on Abeir. This will result in some significant departures from both the original boxed set and Seethyr's fine work, but I think the destination will be very interesting indeed.



I love that you have an alternate version. I particularly like the Jaguar Knights and Eagle Knights as paladins rather than rangers. I wrote TWC1 in 2014-15 when I was still in a 3e state of mind for paladins and didn’t see how appropriate they were for the Knights.

I’m moving out of the Maztican continent I think and planning a number of Anchorome based products. Problem is I’m really trying to up the production value and artwork and maps are costing me an arm and a leg.
Jürgen Hubert Posted - 01 Apr 2019 : 19:08:48
Returning back to Maztica, I am finally moving forward with my own project and my own interpretation of the setting:

https://german-geek.blogspot.com/2019/04/a-return-to-maztica.html

The gist: I am interested in a post-colonial examination of the setting - how Maztica was first changed by the invasion of the Golden Legion, and then during its century-long stay on Abeir. This will result in some significant departures from both the original boxed set and Seethyr's fine work, but I think the destination will be very interesting indeed.
sleyvas Posted - 28 Mar 2019 : 12:56:08
quote:
Originally posted by Seethyr

This looks like it could be really useful for the Metahel. Expensive, but possibly worth picking up. Anyone have this?

https://www.amazon.com/Greenland-Saga-Fantasy-Roleplaying-Supplement/dp/0970796129



Interesting. Could be an interesting read, but its 3.0 not 3.5 and only 2nd to 4th level, so I'm not expecting a whole lot. As Wooly said, I may try some other options first, as I can't see spending that kind of money. I may get more use out of the old HR1 Viking's Campaign. I'd really like to find some really GOOD rune magic systems, and I do know that in 5e they have started down that road, but not sure what they've done (just like I've barely looked at their psionics, but what I've looked at was interesting and kind of different from traditional).
Wooly Rupert Posted - 28 Mar 2019 : 09:11:53
quote:
Originally posted by Seethyr

This looks like it could be really useful for the Metahel. Expensive, but possibly worth picking up. Anyone have this?

https://www.amazon.com/Greenland-Saga-Fantasy-Roleplaying-Supplement/dp/0970796129



Third-party seller of an OOP product... I'd check other sites, including eBay and NobleKnight.com, before committing to that price.
Seethyr Posted - 28 Mar 2019 : 04:45:28
This looks like it could be really useful for the Metahel. Expensive, but possibly worth picking up. Anyone have this?

https://www.amazon.com/Greenland-Saga-Fantasy-Roleplaying-Supplement/dp/0970796129
sleyvas Posted - 06 Mar 2019 : 19:58:55
Ah, thanks for the heads up, because that's my gaming email that I don't check often. Yep, I'll follow up with you.
Seethyr Posted - 06 Mar 2019 : 04:34:04
Hey Sleyvas,

I sent you a rather extensive email regarding this discussion. You got me all motivated...hope you get a chance to tell me what you think.
sleyvas Posted - 05 Mar 2019 : 22:01:00
Oh, and this may be stupid, but you know how Frey was "lord of the elves".... it could be interesting if Faerthandir was lord of a race of fox folk that are found only in the far northern forests. Just to make them look different, having these fox folk have horns like a topi (see below link).

http://www.thetaxidermystore.com/horns-antlers/african-topi-horn-plaque-taxidermy-mount-for-sale-12779.html

Now, where'd these fox folk come from? Maybe the Yuirwood or elsewhere nearby in the "unapproachable east" and bloodstone lands... via some portals... maybe 3... 5... 10... 15...20 millenia ago... what else came through? Bear Folk worshipping Magnar the Bear? Hybsil and Shatjan worshipping the Stag King? Centaurs? gnolls? Spirit Folk? Beings like Rashemi Telthors? Tree/Plant/Flower folk worshipping Relkath of the Infinite Branches (who maybe is known as the Great Spirit Alosaka/Germinator/Muingwu/"#147;Virgin of the Earth#148;" and is portrayed as the "Seed"). Maybe things went the other direction and some races went from this land to Faerun in that region.


