Page 118 - Serpent Kingdoms
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REALMS


                       Narubel  Pass: This all-but-forsaken pass connects the   Important Sites
                     city-state of Narubel with the town of Taruin by way of the
                                                                       Samarach boasts several signifi cant towns and cities.
                     depths  of  the  Samarlogh.  Even  if  trade  were  still  permitted
                                                                         Mines of Selgol: First established in the waning days of the
                     between the two cities, the dangers of the Samarlogh make such
                                                                       Shoon Imperium, the mines of Selgol are among the most pro-
                       travel infeasible.
                                                                       ductive salt mines of the Chultan Peninsula. Their output has
                       River Samar: This peaceful river arises from a confl uence
                                                                       been shipped east and north to the lands bordering the Shining
                     of creeks near the town of Taruin and winds its way to the
                                                                       Sea and the Lake of Steam for centuries.
                     Bay of Omgar, draining the Sanrach Basin. The banks of the
                                                                         In the Year of Writhing Darkness (572 DR), deep-digging
                     river are lined with small farming hamlets, and fl at-bottomed
                                                                       Thindolese  miners  broke  through  to  the  Underdark  region
                     merchant scows ply its waters. Because the populace lives in
                                                                       known as the Firelands. In the centuries since, fi  renewt ma-
                     fear that water-dwelling serpentfolk might swim up this vital
                                                                       rauders and salamanders from the Burning Rift have plagued
                     artery,  massive  dwarf-forged  nets  block  the  mouth  of  the
                                                                       the mines of Selgol, and they still pose a constant threat to the
                     river, and smaller versions are raised and lowered at check-
                                                                       doughty miners.
                     points spaced approximately 10 miles apart between Samargol
                                                                         Rassatan (Small City, 10,936): The City of Gilded Pearls
                     and Taruin.
                                                                       nestles in a steep-sided bowl at the head of Rassatan Bay. A
                       Samarlogh, The: Northwestern Samarach includes the Sa-
                                                                       high stone wall divides the city from the docks below. A single
                     marlogh—the southeasternmost tip of the Jungles of Chult,
                                                                       gate leads through the center of the wall, and a well-patrolled
                     which is cut off from the rest of the great forest by the western
                                                                       tunnel leads through the back of the bowl to another fortifi ed
                     Sanrach Mountains. Samarachan legends speak of Squamata
                                                                       gatehouse overlooking the fi elds of the Sanrach Basin. The in-
                     the  Black,  the  embodiment  of  the  ever-encroaching  jungle
                                                                       habitants of Rassatan dwell in small burrows carved into the
                     that swallows up anyone who dares the dark depths of the Sa-
                                                                       terraced walls of the bowl. The City of Gilded Pearls is best
                     marlogh. Although Samarachan warriors regularly patrol the
                                                                       known for the oyster beds that lie beneath the shallow waters of
                     jungle’s borders, the depths of the Samarlogh are true wilder-  the bay. These prolifi c beds produce the highest-quality golden
                     ness areas inhabited by fl ocks of corollaxes MM2  and carnivorous   pearls available in Faerûn.
                     forest  sloths MM2 , as well as countless other monsters. A few
                                                                         Samargol (Metropolis, 105,731): On the eastern bank of the
                     abandoned strongholds of the Sauringar yuan-ti tribe also lie
                                                                       River Samar, at the head of Samar Bay, is the City of Veils, the
                     within its depths.
                                                                       home of nearly a quarter of Samarach’s population. Although
                       Sanrach Mountains: This semicircular mountain chain par-
                                                                       most of the citizens (both male and female) do wear masks or
                     tially surrounds the Sanrach Basin, nearly dividing the Jungles
                                                                       veils in public, the city’s name actually stems from the count-
                     of Chult from the rest of the Chultan Peninsula. The heavily
                                                                       less illusions woven by the Nimbrese. These dweomers make
                     forested  eastern  slopes  of  the  western  Sanrach  Mountains
                                                                       the city appear to be little more than a handful of shacks and
                     form the western edge of the Samarlogh. These jungle-covered   a small lord’s keep from the outside and the grandest city in all
                     foothills support scattered populations of blood apes  MM2  and   of Faerûn from the inside.
                     cloaked apes MM2 .
                                                                         A heavily fortifi ed double ring wall protects this sprawling
                       Snout of Omgar, The: This rocky, uninhabited peninsula ex-
                                                                       city. The inner wall encircles a low hill on which most of the
                     tends south into the Great Sea, separating Samar Bay from the
                                                                       Nimbrese aristocrats dwell, including the High Phantasmage.
                     waters of the Wild Coast. The Snout is named for the great sea   The majority of the city’s real wealth is concentrated in this
                                         FF
                     serpent (treat as a sea drake  advanced to 36 HD) that lairs in
                                                                       district. No gates mar the inner wall’s strength, so at least in
                     a large sea cave on the western side of its tip. Omgar’s outrageous
                                                                       theory, only those who can fl y (either magically or mounted on
                     toll varies according to the beast’s whim, but most ships quietly
                                                                       pegasi) can enter or escape this isolated enclave. In fact, a hand-
                     pay it regardless of amount, since ships that stray too far away
                                                                       ful of tunnels penetrate the foundations of the wall, but their
                     from land risk foundering on the Beacon Rocks. The area’s lesser
                                                                       use is illegal, as are attempts to climb the wall.
                     caves are home to tribes of yurians (known locally as aldani, or
                                                                         The outer wall encircles the bulk of the city and is pierced by
                     lobster-men).
                                                                       only three tiny gates. One leads north to Taruin, another leads
                       Sormarl Pass: This narrow pass winds through the south-
                                                                       east to Rassatan and Sorl, and the third opens onto the river.
                     western  reaches  of  the  Sanrach  Mountains,  connecting  the
                                                                       The city docks lie outside the walls within arrow range of the
                     Thidolian town of Samagard with the Samarachan town of
                                                                       guards atop them. All traffi c into or out of the city is physically
                     Sorl. The pass is cloaked in hallucinatory terrain spells, and
                                                                       and magically searched. This high degree of security results in a
                     only heavily armed caravans dare to traverse it. From time to
                                                                       general scarcity of most goods and prices that are double those
                     time, an individual vanishes from a passing caravan, leaving
                                                                       elsewhere in Faerûn.
                     only an eerie, high-pitched whine in his wake. This phenomenon
                                                                         Sorl (Large Town, 4,612): This garrison town protects the
                     has given rise to rumors that at least one ethereal marauder
                                                                       western end of Sormarl Pass. Built into the walls of the steep-
                     haunts the area.
                                                                       sided gorge that marks the western end of the pass, the town
                                                                       is divided into two halves: Northface and Southface. The cave
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             620_96566_SerpentKin92-135.indd   117                                                              5/12/04, 4:20:54 PM
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