SERPENT KINGDOMS PDF

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Forgotten Realms - D&D - Serpent Kingdoms (OCR) - Ebook download as PDF File .pdf), Text File .txt) or read book online. Page 1. Page 2. Page 3. Page 4. Page 5. Page 6. Page 7. Page 8. Inside the palace ºf the serpents. º. /. Page 9. Page Page Page Page Page Saurials. More Lizardkin for. Serpent Kingdoms. The new Serpent Kingdoms book for use with the FOR-. GOTTEN REALMS Campaign Setting provides a wealth.


Serpent Kingdoms Pdf

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Included in Serpent Kingdoms are the following, and more: 27 new monsters 27 new feats dozens of serpentfolk Electronic (PDF, DOC, eBook, HTML, etc.). Download Forgotten Realms - D&D - Serpent Kingdoms (OCR).pdf, Size: MB, File name: Forgotten Realms - D&D - Serpent. Power of raukhamatfrogal.tk, , MB. Races of raukhamatfrogal.tk, , MB. Serpent raukhamatfrogal.tk, ,

Finite lifespans, however, are no excuse for undue haste or abandonment of the Sacred Way of Sseth. Dying in battle is always honorable, but a long life is also admired, provided that much has been accomplished during that time.

To say that a yuan-ti has lived an empty or worthless life is a grave insult. Social Hierarchy In general, the more snakelike features a yuan-ti possesses, the higher its status in vrael olo society. Abominations have the highest status, followed by halfbloods, and nally purebloods. Mageslayers and holy guardians invariably hold high positions in yuan-ti society, ranking either above or below abominations depending on the proximity of temples and the perceived local threat of magically empowered Scaleless Ones.

Within their subraces, yuan-ti are ranked by achievements and the demonstrated favor of Sseth. Individual yuan-ti can sometimes increase their social status by acquiring more serpentine features through grafts see the Appendix and other magical means. But such an advance in status also requires moving to another geographical area, forsaking kin and tribe, and adopting a new name and a new identity.

Such an altered yuan-ti typically does not gain as much status as a native member of the desired subrace would have because the duthrael in the new location invariably regard her as a strangermost probably a spy for a rival tribe.

Coupled with the loss of familial support and known contacts and sources, this natural mistrust ensures that most yuan-ti avoid such drastic moves.

Purebloods are the exception to this rule, since they ourish best when hiding in plain view among humans in human cities. They often move about to follow trade and pursue opportunities, just as humans do.

Thus, they are the least likely to be closely tied to a tribe and the most likely to seek grafts and other serpentine augmentations to increase their status. They typically choose snakelike features that can be hidden from humans under clothing but quickly revealed in moments of threat or crisis.

Self-Improvement Most yuan-ti consider the variances among the subraces from near-human to almost wholly serpent to be part of Sseths divine plan. Yuan-ti who embrace this philosophy believe that each individual should make the most of the particular form he was given, striving only to improve his magic, his wisdom, and his own creations lesser creatures he has bred or augmented.

To meddle with his own body is a sinful act, since it is already perfect for its purpose. Other yuan-ti seek to augment or alter themselves directly with grafts and powerful spells.

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They view such immediate betterment as their deitys true plan for their race and view yuan-ti who shun such practices as lazy, unworthy cattle that deserve to be dominated and defeated by their wiser and more powerful fellows.

Debates on such matters have raged for centuries and show no signs of abating, since the opposing views are tied to deep religious divisions in this essentially devout race. But as the inuence of the yuan-ti widens, so too do their views. Over time, they have become more and more like the divided, self-interested, innitely adaptable humans they so despise. Relationships Even though yuan-ti need not love or even like their mates, they are capable of forming strong though never quite trusting relationships with others of their kind.

The usual yuan-ti term of endearment which translates into human vocabulary as a fondly spoken dear or dear one is tisstess. This address is reserved for a yuan-tis intimatesother vrael olo to whom she feels especially close. Her family bloodkin are her ahass, the individuals she dwells and works with compose her ssrath lesser tribe , and the members of her greater tribe are her hasrammass. Life Cycle Yuan-ti hatch from eggs in chambers monitored by broodguards.

The hatchlings are always curious and eager to explore. They seek food immediately and may eat each other if sustenance is not at hand. Their initial training is provided by the broodguards that watch over the hatcheries.

