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Economy

The Aztaltican culture is not driven by economics or technology to the extent that is common in Arik. A basic system of value and exchange exists, but its interpretation can be extremely flexible. Bartering and sharing of food, shelter, and goods is common—a traveller may well be invited to spend the night in the home of a sympathetic villager, partaking of food and companionship as one of the family. The accumulation of wealth in the hands of one person or clan is unknown; families gain influence and power by displaying wisdom, courage, and leadership.

The typical Aztaltican family is self sufficient, producing for itself the food, clothing, shelter, and equipment that it needs. Families tend to include members of multiple generations and numerous in-laws, often dwelling in a single house of just a few rooms. Each member contributes to the well-being of the whole family, and a multitude of skills will be present.

Certain skills allow an individual to attain high status in the society, though not in the general sense of becoming wealthy. These are individuals who are proficient in a more elite skill—to fill a need of the society’s for things greater than mere sustenance. Pottery, pluma and hishna, weapon-making, stonecarving, mosaic and goldcasting, warriorhood (including the knightly orders) and stonecraft all allow a character to more than support his own needs.

An individual with such a sought-after skills will often live in a spacious house, with gardens, patios, and large, airy rooms, and often will invite family members, fellow warriors, or friends to join him in residence.
Also, individuals who become proficient at other, more mundane tasks, such as abode-plastering, hunting, or weaving, may have many opportunities to barter those skills to others in exchange for food, shelter, or whatever else is deemed valuable.

System of Exchange

The basic “coin” of the land is the cocoa bean. Its value varies depending upon rarity and need, but for purposes of the game it can be considered the rough equivalent of the copper piece. Other forms of “money” are also employed in Aztaltica. The degree of need and value for each varies, and DMs can employ a great deal of latitude in this regard. The values on table IV are typical and standard. However, certain items—particularly gold, copper, jade, coral and turquoise—lose a great deal of value among villagers. Generally, they are only regarded as useful by the traders at the marketplaces of the cities.

Items Of Value
Commodity Value in cocoa beans (Arik value in silver nobles)
Cocoa Bean 1 (1/10)
Ear of Mayz 1 (1/10)
Copper Blade 10 (1)
Coral Bud 50 (5)
Jade (uncut stone) 100-1000 (10-100)
Quill of Gold Dust 500 (50)
Turquoise (uncut) 1000-10,000 (10-100)

A cocoa bean is a small, brown nugget that can be ground into a flavoring. It is the most commonly used currency across the Aztaltica, and is abbreviated “cb”.

A copper blade is a pressed sheet of copper, hammered flat and long shape somewhat similar to a knife blade, though it has no use as weapon. It equal to 10 cp. in weight. Each has a small hole near the end, and they can be strung on a twine to create a conveniently carried necklace.

Coral buds are common along coastlines, and only achieve their value in inland parts of Aztaltica. Each is about the size of a child’s fist.

Jade and turquoise are materials much valued by Aztaltican carvers and artisans. The size of the stones varies from pebble to fist-sized. Their value, after craftsmanship, can go up considerably in a city environment.

A quill of gold dust is the hollowed feather of a bird, nearly a foot long. It is filled with powdered gold and sealed with a wax plug at the end. It is another widely used commercial agent, though with a much higher value than the cocoa bean; a quill of gold dust is abbreviated ‘gq”.

Owning Land
The use of land in Aztaltica is generally a matter of inheritance and tradition, backed up by a willingness to defend the ancestral plot of land. In villages, the use of a given field, or plot of marsh or forest, is generally passed to the oldest son—or daughter, if there are no sons, or the sons are judged unfit. Extra siblings either marry someone with rights to land, or live with the extended family if there is room. Alternately, these are the characters who travel to the cities in search of a skill or trade. Many of them become warriors, for every city maintains a garrison of veteran fighters in constant readiness.

Equipment
Clothing

Tunic, plain 10 cb
Mantle, plain 25 cb
Moccasins 15 cb
Sandals 10 cb
Tunic, feathered 1 gq
Mantle, ornate 1 gq
Headdress 2 gq
Ornaments (lip plugs, earrings, bracelets, etc.) 1-100 gq

Food and Lodging
Meal (mayzcakes and beans) 10 cb
Octal (cup) 20 cb
Meat 50 cb
Sleeping mat, indoor 15 cb