I'd also been talking about having a race of foxes with deer antlers, that I was calling the foxibou. Instead of having Faerthandir ride a golden boar, I was thinking of having him ride a red furred dire foxibou whose fur shines like the sun. It feels a lot more "fey" to me, and if the people of this land are already used to these being "normal" creatures, it might make sense for their myths.
sleyvas Posted - 05 Mar 2019 : 21:27:17
quote:
Originally posted by Seethyr

This is some really cool stuff Sleyvas - I'm digesting all of it. The book is coming along pretty nicely - I'll be posting an update soon. I've altered the original backstory of the Metahel from the first draft to match most of what you've described.

Now, if only I could get some art of that Chimera...



You and me both. The one thing I suck at is artwork, and yet I find myself in more need of it than anything. For instance, I would absolutely LOVE some pictures of some of these Metahel gods that I've developed. They're in my head only. For instance, regular old Sif from the norse pantheon is interesting... but my Sifya, clad in red and white studded leather, riding a giant red stag, Duneyrr, with 3 glowing runes between its antlers, and wielding a sword carved from a moose antler, and wielding a shield made of interlaced deer antlers, with a ram headed helmet, and her locks of hair rising up around her wielding daggers made of bone.... now that's a picture I'd love to have on my wall. Now, if she's really the red knight.... well, there will always be heresies, no?

By the way, I've made significant changes to a lot of that in the past 6-8 months. I've tried to develop more of "how are they related", so that they feel more like a pantheon and less like individuals (whilst also trying to develop more of the hints of links to Faerunian gods). My latest addition is Alaeralie… which SOUNDS a lot verbally like A-Leira-Lie (for those who don't realize, the old grey box had Leira pronounce as LAIR-ah, not Lie-ra).

Again, I'm not looking for any money, etc.. for any of the below, but if you're interested in using it, I'd be willing to clean it up for even just a mention in your stuff, or if you just want to mine it for ideas, I'd not be hurt. I'm just interested in making the realms a more interesting place, and if collaboration helps, then great. I may even be interested in doing something to develop Myrmidune and Aurune as well (if those be the names we'll all accept). Its seems my interests the last few years have been less on getting down to the exacting details of what's where and more trying to get a general idea going of at least what's in all these far flung areas that never got the slightest development. In doing so, maybe we can get a cohesive idea down first and then develop the rest of the world at a macro scale and then get down to the tedium.


Metahel Pantheon
The Metahel Pantheon, to the people of earth, would appear to be somewhat of a mirror of the Norse Pantheon, but missing Odin and several other deities. The details are slightly changed, as are the names. This pantheon is made up of a “tribe” of gods known as the Asagrim and has several exchanged “hostages” from another tribe known as the Faernir. Since these deities are not detailed in some other product for reference, I present below some sample ideas for the deities in this pantheon. This pantheon has especially garnered the attention of the Mulan people who have worked with the Metahel, as many Mulans believe these are in fact Faerunian deities under another name. The truth behind this mystery is left to the DM's control.

Sifya, the War Mother, goddess of birth and breeding of livestock, moose, caribou, and horses, goddess of excellence and skill in battle, games of wiles, Defender of hearth and home, goddess of Shieldmaidens. Widow of Faeyordon, Wife of Thoros, Mother of Moedae, Thoordra, and Yuellar, Stepmother of Magnaer, Faerthandir, and Eldunna, Widow of Faeyordon - this goddess' mood varies and is represented as a change in her hair color (when she is ready for battle, her hair is usually red, when she is in her motherly aspect, it is golden. She is also depicted with black or brown hair when being portrayed as blessing the birth of young livestock). She is the mother of Yuellar by a sea god named Faeyordon in an arranged marriage to broker peace with the rival Faernir tribe, as Faeyordon's own wife had died in the war between the two tribes. As a result, she is also stepmother to Faerthandir and Eldunna, who lived with her until their father's death, which is shrouded in mystery. She birthed Moedae, one of the two Thunder Twins, and Thoordra with her new husband, Thoros, whom she was allowed to choose out of love (though some hint that her stepdaughter Eldunna worked as matchmaker for the pair). Sifya rides upon a giant, flying, red coated caribou with an enormous rack of antlers, between which float glowing golden runes involving flight, speed, and defense. This mount, Duneyrr, was a part of her dowry from Faeyordon. Faeyordon is attributed with creating the white-winged hart, star-hoofed caribou, and dire moose by the Metahel people when Sifya asked him to create an animal of beauty to impress her, all creations being earlier versions than Duneyrr. Long ago, Sifya and her sons Yuellar and Moedae hunted the great moose Mordecai, which had become corrupted by a powerful demon of hate. Sifya now fights with a sword, Skofning, made from a great moose antler which has been given a carven edge and reinforced with runes by a now dead god, Asagrimmr. She wears red and white moose hide leather, studded with adamantine studs, and trimmed in gray-brown moose fur. She carries a giant kite shield, Faergisir, made of interlocked deer horns which on command can surround her with a veritable wall of spinning, razor sharp antlers. She wears a pair of fur-trimmed, red moose-hide boots which make her unable to be forcibly dismounted. She wears a helmet adorned with a pair of twisting ram horns, but her long flowing hair hangs from beneath it extending to her waist. Her white leather belt hold numerous small rune-covered daggers made of carved horn which it is said can be drawn by the strands of her hair to help her carve into the flesh of her enemies.

