By Tooth And Claw Dragons
The Snakekind

General Information;

The snakekind is a race of serpentine creatures that were originally created by a sorcerer aiming to create the perfect counter to fight and kill dragons. There are several different variants; jarza, herza, tuzak, dulne, zakura, zelne and riven. Each type is different, possessing different abilities from the other variants.


Name:: Snakekind

Average Lifespan:: 100 years (unhooded), ~1000 (hooded)

Average Height:: N/A

Average Weight:: N/A

Location Found:: Abroad.

*all statistics based on averages; extremes in any direction, or found in odd locations, are always allowed.



Classes Each snakekind variant is sorted into four distinct classes. Individual snakekind cannot rise or descent in class, no matter if they are Hooded or not, though those with hoods are seen as something apart and distinct from their born class. These classes and their organization are as follows:

1. elite class: jarza, riven
2. flight class: herza, tuzak
3. venom class: zakura, zelne
4. strike class: dulne

Hoods A hood on any type of snakekind is seen as a symbol of royalty, leadership, and power. Serpents of any type will bow to the Hooded, and these particular snakekind rule their colonies and demand respect in any force. Though not all of the Hooded are gifted with incredible power, and not all hoodless are powerless, colony-bred snakekind are so indoctrinated to see them as their Snayc-gifted leaders that there are few, of any, disputes over their leadership.

Very few will be allowed to join the ranks of the Hooded due to 'phantom hoods'; a sign of divinity and the purported Blood of Snayc that shows a shadowy hood when a snakekind uses their magical abilities. These serpents are often incredibly powerful, larger than the rest of their kind, and show no visible, physical hood when their abilities are dormant.

Interclass Hybrids Hybrids between the classes are always possible, and usually result in one of the existing types. However, 'breeding up' - as it's been called - from two lesser types into a greater type will often result in a serpent of very little power as compared with a pureblooded individual, and can never result in a Hooded regardless of the hoods of either parent. For example, if a zelne bred with a herza and their hatchlings were all jarza, their power would be half that of one with jarza as both parents. Rarely is this rule broken, and bred-up hatchlings do not often survive past adolescence among their peers.

Prey Digestion Although their slower metabolisms are not special, unique to snakekind is their ability to eat things many times larger than they are. Their jaws are specially designed with a series of flexible hinges and stretchy ligaments that allow them to swallow anything that will fit inside their outstretched mouths, slowly being worked down to their expandable stomach by strong muscle contractions. Once there, the meal is digested over the next few days by particularly potent stomach acid; this allows snakekind to digest every single part of the carcass, even bone, but comes at a heavy cost.

While a snakekind is digesting a fair-sized prey item, especially larger meals, they must keep their body warm and remain relatively inactive for the entire duration of digestion. If they are disturbed, unable to maintain a proper body temperature, or in any other way unable to completely digest their dinner, it is highly likely they will regurgitate any undigested remnants of the meal along with stomach acid and bile. While this foul situation can possibly deter any attacker and buy them time to escape, their corrosive stomach acid can also cause severe damage to the snakekind itself, dissolving soft tissue along the digestive tract and limiting their ability to eat until the internal wounds heal.

To prevent this, usually only elite-class snakekind and the Hooded may enjoy the luxury of full meals, having the highest probability of remaining undisturbed during digestion. Other classes tend to favor more frequent, smaller meals that are easier to digest quickly, often subsisting on lesser game and scraps alone.

