Page 117 - Serpent Kingdoms
P. 117
REALMS
Nightmares of the Slumbering Serpent: By betraying their While all adults are expected to contribute to the defense of
god Sseth, the Okothian sarrukh acquired a more active divine the realm, those who practice spellcasting—particularly spells
patron and a host of new servitors. But the bound Sseth slum- from the school of Illusion—are most highly regarded. A sharp
bers restlessly, and his nightmares have roused serpentfolk across cultural split divides the Nimbrese nobles from the Chultan and
Faerûn from centuries of somnolence. Led by the yuan-ti and Tashlutan commoners. Although there has been no hint of re-
sarrukh of Serpentes, the serpentfolk have begun plotting anew bellion, cultural and class differences continue to rankle a sizable
against the Scaleless Ones who have plundered their ancient trea- percentage of the populace.
sures and stolen their rightful lands. A few also plot against the Samarach is governed by an individual known as the High
Okothians, who some suspect are responsible for Sseth’s recent Phantasmage. The position rotates among Nimbran archmages,
troubled state. each of whom assumes the title and rules from a few years to
Return of the Khaastas: The khaastas, having fi nally traced a few decades before surrendering the rulership to another. The
the fl eeing Okothian sarrukh back to their ancient homeland, current ruler, High Phantasmage Meleghost Zoaster (CN male
are now seeking to annihilate their ancient foes once and for all. human illusionist 20/archmage 5), has already governed for
To that end, the khaastas have dispatched scouting parties across many years, and whispers among the Nimbrese nobility sug-
Faerûn to seek out the ruins of the ancient sarrukh empires. gest that he has no intention of returning to Nimbral. Some
Scattered skirmishes between the khaasta scouts and various attribute this decision to the burgeoning power of the Leiran
serpentfolk and scalykind creatures have given rise to rumors of (Cyricist) priests, who settled in Samarach in large numbers
a “reptile war.” after the Time of Troubles, when the Nimbral Lords banned
Wyrm Hatchery: As a result of the strong rains during any state religion or organized priesthood in the Seahaven.
the past few seasons, water has seeped into lower portions of Samarach is extremely unwelcoming to outsiders. In fact, its
Azulduth’s salt bed, causing several magically preserved eggs nobles often use scrying to spy on unwanted visitors and then
of wyverns and dragons to hatch. The wyrmlings proceeded to affl ict them with nightmares from afar until they leave. Any
crawl and fl y north, eating whatever they could fi nd. Enterpris- outsiders who seem to pose a true danger are attacked repeat-
ing wizards in Mulhorand are trying to catch these creatures edly from the shadows by phantasmal killers. Although foreign
while young in hopes of training them as guardians or as mar- merchants are not permitted in the Hidden Kingdom, a handful
tial aid in the conquest of Unther. The Mulan do not suspect of Samarachans who have approval from the High Phantasmage
that the rain-summoning spells of the sarrukh are behind these to act as merchants occasionally set sail from the port of Sa-
developments; instead they blame the Red Wizards of Thay for margol or travel overland via the Sormarl Pass. Despite all these
their infamous weather-controlling spells. precautions, the Hidden Kingdom’s inhabitants are consumed
with ophiophobia, and pogroms against suspected agents of the
Samarach serpentfolk are not uncommon.
Capitol: Samargol Major Geographical Features
Population: 434,510 (humans 99% [Tashalans 80%, Chultans
19%, Halruaans (Nimbrese) 1%], yuan-ti 1%) Numerous natural landmarks dot the realm of Samarach.
Government: Monarchy (vassal state of Nimbral) Beacon Rocks: This cluster of a dozen or so barren islets lies
Religions: Leira (Cyric), Squamata the Black (Sseth [now Set]) in the Great Sea, almost midway between the Snout of Omgar
Imports: Weapons and the Seahaven of Nimbral. On the largest of these rocks
Exports: Pearls, salt, spices stands the Beckoning Tower of Shoon (formerly the Beacon
Alignment: CN, CE Tower of Shoon), which was built as a lighthouse during
the reign of Shoon IV. Like the Sea Towers of Irphong and
The Hidden Kingdom of Samarach lies along the southern shore Nemessor, its better-known cousins in the Nelanther Isles, the
of the Chultan Peninsula, between Thindol and the Jungles of Beckoning Tower is 40 feet high and 25 feet across. A wooden
Chult. Although independent of Nimbral, Samarach is a vassal door at the base leads to a winding stair along the outer wall,
state of the Seahaven ruled by one of the twelve Nimbral Lords. which gives access to three levels of empty chambers. At the
Mountain passes leading to Samarach are cloaked in veils of top of the tower shines a continual fl ame effect that is visible
illusion (treat as widespread hallucinatory terrain effects made for miles.
permanent), and the kingdom’s settlements are protected by high After the fall of the Shoon, an unknown spellcaster attached
walls and overlapping permanent images. a powerful effect similar to a sympathy spell (caster level 20th)
to this tower, and now any human who sees the structure or its
Life and Society light is magically drawn toward it. Efforts to dispel this effect
have come to naught, and now the light that once guided ships
The ophiophobic inhabitants of Samarach are consumed with to safe passage far from the shores of the Wild Coast instead
the fear that traitors lurk in their midst. Trust is rare, even forces vessels rounding the Horn of Chult to hug the peninsula’s
among family members, and lying is the cultural norm. southern coast or risk foundering on the Beacon Rocks.
116
620_96566_SerpentKin92-135.indd 116 5/12/04, 4:20:49 PM