Thoros, Lord of Thunder and Lightning, Bringer of Rain, Stepfather of Yuellar, Father of the Thunder Twins and Thoordra - Much like his wife, Thoros' moods are reflected in his beard and hair color, changing from either blonde when he is acting nobly, to red when he is raging. He is seen to have lost his right eye, and he wears an eyepatch of blue dragon hide made from the wingskin torn from a great blue dragon named Raethghul whom he once fought. It is said however that beneath this patch lies the eye of his father, recovered from an ancient place of power after his father's disappearance, and those who claim to have seen it claim to have looked upon a whirling aura of stars, light, and darkness. He also lost his left arm in a fight with one of the great giant jarls of old, whose name seems to change with the telling. Thoros had this limb replaced with a magical arm of cold-forged black iron, which gives him great control of electricity and magnetism. He fights in his right hand with his famed everbleeding battle axe, Jarlsbluud, made of the bones of the first giant lord he ever killed and inlaid with carved deep green pieces of bloodstone flecked with red which are said to be organs of this giant lord. In his left hand Thoros uses his spear, Fangir, which is a piece of the world ash repeatedly lightning struck during a hurricane which threatened the tree when Thoros hung himself bleeding from it with spikes through his flesh for 16 days to uncover the power of runes. Its tip hardened by the resulting fires and engorged with the fury of the storm, Fangir is imbued with the powers of fire, wind, rain, thunder, and lightning. However, his favorite weapon is Mahljniir, a great double headed warhammer forged of the metal of a dead sun and smelted over the funeral pyre of his father, Asagrimmr, and whose second head is actually the fang of Kezris, left behind in his father's body when the great wolf killed him. The warhammer, Mahljniir, is capable of fighting on its own, and is said to possess the wit and wisdom of Asagrimmr. It also refuses to work for anyone which it does not deem worthy of its aid, though how it determines such worthiness seems to be conflicting depending on its mood. It is rumored that long ago, in return for his aid on a quest, Faerthandir blessed Thoros with such virility that when he impregnated his wife Sifya, it also awakened the seed in his former lover Yaernsacsa. Both Sifya and Yaernsacsa gave birth at the same time, and their children (Moedae and Magnaear) were twins. He is noted as having a chariot pulled by a pair of winged rams whose hooves spark and thunder as they pull him across the sky. Thoros is known to have many enemies, primarily amongst giantkind, but he is particularly known as well for having enmity with the demon lords Kostchtchie, Baphomet, and Orcus, as well as as another savage one eye god known to the Metahel people as Grumash.

Eldunna, Keeper of the Golden Mangos, Guardian of the Goldenheart Spring, Goddess of Young Love - This golden haired goddess is a goddess of rivers, springs, and harvesting fruits and grains. She grows the golden mangos that give the gods their perpetual youth. She is also known as a powerful brewer, making teas that produce calmness, mead which inspires happiness, droughts to cure ailments, and she can cry golden tears that inspire love. She brews these things in a giant cauldron which she is said to have received from her father. She is also known as a matchmaker who often helps young lovers find one another. She is served by the spirits of those women who died in service to love, known as the Sjofnnar, who are said to fly upon pegasi searching the world for men whose hearts need to be lightened by love before they turn to darker passions. Firing their ethereal arrows from the safety of invisibility, dipped in Eldunna's tears, they seek to turn these men towards individuals who will create a strong union. She is said to be the daughter of a sea god named Faeyordon, and she is said to be a hostage from another “rival tribe of gods” known as the Faernir. Her brother is Faerthandir.