Diet This is what this species, and any variants, may eat at any given time.


large prey such as deer and horses; rodents and small prey such as rabbits, squirrels, and birds, eggs of any type.

faegryphs, birds, other airborne fauna; eggs of any type.

faegryphs, feylizards, small prey such as squirrels, rabbits, and lizards, birds; eggs of any type.

feylizards, small prey such as squirrels, rabbits, and lizards.

feylizards, small prey such as squirrels, rabbits, and lizards.

feylizards, small prey such as squirrels, rabbits, and lizards.

large prey such as deer and horses; rodents, and small prey such as rabbits, squirrels, and birds.


carrion, fresh bone and bone shards, fish, eels, and other aquatic game.

feylizards, other small ground game such as rabbits and squirrels, fresh bones and bone shards, carrion.

feylizards, other small ground game such as rabbits and squirrels, fresh bones and bone shards, carrion.

faegryphs, other small aerial game such as birds, eggs of any type, fresh bones and bone shards, carrion, fish, eels, and other aquatic prey.

faegryphs, other small aerial game such as birds, eggs of any type, fresh bones and bone shards, carrion, fish, eels, and other aquatic prey.

faegryphs, other small aerial game such as birds, eggs of any type, fresh bones and bone shards, carrion, fish, eels, and other aquatic prey.

carrion, fresh bone and bone shards, fish, eels, and other aquatic game.


dragons (size dependent) and dragon hatchlings; other intelligent and/or sapient species; rotting carrion, other snakekind, dried bone and bone shards, insects.

deer, horses, and other large game (usually leftover scraps or scavenged); other intelligent and/or sapient races (usually leftover scraps); rotting carrion, dried bone and bone shards, flying insects.

deer, horses, and other large game (usually leftover scraps or scavenged); other intelligent and/or sapient races (usually leftover scraps); rotting carrion, dried bone and bone shards, flying insects.

deer, horses, and other large game (usually leftover scraps or scavenged); other intelligent and/or sapient races (usually leftover scraps); rotting carrion, dried bone and bone shards, crawling insects and beetles.

deer, horses, and other large game (usually leftover scraps or scavenged); other intelligent and/or sapient races (usually leftover scraps); rotting carrion, dried bone and bone shards, crawling insects and beetles.

deer, horses, and other large game (usually leftover scraps or scavenged); other intelligent and/or sapient races (usually leftover scraps); rotting carrion, dried bone and bone shards, crawling insects and beetles.

dragons (size dependent) and dragon hatchlings; other intelligent and/or sapient species; rotting carrion, other snakekind, dried bone and bone shards.


Obligate carnivores, snakekind will devour anyone or anything that was once alive, having no issue with eating other intelligent races if they so please, even showing cannibalistic tendencies. Many are masters of energy conservation and it is not uncommon for a well-nourished snakekind to last for months, sometimes even years, with little to no food, permitting them to outlast almost all other races during any kind of famine. Snakekind of all variants may go after prey much larger than they are, though only elite will partake in such prey commonly, due to their unique digestive processes.

The only snakekind subspecies, the naga, often have diets that align more with humanoid races, though they are just as capable of eating larger amounts than their size would seem to entail. Their diet most resembles that of reptilian-affinity xeriin, involving cooked meats, steamed vegetables, and whatever spices or seasonings they have on hand. While hunting and cooking sapient races is seen as abhorrent, they have been known to do so rarely in the past.


Species info credited to Verridith and Soundthebugle.

In-Depth Information;

Appearance The snakekind are an unusual race, not of divine origin, but of extreme and experimental magics. Crafted from the native serpents of Millirand's Rage Desert, they come in several different variants, and share little in common with each other except on a fundamental level. All snakekind have heads most similar to common ophidia including but not limited to: vipers, elapids, colubrids, boas, pythons and more. However, this is where the similarities commonly end, and where their nature as experimental creatures begins.

Most, if not all, snakekind have uncanny anatomy and relatively ungainly bodies, save for the riven. Wings are often shaped unnaturally, and limbs may be too small or too long. However, these serpentine beasts do not survive without overcoming such physical obstacles, and as such no snakekind is in any regard harmless, and they make use of what traits they have with ample skill. Most do not have large primary horns on their heads, though smaller eye-horns and other facial spikes are common. Many also have spikes running the length of their spines, extra claws, blades, and other such adornments depending on variant and individual. None have frills, save for those that tie into the winged types.

