Page 106 - Serpent Kingdoms
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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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