Faerthandir, Lord of Spring Plantings, Lord of Beauty and Flowers, Keeper of the Sun Blade and Charioteer of the Sun - This golden haired god is noted as being exceptionally handsome. He blesses men with virility, blesses the seeding of fields, and is often portrayed with marigolds in his hair. He has a job to pulling the sun across the sky each day with his flaming chariot pulled by a golden bristled boar, and as a result, many use the boar as a symbol of this god. It is said that he fights with the rune-scribed antlers torn from the head of a demon lord long ago, a fight which both are said to have survived. It is also said that in a rather strange twist, he fell in love with a giant goddess by the name of Eauhlannis, and that he sacrificed an item of great power to gain her hand in marriage. He is said to be the son of a sea god named Faeyordon, and he is said to be a hostage from another “rival tribe of gods” known as the Faernir. His sister is Eldunna.

Hemdahl, Guardian of the Rainbow Staircase, He of the All-Seeing Eye, Defender of the Metahel - This god is the progeny of Yaernsacsa by an unnamed father. He is believed to be a half-brother of Thoros and both half-brother and Uncle to Moedae. It is said that Hemdahl did sacrifice one of his ears for the ability to hear all that occurs, and thus Hemdahl cannot be surprised. Many have equated this god to the god Helm, who guarded the celestial stairway during the time of troubles, and some Payit know him as Hunab-Kuum.

Anachtar, Keeper of Blood Oaths, Lord of Conflict Resolution, Chainer of the Spirit-Wolf - This god is believed to be a half-brother of Thoros. He seeks to intermediate disputes between the gods, and his followers often serve similar roles within the Metahel clans. However, when resolution cannot be achieved, the blood oath is taken in Anachtar's name, resulting in feuds that have been known to decimate clans. This noble god is noted as having a single hand because of his own selflessness, though its also noted that he's had a mechanical hand constructed by dwarves to take its place. The story is that he lost it in chaining Kezris, the Spirit-Wolf. This has caused a log of friction between himself and Valigor, for he blames the trickster god for bringing the great wolf into the world.

Klunella, Three Faced Mistress of Fate, the goddess of the moon and magpies – This goddess appears to be a tripartite goddess with three aspects, as a dark haired woman in her youth, a greying woman of middling years, and a silver headed woman of elderly age. These three aspects weave the tapestry of fate which combine the lives of many in the forms of threads. Klunella is fair of skin and said to have ties to the moon. She is also a hostage gained through the trade with the Faernir, much like Faerthandir and Eldunna. She is also seen as a goddess of the black and white birds known as magpies, who are seen as highly intelligent, and often used as messenger birds of the Metahel. However, magpies can also be deceptive, and thus one must be careful in trusting them. It is said that Klunella and Moedae have begun a budding romance, much to his mother, Sifya's, lament.

Valigor the Runtborn Giant, Lord of Chaos, Trickster of the Gods, Father of Monsters and Magical Beasts - This trickster god was found by the gods in a giant's cradle after a war between the gods and giants. He was obviously a runt amongst giants, and the Metahel gods decided to adopt him and raise him as one of their own. His antics fill many stories amongst the Metahel, usually involving Thoros having to fight some giant in the end. Once it is said that he stole Sifya's hair out of jealousy, angering Thoros, and ending up with him gaining several gifts for the gods from the dwarves. He is also a shapechanging god, and he himself is rumored to have given birth to the race of noble flying horses known as Asperii when he shapechanged into a giant mare to help the gods trick a lying giant into building their home realm for free. However, he is also rumored to have birthed numerous monsters upon a shape changing giantess known as Lamasgrboda, including Chupocol the Great Spider, Kezris the Spirit Wolf that will swallow the moon, and Jormungis the Great Sea Serpent. Valigan and Lamasgrboda also birthed Heleshkiga, the blackhearted Queen of the Dead, who was forced into the Casket of Primordial Winters, and upon escaping was seen to have one side her perpetually frostbitten. Some say this act shattered Heleshkiga's sanity.