Snakekind have scaled hide much like their namesakes; these scales shed like true serpents, though rarely in anything but shredded scraps removed by claws and teeth. Colors can be anything, and markings range widely in both hue and configuration, especially on newer-generation individuals. Eye color can likewise be of any shade, though bright colors are most common.

Jarza: Elite of the snakekind variants and most capable among its kin, the jarza is a four-legged, two-winged serpent most similar in build to a western dragon. A typical individual has a long neck and tail and proportional legs, though the forelegs are often longer than the hind. The chest is large and deep, and the belly can be long or short depending on build and heritage. All four paws are tipped in long talons with three to seven toes, sometimes sporting dewclaws, a thumb, or sickle-claws on the hind feet. All jarza have a sharp, venom-filled barb at the end of their tails, the style and shape of which varies. While all head shapes can be found in the jarza, viper's tapered faces are most common.

However, the most unusual feature of a jarza's anatomy is their large, flightworthy wings. Unlike the wings of a western dragon, jarza have short, broad wings with two to three fingers attached to the 'hand', another finger located partway down the forearm in a secondary wrist joint, and another at what would be considered the elbow in a dragon. Jarza also have ribs of varying numbers that support the web from the middle of their backs to the middle of their tails, formed of semi-flexible cartilage. Because of their unusual wings, jarza are not strong fliers, and appear ungainly in the air.

Herza: Similar to the jarza, a herza is the serpentine equivalent of the draconic amphithere. They are long-bodied and winged, with no limbs and a deep, muscular chest. They can often be found with small heads and smooth scales, though keeled scales, spikes, and plates are not uncommon. Spines not attached to the wings are rare, and this variant never sports a barb, though some have been noted to have hornlike growths at the ends of their tails. While any head shape is possible, colubrids are most common.

Like the jarza, herza have unusually built wings with similar bone structure. However, these are far larger proportionally than their more powerful cousins, and are more functional (to an extent). The wing-fingers are longer and the web is wider, allowing for more lift. While a herza would never be able to fly as gracefully as a dragon, they are fully capable of holding their own in the air, and can be seen using their wings as forelegs when on the ground.

Tuzak: During the creation of the jarza, a creature very similar to a wyvern was made; a long-bodied creature with hind legs and a pair of large wings. Their faces generally lack any kind of spike or horn ornamentation, though the facial structure most often matches that of boa and similar serpents. Their teeth are proportionally large and many may have overcrowding and/or alignment issues, further complicated by the presence of venomous fangs.

A tuzak's wings are the most unusual of all three winged snakekind variants. They consist of two arms attached by a joint at the base, with webbing stretching not only between both arms, but also the fingers of each - which generally number between two and three. The leading arm has shorter fingers, though appears more handlike than the secondary, which has longer fingers with one located halfway down the wrist in its own joint similar to a jarza's. The web continues halfway down the tail, supported by spines. These beat at the same time, with the second lagging slightly, and folding can be a cumbersome act. Many tuzak's wings are very brightly colored, with intricate patterns and gaudy designs.

Dulne: Smallest of all snakekind, the dulne is an experimental breed that was never meant to persist, but grew in numbers despite their stature and lack of physical presence. They are built much like a saurian raptor, with long hind legs and large claws; however, though they have a deep chest, dulne do not have forelegs or wings. Colubrid facial structure, most similar to rat snakes, are most common and the eyes are almost always disproportionately large. All dulne sport large, sharp, and highly venomous tail barbs with distinct coloration, often brighter and more vibrant than the rest of the body.

Eye color and scale color range widely among individual dulne, though most tend to have some sort of stripe or spot patterns across their hides, and their tail barbs are always vibrant and bold in hue regardless of other coloration. Dulne tend to shed twice as fast as other snakekind types as well, so sharp contrast of dull pre-shed skin and bright post-shed colors is very common. As they age, colors may also darken, and it is thought that purely-black dulne of great size are the oldest of their kind.