Vrael olo are trained in the use of their powers almost from hatching. When the young yuan-ti see danger or hear a warning, they turn into Tiny vipers and slither under the nearest cover. Yuan-ti Society Yuan-ti call themselves vrael olo favored ones. This phrase is usually shortened in daily use to vrael and can be modied to auvrael friendly or known yuan-ti and duthrael unfriendly or unfamiliar yuan-ti.

Breeding with the right mates throughout life so as to produce even greater yuan-ti is a holy act for vrael olo, especially those who believe in the perfection of their own forms. Two prospective partners coldly measure one anothers abilities and tness for furthering the race, and if both agree that the match is promising, they usually mate, even if they personally dislike each other. After mating, yuan-ti females lay their eggs in brood chambers, marking each clutch with its parentage, then abandon them to the care of the broodguards.

Many yuan-ti grow lazy when they reach great age, sleeping or lying in torpor for longer and longer periodsrst for days, then weeks, then seasons at a time, and nally years upon years. At last, they fail to wake at all, and their bodies rot and then mummify where they lie coiled. Some aging elders grow irritable and bite anyone who awakens or disturbs them. A very few choose to go on a last great adventure, feebly seeking some thrill guaranteed to slay them. Most, however, seek to die in peace and luxurypreferably in walled country estates that they have downloadd or seized, waited upon by deferential human slaves.

Elderly yuan-ti are respected for their wisdom, and they arent spurned or savaged by their more vigorous, younger fellows even after sinking into slumberous dotage. Organization The yuan-ti of Faern are divided into seven great tribes called houses and one intertribal, not-so-secret society. The allegiance of any particular yuan-ti is based primarily on blood ties but can be modied by deliberate choice. Charismatic local leaders like to gather their own ssrath.

Most such lesser tribes consist primarily of outcasts from other tribes and individuals who are in disfavor with nearby families. Members of such a group rarely move from one house to another, but they may drop out of contact with their home tribes to operate independently, and occasionally they join with other ssrath to form new tribes.

Over the centuries, various greater tribes have risen and fallen.

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At the present time, seven yuan-ti houses ourish in Faern, along with a society called the Coiled Cabal. This organization is quite different in both nature and origin from the greater tribes, but it functions almost like one of them.

Those who hunt regularly possess the Prehensile Tail feat and are accomplished at wielding and hurling weapons with their tails. Such hunters always carry extra weapons with them for this purpose. Though the number of Lushpan satraps has grown from the original seven mentioned in the ballad called Seven Satraps, these rulers still remain masked and cloistered.

The satraps keep to their luxurious, fortress-style compounds known as asharlans , issuing written decrees through their human servants who are often tainted ones. When they wish to address the populace, they summon Lushpan citizens to audiences and use spells to speak through the mouths of chained slave women. Most other Eselemaa dwell along the shores of the Lapal Sea and throughout the northeasternmost Mhair Jungles.

Their settlements form an unseen serpent that links the Lapal Sea with Lushpool via a twisting route that avoids the holdings of House SeSehen, their sworn enemy, as much as possible. The enmity between House Eselemas and House SeSehen stems primarily from rival claims to certain key jungle areas.

More than one Eselemas beast hunt in the jungles has turned out to be a thinly disguised war party seeking SeSehenand vice versa. House Eselemas is allied with the Jennestas tribe, and the two houses have often fought together in the Black Jungles against House SeSehen. The Coiled Cabal also takes care to remain on good terms with the Eselemaa, since the port of Lushpool provides ready access to Tharsult, and through it to merchant shippers who can easily reach much of western Faern.

Extaminaar act as trade agents for the SeSehen, controlling local smuggling, slaving, and drug trading through the thieves guilds and adventuring bands that they control, as well as other human agents.

Almost all members of this house conduct personal experiments on captured creatures, employing spells, drugs, grafts, and various training processes to create loyal servants and guardians. The elders of the tribe approve of all such activities so long as such experimentation does not expose House Extaminos to wider public scrutiny in a particular human city, and any useful advancements are shared with the tribe.

Thus, should any experiment produce a creature that could be of signicant use such as an aerial steed or a swiftly breedable soldier , the Extaminaar could quickly assemble numerous specimens to improve the tribes chances of attaining true greatness.