Yaernsacsa, Wave Maiden of the Sea, Mother of Hemdahl, Lover of Thoros, Mother of Magnaear - This aloof deity of the sea is known for her capricious nature. The Metahel usually praise her for the sea's bounty or before a sea voyage of some danger. Before Thoros met and married Sifya, he had loved a giantess by the name of Yaernsacsa. However, she would never produce a son for him, no matter how many times he seeded her. Eventually, Thoros met and married Sifya, and as a reward for his aid, Faerthandir did awaken his seed in Sifya. To everyone's great surprise, this act did also awaken his seed within Yaernsacsa as well, and later she gave birth to one of the Thunder Twins.

Yuellar, Huntsman of the Gods, Son of Sifya and Faeyordon, and Stepson of Thoros - This god is known for his superb hunting and tracking skills, skill with a bow, as well as his amazing balance and athletic prowess in sports. He rides upon a giant white, brown, and black spotted hunting hound, Angussen, using his giant flapping ears to hold his seat. He is also served by a pack of hunting wolves and a pair of falcons. Yuellar once helped protect his mother, blood brothers, and blood sister while his stepfather Thoros hung from the world ash to learn the arts of runecraft. As his brother Moedae did range amongst demons, Yuellar and his hounds did hunt those that got past his brother and seek to slay them with his bow, until on the sixteenth day of fighting, his bow finally cracked. He now wields a great rune carved bow, Luegdrasil, made from a limb of the world ash from which Thoros hung. This bow is strung with the sinew and reinforced with the bone of a great horned demon lord which Yuellar did slay during this time protecting his family. The skull of this demon lord adorns the grip of this bow, its fanged maw being where the arrows are released, and its gem filled eyes where he sights through. It is said these eye gems provide far sight, true sight, and even a limited ability to see into the future by a few seconds.

Moedae, Lord of Bravery and Mounted Combat, one of the Thunder Twins – Moedae is a master of the spear, javelin, and axe. His weapon,Glosdrasil, is carved from a limb of the world ash which his brother tore free in order to escape from demon hordes, and it can change into enchanted versions of a great spear of wounding or a returning javelin. In addition, Moedae also possesses a battle axe with a warhammer head on its back side, Vidrikar, whose head broke from its shaft in fighting the demon hordes, and has been replaced with a haft taken from the limb of the world ash. Vidrikar is said to be intelligent and capable of fighting alongside Moedae if commanded to do so. It was Moedae's ranging amongst the demons astride his mount for sixteen days straight that kept them from his father as his mother, blood brothers, and sister kept watch for any demons that got past Moedae to get close to Thoros, and for this he has earned the title “The Brave”. This god keeps a stable of many mounts, but his favorite is a shapechanging child of Besparr the Many-Legged named Bespacsee. This mount most often appears as a great six-legged caribout with a great head of horns in which Moedae couches his great spear when entering combat. However, when he must ride in the sky or water, Bespacsee becomes a flying, silver-furred Asperii or a Hippocampus when it goes beneath the waves. Moedae is seen as a restless god and he rides across the heavens seeking out new challenges to test himself against. He is the son of Sifya and Thoros. It is said that recently he has started a budding romance with the moon goddess, Klunella. much to the chagrin of his mother.

Magnaear, Lord of Strength, one of the Thunder Twins – Magnaer is noted as being extremely strong and hairy, with great fists and an expertise in wrestling. Magnaer is often portrayed wielding a great club, Guldrasil, made of a limb of the world ash which he acquired while defending his father from demons as Thoros hung helpless. Magnaer tore the limb free in order to remove Thoros as his brother and sister held off the demon hordes. This limb is said to have absorbed the blood of his father Thoros and his grandfather Asagrimmr when both of them hung from the tree to learn of rune magics. This god is noted as having a female bear companion, Balanis, who periodically changes shape into that of a woman. It is rumored that her ability to change shape was a gift bestowed by Magnaer, and he did thereby accept the curse that he himself must periodically wander the world as a bear himself. Other stories say that Magnaear received Balanis as a bride-price for a service performed for another deity known as Father Bear or Balador, having come to Balador's aid when he was attacked by a great werewolf named Daragor. It is said in that story that Magnaear was bitten by Daragor and that Balador changed Magnaear's curse by mixing his blood with that of Balanis during their marriage ceremony. There are stories that these two did birth a race of intelligent bear folk, and nearly anytime the two of them are seen they are followed by three young, inquisitive bear cubs. Unlike his aggressive brother, Moedae, Magnaear is known for simply wanting to relax and eat, but he is always called out by foolish giants and other creatures who seek to best him in combat. He is the son of Yaernsacsa and Thoros.