Zakura: Created after the dulne - and what its sister-variant was intended to be - the zakura appears much like the draconic lindwyrm. Long-bodied with short forelegs and a pronounced chest, zakura are nevertheless small, and are around the height of the average human. While head shapes vary, the vast majority have upturned snouts similar to a hognose snake, and retain the ability to flatten their necks in mimicry of hoods. Regardless of head shape, all zakura are rear-fanged.

Most zakura are dark in coloration with mild markings, though this varies between individuals. Spikes, keels, and horns are very common, as well as other mutations such as double eyes, polydactyly, polycaudality, etc. All zakura will have venomous spines somewhere on their bodies, regardless of positioning, size, and length.

Zelne: Of similar size to the zakura, the zelne is the most common snakekind one will see. Four-limbed and often bipedal, zelne are tall as an average human with a coiling tail, long neck, short legs with unusually long feet tipped in strong talons. Their forelimbs can be used much like a human's with a similar range of movement, and their clawed hands are articulate enough to grasp and wield common weaponry. Most have viper-esque facial anatomy, though other types are just as common.

Colors vary widely, as do patterns and shed dilution. Eye color is commonly cool in hue, consisting of blues, greens, purples, and similar colors, though warm tones have been noted in rare numbers.

Riven: The riven is the original snakekind; a very large, very powerful wingless and legless serpent that greatly resembles the snakes that were taken and experimented on first. They tower over their fellows, often having the top to bottom diameter of their bodies as tall as the average human, and a body length surpassing well over a hundred feet on average. Their scales are commonly keeled or plated, with spikes running down their backs or along their sides very common. Their heads are nearly always shaped most similarly to the triangular shapes of pit vipers.

Most riven are dark in color wit vibrant markings and bold eyes. Alternate riven have been reported, but rarely - pale scales are seen as an ill omen, and many paleborn riven are slaughtered very soon after hatching.

Culture Snakekind live in a culture which is militaristic and generally patriarchal. Their life in underground colony-cities is structured around the leadership of the Hooded, who organize and manage the colony and its forces. The Hooded of each subtype guide the activities of their own kind, with some authority over other subtypes deemed 'lesser' than their own. There is a sense of elitism and superiority among the snakekind, with the jarza and riven holding themselves far higher than their more lowly scaled brethren. In many cases, the Hooded jarza and riven refuse to deal with any but the other Hooded of the 'lower' variants of snakekind. The seclusion of this authoritative culture only enhances the snakekind's hatred of other species, particularly the despised dragons for which they were created to counter.

Colony-bred snakekind are completely subservient to the Hooded, and are raised to absolute obedience to this elite sect. These 'lesser' snakekind often believe they are powerless against the Hooded regardless of variant, affinity, or age, though disputes may rise among the jarza and riven when serving, for example, a Hooded dulne or zakura. Snakekind in a colony are generally sorted by variant into several distinct classes. The classifications can be found under Notes.

The Hooded also hold a hierarchy among themselves, beginning with the riven, then the jarza, descending down from herza to dulne depending on their class. For example, should a hooded dulne speak out against a hooded tuzak, the tuzak's word would almost always overrule the dulne. Murder is commonplace among snakekind, but rare among the Hooded save for those with hoods killing those without as a form of punishment, example, or personal grudge. Crimes committed by the Hooded are almost always overlooked by general snakekind society, unless the crime is against a similarly-ranked Hooded or above.

Most snakekind do not breed outside of their variant, though the occasional cross does occur. Pairbonds are nearly unheard of in common serpent society, and are often seen as a sign of weakness. Breeding new snakekind is seen as not an affaire of love, but one of community necessity, with every colony requiring a certain number of clutches to be laid and hatched every year. Primarily, this is the mother's duty - both in finding a suitable and worthy mate, as well as the care and hatching of young. Mothers are fiercely protective of their eggs, and in a communal nesting site colony females will often hiss or warn each other away rather than engage in any real conversation. However, after a communal Hatch, hatchlings will be taken and raised together by Hooded overseers who indoctrinate and train them until they fledge. Snakekind not in a colony will hide their eggs in secluded, individual nests and mothers will not eat or leave them until hatching, upon which time the hatchlings are left to fend for themselves.