Miscellaneous Equipment
Blanket 30 cb
Canoe 2gq
Jar/bowl 20 cb
Waterskin 20 cb

Aztaltican Armor
Type Cost AC Bonus Max Dex Armor Check Weight
Shield, wooden 1 gq +1 - 0 5
Light Armor
Padded Cotton 3 gq +2 +8 0 5
Stiffened Fiber 5 gq +3 +6 0 10
Medium Armor
Jaguar Knight 10 gq +7 (+5 vs. metal) +3 -4 20
Eagle Knight 10 gq +6 (+5 vs. metal) +4 -3 15

 

Aztaltican Weapons
Item Cost Damage Crit Range Weight Size Type
Axe 1 gq d8 x2 5 M S
Shortbow 1 gq d6 x2 2 M P
Composite Shortbow 1 gq d6 x2 2 M P
Club 3 cb d6 x2 3 M B
Dagger, obsidian 50 cb d4 x2 1 S P/S
Maca 2 gq d8 x2 6 M S
Spear 80 cb d8 x2 20 ft M P
Spear caster 1 gq - x2 40 ft M -
Sling 10 cb - x2 50 ft S -
Sling Stone 1 cb d4 x2 .5 S B

Stone Weapon Breakage: Macas, axes, and spears are not as tough as steel edged weapons, since their blades consist of narrow chips of obsidian. These weapons can break, becoming less effective, as they are used. Whenever a roll of 1 is made when attacking with one of these weapons, the edge has suffered damage. Subtract 1 from all damage rolls inflicted with the weapon until it is repaired by a weaponsmaker (see Proficiencies). The weapon still inflicts a minimum loss of 1 on a hit, however. Additional breakage does not do cumulatively less damage.

Calendars
The Aztalticans use a very accurate calendar. Developed by an ancient people and perfected by the Itzapan, it is now used by peoples throughout the continent. With it, astronomers can predict events of importance, such as eclipses. There are actually three calendars: the kala kinob, or “count of days”; the solar calendar, tun or xipa lii; and the zolkin or tonalpalli, a divinatory calendar. Xipalli and tonalpalli are Zlatan terms, while the others are Itzapan. In the Itzapan tongue, a day is a kin, 20 days a unal, one year a tun, 20 years a katun, and 400 years a baktun. For a plural term, add -oh to the end. rfhe long count records how much time has passed since the beginning of the universe, according to Itzapan scholars. At the date of the Silver Legion’s advance party landing, exactly 13 baktunob (5200 tunob) had passed. Both 52 and 13 are significant numbers in Aztaltican lore, so great changes were expected at such a conjunction. At such times, the universe could be destroyed, or gods could be born or die.

The first table below is a representational chart of the ‘lbnalpalli, the Aztaltican 260-day predictive calendar. Head the numbers downward in each column, paired with the name at right, thus: 1 Acatl, 2 Jaguar, 3 Cautli, etc., to 13 Pija at the end. The common translation of each name is given. The omen column shows the direction associated with each day-name, and whether its influence is good, evil, or neutral (shown in parentheses).Each day-number also has an influence. The numbers 1, 7, 11, and 13 are good, while 3, 4, 9, 10, and 12 are bad. The others are neutral. Thus, any tonalpalli day has a double influence: 1 Acatl is good-good, 2 Jaguar is neutral-bad, and 3 Cautli is bad-good. These values plus the day-name are used as general predictives.
Table VIII shows the first date in each unal of the Aztaltican xipa Iii, paired with the date commonly used in Faerun. Both calendars start on the same day, which approximates the winter solstice.After the 18 unalob come the five nemontemi days. Aztalticans consider these days very unlucky and rarely undertake new activities while they last.

The divinatory tonalpa lii is used alongside the xipalli. llbgether they form a 52-year cycle or ‘calendar rounct’ The first day of the cycle is “1 Atl Cab 1 Acatl7 a combination of numbers and names that does not repeat for 52 years. The last day of the cycle is “5 Nemontemi 13 Pija.”

Though the Aztalticans know the calendar is 365.25 days long, they do not use leap-day as other peoples do (it would throw off the 52-year cycle). Table VIII therefore becomes inaccurate midway through the fourth year of a cycle, because of the Arik leap-day, Shieldmeet. At the end of the 52-year calendar round, there are 13 leap-days “left over.Y At that time, there is a festival of 13 days with which Aztaltica “catches up” with the rest of Arik. These days have no names, only numbers. The people of Aztaltica consider them safe, because the gods cannot find days without names.