Snoedramorphe, goddess of grace, wisdom, hospitality and the responsibilities of rulership – Snoedramorphe is a goddess who is a goddess of the court and rulers for the most part, though usually acting through the guidance of those closest to rulers, such as wives, consorts, and advisors. However, her focus is on teaching these rulers their roles as protectors of those under their care. She is also seen as a goddess of wisdom and teaching, and many of her followers are those who take on and teach both young men and women. Her followers help oversee parties, dinners, dancers, and other similar social gatherings and ensure that the rules of hospitality are not broken. They often help oversee rulers in contract negotiations as well, in the hopes that the initiatives pushed forward will serve those under their chieftains. She also teaches that many rulers are divinely guided to rule, some having such divinity in their own blood, for the gods have been known to bed with mortals from time to time, and thus crossing one's chieftain must be done with care to ensure one is not crossing against the purpose of the gods. Knocking down a chieftain to obtain personal power is frowned upon, but replacing a chieftain who does not properly serve his people may be seen as divinely guided. It is said that those individuals who served their rulers well in life, particularly females, are called upon to serve in Snoedramorphe's great hall in the afterlife. These individuals, known as the Murdannar, help prepare and/or oversee great feasts. Never a powerful deity, for many centuries, little was heard from Snoedramorphe, other than periodically individuals claiming to be blessed by her appearing amongst the populace (more often than not, these were the wives of rulers who achieved greatness). However, in the last two decades the priests of the Metahel Pantheon have claimed to begin to receive dreams from her once again.

Thoordra Thorosdottir, goddess of runes and truename magic, daughter of Thoros and Sifya – Thoordra is a dutiful daughter who serves to inspire those who seek to employ runecraft. She is depticted in art as a shapely red headed goddess of large but well-placed girth. She wields an adamantine shod, rune carved, and crystal studded staff, Tueldrasil, made from a limb of the world ash, and bears more than a dozen carved wands made of similar wood on a belt at her waist. These wands may be drawn and may act automatically once she sets them a task. It is said that it was Thoordra that recovered the eye of her grandfather, Asagrimmr, from an ancient place of power. She then delivered it to her father, Thoros, when he lost his own eye. It was also Thoordra who helped nail Thoros to the world ash when he sought to delve the mysteries of his father's eye to learn the mysteries of rune magic. Thoordra listened to the fevered meanderings of Thoros for sixteen days, all while protecting her father from the assaults of giant and demonkind. Between fighting, she tended to her father, bringing him mango juice and cleansing his wounds with water from Eldunna's Goldenheart Spring. She also made note of the many mystical markings which covered his body during these fevered dreams, markings which would change shape and/or come and go as time passed. As a result, she learned much of rune and truename magic. However, she sought more, and so her father and she did plot to steal more knowledge of runecraft from the dwarves. Thoordra did entreat a dwarven god of wisdom, whose name seems to vary, but whose ugliness was brought on by the great size of his egg shaped head. Thoordra proposed that she and this dwarven god should become betrothed to her, and met with him in “secret” to tryst with him and they did make vows to one another. When Thoros “learned” of this betrayal he claimed that the dwarven god of wisdom must prove his intellect if he wanted to claim a daughter as fine as his own. It is said that in his haste to prove his wisdom and thus gain her love, that the god revealed the secrets of dwarven runecraft, and thus proved himself a fool not worthy of Thoordra. He was thus slain and Thoordra absorbed much of his power, and it is whispered that his stone body floats in the astral to this day.