All snakekind shed their skin. They shed periodically as they grow, and sometimes in response to parasites on their skin and scales, or when they move into a new environment. Shedding the skin, or molting, is often a slow and sensitive process for snakekind; all the old and outgrown layers have to be peeled away and removed. Snakekind might rub their bodies against rocks or other coarse surfaces, and subtypes with limbs use tools to help with the shedding. Because the process leaves them with vulnerable new skin afterward, and because their vision is blurred as even the scales over their eyes is shed, snakekind typically prefer to molt in a safe and private place. Colonies have dedicated molting locations stocked with rocks or tools that have been used to help with shedding for generations. Snakekind beyond their colonies must always be prepared to secure a place for a safe shedding, should they feel a molting coming on.

Abilities As an experimental race created through artificial means, snakekind abilities range wide and have a variety of power levels even among individuals of the same variant. Snakekind are often physically ungainly, especially in the air, sacrificing grace for speed and strength. More powerful members of the Hooded are capable of great magics and strong variant abilities, and may appear better put together physically than their non-hooded counterparts. They do not tire as easily and have both greater strength and stamina. Most, if not all, of the Hooded are capable of elemental magics, and more have been known to utilize non-elemental means.

In addition to the natural physical senses snakekind have from the snakes they were based upon -including the heat signatures of living things similar to pit vipers - these serpents also have senses relating to the spirit and energy of local individuals. Many snakekind can 'flip' these senses off and on, changing from one sense based on sight to another at a whim. When using magical senses, they may see halos of colors around individuals similar to an aura elemental, with the intensity depending on one's variant and power status. Using their ability to detect energy, they see in colorful gradients similar to infrared in hues relating to the target's aura or elemental affinity.

The snakekind variants are all gifted with their own abilities, detailed below.

Jarza: Elite among their peers, the jarza is often considered strongest of all the variants, and holds an equal mix of speed, strength, and magic; they possess the most endurance out of all snakekind and have the most feared venom. This venom is expelled from both tail-barb and fang, melting the mind; a bite or jab from even the weakest jarza cause full-body paralysis almost immediately after injection, dulling the senses and fogging the mind. Despite being the most feared, unhooded jarza fangs are the smallest among snakekind and cannot always pierce adversaries with thicker skin. These jarza will be hesitant to strike in an attempt to protect their fragile fangs, using their brightly colored barbs to envenomate instead. The Hooded have no such qualms, and are capable of delivering bites to even hard-scaled dragons and other armored prey.

Older jarza and those among the Hooded possess a magical component to their venom, knocking their victim unconscious and imprisoning them in their own mind. The effects have been described as the victim’s soul locked in a black-barred cage and forced to watch their mindscape burn around them, until the mystical flames reach the cage in which they are trapped; specifics vary between individuals. Those of strong mind can resist or even escape this magical component, though physical damage will persist. The effect scales with the maturity of the jarza in question.

Herza: Lacking limbs aside from their wings, herza focus their attacks around fang and wing. They tend to favor bite-and-flight strategies where they will maneuver close, bite a target, and then swiftly fly out of reach until their venom takes hold. The venom is exclusively hallucinogenic and locks victims into seeing their nightmares manifested once injected; this often causes a fear-based paralysis trance, but strong-willed individuals can resist the toxin to varying degrees. Exceptionally high doses, especially from the Hooded, will make this trance almost inescapable except by the strongest of opponents. Once the target is disabled, herza will then swoop in and slay their victims, often by constriction or dropping from height.

Hooded herza are faster than their counterparts, and use this to their advantage; they often employ tactics of attacking and biting multiple times, winging out of reach until their prey is too weak to resist. Most of the Hooded are also gifted with long-range elemental magics, and this is less true for non-hooded or bred-up herza.

