Page 100 - Serpent Kingdoms
P. 100
REALMS
(1147 DR), occurring as it did in the immediate aftermath of towers on both sides of the bridge to ensure that no one inter-
the Rage of Wizards, led to the installation of a ruler—the feres with traffi c across this crucial artery.
Overking of Lapaliiya. In addition to ruling the cities of Sheirta- Sheir Peninsula: Surrounded by cliffs more than 20 feet high,
lar and (through the heir to the throne) Lushpool, the overking this granite outcropping juts out into the Shining Sea. It is home
theoretically governs all of Lapaliiya with the consent of the to scattered thorps of shepherds, who are generally impoverished
Grand Council, which can vote yea or nay but not initiate its by the high rents they must pay the Overking to use the land.
own decrees. In practice, however, the overking must still secure Inhabitants of this region avoid going anywhere near the Shin-
unanimous consent from the representatives of Sammaresh, Ith- ing Sea, for fear of the harpies that inhabit the cliff faces and
mong, Lushpool, Sheirtalar, and Uzurr, which usually means prey on passing ships.
negotiating with the reigning Shoonsar of Ithmong and the
satraps of Lushpool. Important Sites
Major Geographical Features Lapaliiya is a busy area with many important trading centers.
Abreon (Large Town, 4,680): The low, rolling hills around
The area around Lapaliiya features a variety of terrain types this inland town are dotted with vineyards and groves of
and points of interest. olive trees.
Bandit Wastes: In the shadow of Halruaa’s North Wall, The civic deity of Abreon is Lliira, and a council of wealthy
the fertile vineyards of Lapaliiya give way to the desolate bar- farmers rules the town. More than fi fteen centuries ago, Abreon
rens known as the Bandit Wastes. This region has traditionally was the site of a great battle between the armies of Serpentes
provided a home for outlaws fl eeing the reach of Halruaan or and the beleaguered defenders of Lapaliiya. Ancient barrows
Lapaliiyan justice. At present, the worst such group is the Blood dating back to that battle are scattered across the fi elds, and
Screamers, a band of savage gnome dire weremoles led by a from time to time a few serpentine and humanoid undead
gnome vampire called the Blood-Curdling Scream (CE male emerge from them to terrorize the local population.
rock gnome vampire illusionist 9). This group maintains a lair Dungar (Small Town, 931): Dungar lies along the trade
in a warren of tunnels dug by giant ants in the barrens east of route between Halruaa’s Talath Pass and Lapaliiya’s coastal
Lapalgard, and its members raid as far afi eld as the Rathgaunt cities. Numerous vineyards and olive groves encircle the settle-
Hills and the Nath. ment, which is populated largely by farmers.
Dolphingulf, The: Known as the Delphingulph in the local The local civic deity is Chauntea, and the town is ruled by a
vernacular, this long, shallow bay is frequented by pods of family that traces its roots back to Felingar, a legendary Lapali-
dolphins drawn here by the bountiful schools of fi sh. A tribe iyan bandit lord. Felingar’s crypt lies beneath the rolling hills
of aquatic elves dwells in the underwater hills that mark the of Dungar and is reputed to contain the dowry of a long-dead
northern edge of the bay, and its members frequently sell Ormpurian chansreena (princess) who was stolen en route to her
rare treasures from the sea fl oor in the markets of Sam- wedding to a prominent Halruaan archmage.
maresh. According to legend, an ocean striderx MM2 protects Ilyaport (Small Town, 1,923): Founded about 100 DR, this
the Dolphingulf, although no reliable reports attest to the ancient town grew up around the Umberlant temple known as
creature’s existence. the Shell House. After the temple’s destruction during the Rage
Dun Hills, The: This low stretch of hills shelters the Misty of Wizards, Ilyaport began to decline. Today, this once-grand
Vale from the coastal lands along the Shining Sea. The western town is little more than a simple fi shing village overshadowed
slopes support scattered groves of olive trees, but little else in by the city of Ithmong to the north.
the way of vegetation. Small herds of goats—some wild, some The Bitch Queen is still the civic deity of Ilyaport, and the
not—wander this area. The central hills house many tombs, town is ruled by the highest-ranking Umberlant in permanent
and undead continue to plague the region despite the efforts of residence—currently Dread Wavelord Dumai Arachneie (CE
Kelemvor’s priesthood. The mist-shrouded eastern slopes of the male Tashalan human cleric 7 of Umberlee/waveservant 1 [see
Dun Hills are covered with trees that are nearly as impenetrable Faiths and Pantheons]). Adventurers are the most frequent visi-
as the Misty Forest. tors here because the ruins of Umberlee’s temple are said to hold
River Talar: Much of the Shaar drains into this wide, slow- many treasures as yet undiscovered.
moving river. For the last 10 miles of its length, the waters roar Ithmong (Metropolis, 46,729): The Stormwracked City
through a narrow, high-cliffed gorge, making the ever-churning of Ithmong bears the brunt of most storms that rage across
river mouth nearly unnavigable. This gorge is home to a tribe of the Shining Sea. Even so, the city is second only to Sheirtalar
merrow (aquatic ogres) and scrags (aquatic trolls) whose mem- in wealth, population, and political power, thanks to the large
bers hunt in the depths of Sheirtalar Bay. Repeated efforts by volume of goods that fl ows through its port from Halruaa and
Lapaliiya’s army to dislodge them have ended in failure. the Lapaliiyan hinterlands. The Stormwracked City lies at the
The only bridge over the River Talar for hundreds of miles head of Ithmong Bay, atop a 50-foot-high cliff. The docks are
is the Mouth of Istishia, a natural arch wide enough for three built inside a dozen linked seacaves that collectively serve as the
carts to pass each other safely. Well-armed troops garrison small city’s subterranean port district.
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