Alaeralie (often referred to as the titles “the Deceptress” or “the Mist Mistress” or “Mistress of a Million Myths“ or “Mistress of Misconceptions” or “the Manyfaced Mistress” )- a goddess said to be powerful with illusions, poetry, music and possesses a deceitful tongue almost as clever as Valigor the Runtborn Giant. Alaeralie is a goddess of passion, seduction, and misconception. Some believe that the sirens which draws ships to their death by luring them with song were birth by Alaeralie by a previous husband. Alaeralie is from another “rival tribe of gods” known as the Faernir, but rather than coming over as a part of a hostage trade, she was part of the source of conflict between the two tribes. She sought out a husband amongst the Asagrim gods of the Metahel, saying that she needed protection from those who intended her harm. She seduced Skaragos, the enforcer of punishments amongst the Asagrim, into a marriage. Once ensconced in their house, a god named Faeyordon, claiming to be her prior husband amongst the Faernir, called for the return of his wife. Although the Asagrimr suspected deception on the part of Alaeralie, they could not prove it, and were forced to accept her amongst their family. The two godly tribes went to war, and eventually a peace treaty was arranged when Sifya was offered as wife to Faeyordon, and he sent his two children, Faerthandir and Eldunna, as hostages to live amongst the Asagrim, and keep an eye on Alaeralie. Alaeralie is a wanton and a flirt who uses her womanly wiles and her magic, and many are the stories of the mortals and immortals whom she has slept with, many of whom have found their deaths soon afterward. In particular, though she is still married to Skaragos, there are rumors that she and Valigor have a hidden relationship.

Skaragos, Headsman of the Gods, God of Bloodrage, husband of Alaeralie – A minor god of war, bloodlust, and punishment, Skaragus is not a judge nor jury. He is an executioner and torturer. He does not make decisions amongst the Asagrim, he simply acts upon their orders with little thought of repercussions. In some ways he is a noble god. In others, he is so cold and uncaring as to seem evil to some. He is also a god of passion and rage, and when sent forth to punish the enemies of the gods, his anger is a horror to behold. It was Skaragos that was the center of the conflict between the Asagrim and the Faernir tribes, for he had accepted Alaeralie under his protection as his wife. Though she still cuckolds him periodically, he refuses to hate the goddess of deception out of the one strong emotion he feels for her, love. He does however seek to punish those who cheat with her, if he can get proof of her adultery and the approval of other gods to act upon said proof, which is an exceptionally hard thing to do considering her skill at obfuscation.
In an odd twist to things, it is whispered that Skaragos did not exist prior to the coming of Alaeralie, and that she possibly split Skaragos from Thoros using dream magics, and that she married him in this dream. It is whispered as well that in this dream, she used the golden hair of Sifya, which had been stolen and delivered to her by Valigor, to pose as the blonde goddess to Thoros. Thus, though Skaragos would not appreciate Valigor's possible dalliances with his wife, there is a possibility that he owes his whole existence to the mischievous machinations of this other god.
Surtr - This is without a doubt, the same deity as the god of fire giants, but during the time in Abeir, he was silent. He is an enemy of the Metahel gods.

Seethyr Posted - 04 Mar 2019 : 21:13:58
Here is the WIP as of today. Know that the map on page 12 is just a placeholder that is helping me get a visual of the region and there will eventually be a table of contents between the cover and the introduction.

ANC1 The Anchorome Campaign Guide
Seethyr Posted - 04 Mar 2019 : 05:37:27
This is some really cool stuff Sleyvas - I'm digesting all of it. The book is coming along pretty nicely - I'll be posting an update soon. I've altered the original backstory of the Metahel from the first draft to match most of what you've described.

Now, if only I could get some art of that Chimera...
sleyvas Posted - 03 Mar 2019 : 21:08:33
Oh, and since we were talking about Anchorome and the metahel, I'm thinking it might be interesting to do something that mixes the ideas of the norse and the native americans and classic D&D. Basically, Thor's chariot was pulled by two rams which created lightning. Odin was served by ravens and wolves. Thunderbird was a native American myth.

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


It also occurs to me that if I'm doing this, other chimera could prove interesting down in Katashaka. For instance, instead of goat/red dragon/lion .... elephant/black dragon/black panther (maybe rhino instead of elephant)..... or just two heads black dragon/black panther and multiple "tails" that are poisonous snakes. Ahh, not as stuck on this idea.
sleyvas Posted - 03 Mar 2019 : 20:43:57
I just need to write this out... to get something going in my head... its only tangentially related to what you're doing, but sometimes its good to have a sounding board for your own thoughts.