Tuzak: Oft called the cruelest among snakekind, tuzak mix wing and claw expertly; they tend to be skilled fliers and will attack almost entirely from the sky. Tuzak descend on their victims from above in sharp stoops and dives much like hawks or falcons, usually attempting to disorient larger prey or outright kill smaller with strikes from their talons. Stronger and larger tuzak may attempt to grab and throw their victims, playing with them like a cat with a toy. After their fun is had, they will strike several times in rapid succession to ensure successful envenomation. Their venom eats away at the flesh much like acid, spreading throughout the victim’s body as the toxin traverses their bloodstream. If not counteracted shortly after injection, it can cause irreversible tissue damage and scarring. Tuzak will then retreat to the skies to watch their victims die below, usually from other snakekind or infection from open wounds.

Hooded tuzak take this to an extreme; often gifted with magics that enhance their speed and accuracy, a member of the Hooded may play with even prey larger than they are, tormenting them as they slowly succumb to the flesh-eating venom. This venom has a higher potency and works more quickly than those without hoods are able to manifest, causing devastating and long-lasting injuries if not stopped.

Dulne: Called ankle-biters by other races, dulne are the speedsters of snakekind. Though they possess venom, it is barely notable even in hooded individuals. Instead, they use their high speed and claws to strike rapidly, slashing and tearing at any flesh they can reach. They tend to target areas vital for locomotion, including tendons and ligaments. While their spines and claws do not possess venom, they are sharper than many weapons and can easily rend the toughest of dragonskin. Should one manage to be injected with enough venom to cause a reaction, it causes a tingling or numbing of the extremities and is little more than an annoyance. Dulne tend to attack in groups.

Hooded individuals have more potent venom than others, and though most often not fatal, in higher doses it can cause numbness and localized paralysis that may debilitate intended prey long enough for the dulne to deliver a killing blow to more vulnerable areas. Most dulne, even Hooded, do not possess elemental magics - but those with hoods have an above-average degree of reiatsu control, and may use this to great effect.

Zakura: Adorned with venomous spines, zakura are the masters of constriction; a balanced mix of size and speed allow them to rush targets with fair efficacy, enveloping them in their coils while holding on with their talons. Many favor speed over accuracy and as a result, zakura strikes tend to be wildly inaccurate. Overwhelming their victim with swift strikes, they then wrap the back half of their bodies around them, apply the pressure, and then slowly squeeze the life from their victim, oft with great glee. Zakura possess two venoms: the fang venom itself is rarely lethal and tends to affect muscles, causing spasms and contractions once struck and aiding in constriction. Spine venom, however, affects the nervous system and can cause fatal cardiac arrest in high doses, forcing struggling victims to be careful when attempting to escape lest they injure themselves upon the spines. Victims of a zakura's venom have reported that long-standing symptoms remain even after recovery, such as numbness of the fingers and toes, or twitching of a limb.

Those zakura gifted with hoods are physically stronger and larger than their counterparts without, and have more potent venom from both fang and spine. While they have no distinct magical differences, the Hooded zakura are also more accurate in their strikes, and overall more effective in their tactics.

Zelne: Unique among snakekind, non-Hooded zelne possess venom only in their claws and lack venomous fangs entirely. Though other snakekind mock them for being 'fangless', this variant is only rivaled in speed by dulne and use this in combination with their claws. Zelne excel at ripping and tearing viciously with dizzying, deft swipes, particularly around legs and chests of their victims, and can easily bleed out targets. Their venom isn’t potent and rarely lethal, although is excruciatingly painful. The sensation is akin to one’s blood being boiled and serves mainly as a distraction to inflict further laceration. They are also unique in that they are capable of utilizing tools and weapons other snakekind cannot, using their more humanoid anatomy to wield swords, spears, and other items when the need arises. Zelne often attack in groups

Hooded zelne are the only individuals of this variant with envenomed fangs, though the potency is not as strong as their talons. However, they are more deft at using weaponry, and are often seen carrying specially-forged weapons that they use to great effect. Most of the Hooded specialize in defensive elemental magics when they have them.

