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.

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             620_96566_SerpentKin92-135.indd   116                                                              5/12/04, 4:20:49 PM
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