Page 106 - Serpent Kingdoms
P. 106

REALMS


                                       OPHIDIANS                       once covered this region, but now it is home to all manner of
                     The ophidians of Najara, known locally as snakemen, have hides   fearsome monsters. Yuan-ti and naga hunting parties, guarded
                     mottled with green and deep yellow, although they can adjust   by bands of ophidian warriors, often wander the Backlands
                     their  coloration  to  blend  with  their  surroundings.  Ophidians   seeking new types of prey. The serpentfolk have been known to
                     have simple, snakelike bodies with arms and hands similar to   hunt humanoids—particularly cocky bands of   adventurers—
                     those of humans, and they lack the cobra hoods of southern   for sport.
                     tribes. Najaran ophidians make up the laborer and warrior castes     Forest of Wyrms: The Forest of Wyrms is one of the last
                     of the Kingdom of Snakes. They spend their time raising herd   remnants of the great forest that once stretched from the Sunset
                     animals, hunting, digging tunnels, building subterranean cities,   Mountains to the Sea of Swords, and from the western and
                     and fi ghting. Although some ophidians command their fellows,   southern edge of the High Moor down to the Cloud Peaks. De-
                     all must answer to the naga and yuan-ti nobility. The religious   spite the incredibly rocky terrain, the great redwoods and thick
                     caste of Najara is dominated by yuan-ti, but a few ophidian   pines of this forest soar to incredible heights, suggesting that
                     priestesses  are  permitted  within  the  ranks  of  the  Ssethssar.   at least parts of this woodland may have been magically grown
                     In general, Najaran ophidians are much more religious than   by the elves of Shantel Othreier. Logging the forest is almost
                       members of the ruling castes.                   impossible due to its formidable terrain and the creatures that
                                                                       dwell within.
                                        YUAN-TI                          The Forest  of Wyrms has been  home to  all  manner of
                     With the exception of histachii and tainted ones, all Najaran   snakes since the arrival of the yuan-ti in Ss’thar’tiss’ssun. Some
                     yuan-ti are members of the Hss’tafi  tribe. The dispassionately   of the more dangerous varieties include deathcoils, jaculis, and
                     intellectual yuan-ti make up the administrator, merchant, and   tree pythons. In addition, the Forest of Wyrms is home to at
                     religious castes of the Kingdom of Snakes. Although they never   least a half-dozen immature green dragons. Descended from the
                     perform physical labor, they supervise most ophidian activities   legendary Agyrtclughwaur, these creatures effectively rule the
                     and act as advisors to the ruling nagas. Yuan-ti tainted ones are   forest’s depths. Dragon slayers often come here to hunt, but no
                     equal to ophidians in rank and are included in the warrior and   one has yet recovered the fabled hoard of the Forest Wyrm.
                     merchant castes. Yuan-ti histachii are considered little more    Marsh of Chelimber: This vast marsh is home to thou-
                     than bestial slaves.                              sands of lizardfolk, bullywugs, muckdwellers, and sivs. Their
                       Najaran society is cold and lacking in emotional vibrancy.   numbers were sorely depleted in the Year of Wild Magic (1372
                     The logical and precise serpentfolk enjoy puzzles, mind-expand-  DR), when beholders enslaved many tribes to fi ght on behalf
                     ing exercises, and games that simulate the strategy of war. They   of the phaerimms, but the populations have since rallied. The
                     favor art that features elaborate, repetitive patterns and eschew   marsh-dwelling tribes battle constantly amongst themselves,
                     representative art. Such attitudes lend themselves to the study   uniting  only  to  repel  incursions  of  serpentfolk  from  the
                     of the Art, and many Najarans pursue the path of sorcerer or     Serpent Hills.
                     (more rarely) wizard.                               King Kront (CE male lizard king barbarian 13) nominally
                                                                       rules the lizardfolk, bullywug, and muckdweller tribes, but in
                                    MUCKDWELLERS                       practice his infl uence rarely extends farther than his immedi-
                     Muckdwellers  are  the  slaves  of  the  lizardfolk,  who  are  in   ate  attendants.  The  siv-dominated  Order  of  the  Frog  is  the
                     turn  secretly  controlled  by  the  serpentfolk.  Primitive  packs   real  power  of  the  marsh,  although  individual  beholders  of
                     of muckdwellers dwell in muddy pools and streambeds across   the shattered Greypeaks Hive are given wide berths, and the
                     the northern Serpent Hills, fi ghting an unending battle with     catoblepases MM2  are feared by all.
                     the snakes of the region. From time to time, the lizardfolk of     The marsh was formed when the Principality of the Snarling
                     Kalran call on the muckdwellers to supplement the ranks of   Boar (457 DR to 692 DR), named for the legendary adventurer
                     their armies, but otherwise muckdwellers are largely ignored   Boareskyr, was inundated by water elementals in the aftermath
                     or eaten.                                         of a spell battle between two powerful archmages. Today, many
                                                                       of the Boareskyrn ruins that still dot the marsh are inhabited
                     Major Geographical Features                       by brotherhoods of monastic sivs. Other ruins are too magical or
                                                                       intimidating for the marsh inhabitants to tamper with.
                     The  major  features  of  Najara  are  known  to  humanoids  in     The waggishly named Dunkapple Castle, which hangs upside
                     the  area,  though  few  know  them  as  well  as  the  Najarans   down with its spires in the muck at the head of the Winding
                       themselves.                                     Water, was once the abode of the Wizard of the Crag but is now
                      Backlands, The: Named by coast-dwelling humans for its   home to a huge thirst of stirges. The most famous ruin is the
                     location relative to them, the area known as the Backlands   Keep of the Drowned Prince, which once served as the royal seat
                     encompasses the sparsely settled region east of the Serpent’s   of Boareskyr. The realm’s last ruler, Prince Chelimber the Proud,
                     Tail Stream, the Forest of Wyrms, and the Trielta Hills, which   has become a powerful wight, guarding his riches in the depths
                     are north of the River Reaching, west of the desert Anauroch,   of the fl ooded keep. His courtiers, a ravenous pack of lacedons,
                     and south of the Greypeak Mountains. Fertile Netherese farms   attend him there.

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             620_96566_SerpentKin92-135.indd   105                                                              5/12/04, 4:14:26 PM
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