Riven: Largest and physically strongest of the snakekind, riven are capable of killing foes with brute strength alone regardless of envenomation or the overall size of a prey item. The most titanic among them are capable of eating average dragons whole and are equally capable at dispatching them. While it varies depending on the individual, riven tend to be slower, more methodical killers. Their venom is doubly potent, affecting both mind and flesh; it chews away at the flesh from the inside out, devouring muscles and life support systems while simultaneously melting the mind. The more a victim struggles, both physically and mentally, the faster the venom destroys their insides; though strong individuals can fight it long enough to find help. Those who have survived likened it to every single nerve being set on fire as one's mind evaporates without pause and with great pain. Exceptionally potent, venom from even newborn rivens is enough to kill many creatures; this potency only grows as riven mature. Full grown riven need only a single bite to down a dragon, with rumors of particularly elder adults being able to slay leviathans with relative ease. These mighty giants also own the largest and heaviest fangs, adults easily working their way under the thickest of dragon scales. They are also capable of simply squeezing the life out of their victims if they wish, crushing or suffocating them within their coils. Victims tend to rarely escape adversarial encounters rivens alive and those who do manage often do so purely by luck.

Those Hooded riven are even larger than their compatriots, and though their venom isn't any more potent, it tends to work more swiftly. Most of the Hooded are granted elements of offensive quality, strong magics such as fire and lightning.

Species Origin;

Creation Year: 4097. Realm of Origin: Millirand.

After being exiled from Ki-Lia, Gorg’rauth disappeared deep into the Rage Desert, furiously swearing to take his revenge upon the dragons he believed had wronged him, refusing to accept he had done anything wrong. He dwelled within a series of caves in a jagged range of hills and low mountains, sharing his rough abode with several different types of snakes, often feeding upon them. But, even as they satisfied his hunger, he decided they could satisfy his thirst for revenge. Drawn to the great cobras, with their broad hoods and great size, he took all he could find and began to work powerful magics upon them.

Eventually, he singled out the biggest of them, and focused all his energies upon it, gifting it with enormous size and strength, enough to rival a dragon, and covered its body with thick, black scales, hard as diamonds. He awakened within it the ability to forge mighty spells, and vastly increased the deadliness of its venom, gifting it with extra fangs so it could pump more of its venom into a victim with one bite.

He called his new creation snakekind, and decided this great, limbless shape would be the basis for the riven, for he planned to make different forms, each with their own shape and specialty, and each with its own type of venom. Pleased as he was with his new creation, he set the riven to clearing the area around the caves so he could raise a mighty fortress in the heart of the desert. More riven joined the first, and the great snakes labored to raise mighty walls of stone as Gorg’rauth set about creating the other types of snakekind.

Driven as he was, and given how hard he drove his creations, it wasn’t long before he had both his great, dark fortress, and a vast army of snakes, living both in his fortress, and within the much-expanded caverns in the hills and below the fortress itself. He named his fortress Gorganoth, and from there, planned the first phase of what would become known as the Age of Bloodshed.

Name: N/A. Location: N/A. Status: N/A.

This species did not have an Ancient First.


Classification: humanoid snakekind. Location: primarily Millirand.

The naga is a forerunner of serpent, created upon the first dabblings in trying to create the snakekind. With the tail of a long snake and the torso, arms and face of a humanoid, these creatures shun their lesser intelligent brethren as the failed experiment themselves, though their power is often much less then that of a jarza or other snakekind higher class. Though shunned from any society but their own, the naga are a very civilized species, and live in deep subterranean cities dark and hidden to most others' eyes.

Their appearance can vary as greatly as the snakekind's; with a color range spanning the rainbow, their scales can range from deep blues and purples to bright reds and golds. They can also have a more reptilian appearance, with scales reaching up to cover their human bodies, and some may have frills, horns or other such features replacing the hair atop their heads.