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


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


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


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


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


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

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


Note sure why I'm so fascinated with the idea, but in doing this, I can still do a lot of the development I'd been thinking about, but it becomes more believable to me.
sleyvas Posted - 28 Feb 2019 : 23:03:02
quote:
Originally posted by Seethyr

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



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

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


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


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


Granted, I know you're not doing the red wizard thing, but I figured to give a further idea of what I was looking to do, because if you don't incorporate an influx of building materials, it might help you picture some things to do with them.
Seethyr Posted - 28 Feb 2019 : 00:32:03
Very interesting. I never made the Viking connection, but it seems like that’s exactly what John Neohew and Tweet intended.
sleyvas Posted - 27 Feb 2019 : 22:07:47
The wu-haltai thing is the Azuposi, and the Azuposi were here before the Metahel, because they are teaching the Metahel how to survive in a place without a lot of wood. The metahel came from a place where they built "long lodges out of wood". I don't believe the people of Kara-Tur are known for building long lodges out of wood. I pulled both entries below for discussions sake. While the myth about Azuposi/wu-haltai says that other peoples of the northern wastes may also hail from Kara-Tur, they say this similarity is due to similarities of language. The Metahel are specifically noted as having a very different language. So, I wouldn't be surprised if the Nahopaca, dog men, and even Mazticans have a relation to Kara-Tur, but I don't think that the Metahel do. I think they either came from what many of us have accepted as Aurune or Myrmidune (those names may change depending on if Ed answered the question I asked Krash to ask him the other day about finalizing names of continents).

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


and here's the gist for the Azuposi

Myth and History: Creation or Migration?
According to their myth of creation, the Azuposi believe they came from the ground; that they were called forth by Skeleton Man, who showed them plants to grow and fire for light and warmth. It may be that the Azuposi actually did come from the ground #151;perhaps, like the desert dwarves, they came through the Underdark of the world#146;s crust. Given their physical appearance and language, however, the Azuposi ancestors probably did not come from the continent of the Forgotten Realms, but from the oriental lands of Kara-Tur. Indeed, future scholars may discover remarkable commonalities between the languages of the Azuposi and the Wu-haltai and other races of Kara-Tur#146;s Northern Wastes.
Seethyr Posted - 27 Feb 2019 : 20:29:47
I read a lot of your work on the Metahel and really love the fluff work behind their faith. My only issue with going full viking with them is that I believe FMQ1 describes them as having hailed from the Wu-Haltai of Kara-Tur/Wa. I have to double check this though once I find my copy!

Edit: For the life of me, I can’t find where I got that bit of knowledge - I don’t know if I dreamt it or it’s from a different source. I’m also starting to think it referred to the Azuposi and not the Metahel.
sleyvas Posted - 27 Feb 2019 : 18:37:10
IF you are interested, I have grown very fond of the concept of the Metahel being a "norse-like" culture with norse-like deities. I'd freely allow you to use what I've developed of their pantheon if you want it (we could tweak it together as well). I've done nothing "concrete" game-wise with them (i.e. there's no rules, alignments, divine domains, etc... written up). I've more established their stories. It could make for a good way to have a mixed party (i.e. maybe some in the party are fine being native American-like, but one guy wants to play a Viking like character).


Anyway, moving through reading this document.
Seethyr Posted - 27 Feb 2019 : 00:48:25
Got back into Anchorome and i am looking at creating a full sized campaign book for the region, much like I did for Maztica - but now after 4 years of experience hopefully with an improvement in writing. I could really use some critiques.

ANC1 Anchorome Draft 2-26-19

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

Where did some of this come from?

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

What I desperately need is...

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


Some planned concepts that have been brainstormed are...

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


Seethyr Posted - 21 Feb 2019 : 02:20:38
quote:
Originally posted by paladinnicolas

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




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

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

quote:
Originally posted by Seethyr

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

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

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

Thoughts?

Seethyr Posted - 16 Feb 2019 : 22:45:33
Been thinking of starting up some projects again. I tend to take these hiatus’s as the research and writing takes over my life. Wondering if there is still interest out there.

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

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

Thoughts?

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