As mentioned, the first tonalpali day of a 52-year round is “1 Acatl.” The first tonalpalli day of a cycle’s second year is “2 Thcpatl.’ The third year starts with “3 Akbal,” and the fourth with “4 Tbchtli!’ After this, the day names repeat, and the numbers continue upward; 5 Acatl, 6 Thcpatl, 7 Akbal, 8 Ibchtli and so on. The numbers repeal after 13 is reached. Each of these four day-names starts 13 years, and each of the 13 numbers starts four years. The day-name which starts the solar year also starts every LInal of that year. The numbers that precede that day-name proceed in a cycle: 1, 8, 2, 9,3, 10,4, 11, 5, 12, 6, 13, 7, 1, 8, ... (for example, in the first vear the second unal starts on 8 Acatl, the third on 2 Acatl, and so on). Though the cycle begins on a different number each yeat; it is still accurate.

An Aztaltican year is known by its first touialpa III day. Acatl years are considered good, while Akbal years are bad, and the others are neutral.

The Tonapalli Name Trans Omen
1 8 2 9 3 10 4 11 5 12 6 13 7 Acatl Heed W (G)
2 9 3 10 4 11 5 12 6 13 7 1 8 Jaguar Jaguar E (E)
3 10 4 11 5 12 6 13 7 1 8 2 9 Cautli Eagle W (G)
4 11 5 12 6 13 7 1 8 2 9 3 10 Cozcautli Vulture S (N)
5 12 6 13 7 1 8 2 9 3 10 4 11 Ohm Earthquake N (N)
6 13 7 1 8 2 9 3 10 4 11 5 12 Tëcpatl Knife N (N)
7 1 8 2 9 3 10 4 11 5 12 6 13 Quiatl Storm N (N)
8 2 9 3 10 4 11 5 12 6 13 7 1 Xochitl Flower W (G)
9 3 10 4 11 5 12 6 13 7 1 8 2 Cipactli Crocodile E (E)
10 4 11 5 12 6 13 7 1 8 2 9 3 Ehatl Wind W (G)
11 5 12 6 13 7 1 8 2 9 3 10 4 Akbal Darkness E (E)
12 6 13 7 1 8 2 9 3 10 4 11 5 Quetzpal Lizard S (N)
13 7 1 8 2 9 3 10 4 11 5 12 6 Couatl Couatl W (G)
1 8 2 9 3 10 4 11 5 12 6 13 7 Miquiztl Death E (E)
2 9 3 10 4 11 5 12 6 13 7 1 8 Mazatl Deer N (N)
3 10 4 11 5 12 6 13 7 1 8 2 9 Tocht1i Rabbit S (N)
4 11 5 12 6 13 7 1 8 2 9 3 10 Atl Water S (N)
5 12 6 13 7 1 8 2 9 3 10 4 11 Itzcuintli Dog N (N)
6 13 7 1 8 2 9 3 10 4 11 5 12 Ozornatli Monkey S (N)
7 1 8 2 9 3 10 4 11 5 12 6 13 Pija Dryness S (N)

The Xipalli or Tun
Arik Dates Aztaltican Dates Arik Dates Aztaltican Dates

Hammer I 1 Atl Cab Eleasias 28 1 Tepelhuit
Hammer 21 1 Xipelizthi Eleint 18 1 Quecholhi
Alturiak 10 1 Thozontli Marpenoth 7 1 Quetzalthi
Alturiak 30 1 Ua Tozontli Marpenoth 27 1 Atemotli
Ches 20 1 Toxcatl Uktar 17 1 Tititl
Tarkash 10 1 Qualitli Nightal 6 1 Itzcalli
Tarkash 30 1 Teculhuit Nightal 26 1 Nemontemi
Mirtul 19 1 Ua Teculhuit Nightal 27 2 Nemontemi
Kythorn 9 1 Tlachico Nightal 28 3 Nemonterni
Kythorn 29 1 Xocotl Etzi Nightal 29 4 Nenionterni
Flamerule 19 1 Ochpanthi Nightal 30 5 Nemonterni
Eleasias 8 1 Teotleco

Go to Aztaltica Background Report Appendix A. Current Political Situation

Aztaltica Map

Rough Map of Aztaltica

 

Aztaltican Weapons

Aztaltican Weapons

 

Zlatan Feathered Shield 1

 

Zlatan Feathered Shield 2

 

Zlatan Feathered Shield 3

 

Zlatan Feathered Shield 4

Zlatan Feathered Shields

 

Aztaltican Helms

Aztaltican Helms

Aztaltican Helms

 

Carvings at Huana Pichu

Carvings at Huana Pichu

 

Playing Patolli, Favorite Aztaltican Board Game

Playing Patolli, Favorite Aztaltican Board Game

 

Zlatan glyph

Zlatan glyph

Zlatan glyph

Zlatan glyphs

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