Many Extaminaar choose to augment themselves with the Serpent Arms graft, thereby gaining extra appendages of astonishing length up to 30 feet. They usually keep these arms coiled around their necks and shoulders underneath their robes to impart an impression of great size and girth. For details of this body feature, see Yuan-ti Grafts in Chapter The split occurred when two strong claimants for leadership of House SeSehen could not agree on who should prevail.

Instead of instigating the kind of bloodbath that so often marks such disputes, the two claimants agreed to draw apart and allow the other SeSehen to rally around whichever leader they wished. The claimant who garnered the most support would gain mastery of House SeSehen, and the other would lead his followers elsewhere in Faern to form a new tribe.

The offshoot tribe ventured northeast in a long and dangerous journey to seek out new hunting grounds, eventually settling in the Ankhwood and the Chondalwood. But attacks from myriad foes weakened the tribe in both areas, and the survivors ultimately gathered and reformed their house in the Orsraun Mountains.

Shortly thereafter, members of the nearby human noble House Extaminos of Hlondeth stumbled on rituals of Varae and began to summon yuan-ti to their aid. So many human-yuan-ti matings stemmed from this practice that yuan-ti blood now dominates the combined clan, whose members are called Extaminaar.

House Extaminos now rules Hlondeth, and its members have erected a ne temple to Varae, which is called the Cathedral of Emerald Scales. Other Extaminaar can be found all across Faern, dwelling in hiding beneath human cities.

Since then, they have been part of the ruling nobility of Najara, the Kingdom of Snakes, where they serve primarily as administrators, merchants, and religious leaders. During the reign of Terpenzi, the Hsstan civilized the ophidian tribes and rebuilt the ruined sarrukh city of Ssthartissssun, along with its main temple complex. After the fall of Najara, members of this tribe were instrumental in reestablishing the rule of the nagara dark naga descendants of Terpenzi and discreetly transforming the Kingdom of Snakes into a major power of the Western Heartlands.

House Hssta also originated the process by which tainted ones and broodguards are created, but these techniques have now spread to the yuan-ti of Hlondeth and the Chultan peninsula as well. The Hsstan see their hasrammass as the most capable and practical of all.

They are not too proud to work with and even serve under nagas or other any creature, for that matter if doing so will ultimately advance the designs of the holy Sseth and the rightful dominance of the yuan-ti race. Other vrael olo, however, see them as unprincipled schemers who shouldnt be trusted with a single copper coin, let alone the future of the race.

The Hsstan are known for their cobralike hoods. Snakeheaded members of this tribe usually possess the Cobra Head feat. The Jennestaa, as members of House Jennestas are called, dwell in many small tunnel-holds within the Black Jungles.

Strongest in numbers along the River Chun and in the ruins of Ssyintiasaminass, they hold sway from Dolsel Gap to the River Lapar and rule openly in the human city of Mhairhetel. The City of Renegades, which welcomes pirates, slavers, and merchants on the run from less-than-honest dealings elsewhere, serves as a convenient port from which to trade with the wider world.

Forgotten Realms - D&D 3.5 - Serpent Kingdoms (OCR)

Nsaran, the deceased Rhaunister, and all of the lords and ladies of the ruling Rhaunister family are actually junior pureblood Jennestaa. Though any of them can easily pass for human when suitably garbed, every Mhairheten knows that the Rhaunisters have the blood of the jungle in their veins and can speak with serpents. Citizens often whisper with each other about the Rhaunisters.

Theyre coming to get us, neighbors conde, and if you go with them, and they bite you in their bedchambers, you grow scales and become their slave, winding up on your belly as a dumb, wriggling snake! Whatever truth such tales may have, the Rhaunisters rule fairly, Mhairhetel remains wealthy, and patrols of human-sized serpents protect the city from jungle beasts and land attacks. Such Jennestaa patrols can be encountered on the eastern slopes of the Guth Mountains and at the eastern end of the Dolsel Gap.

The Jennestas tribe is the least interested of the yuan-ti houses in expanding its inuence into human cities and civilized lands. Its members view the close contact that other yuan-ti seek with humanity as decadent, deliberate tainting of the race and direct manipulation of the Scaleless Ones as a weakheaded and wrong strategy.

They maintain that their fellow yuan-ti have strayed from the rightful goal of world dominance and are thus doomed to inevitable failure. The elders of House Jennestas believe that yuan-ti domination can be achieved only by reversing the process of civilization in humanoid lands and reclaiming the wilderness.

Their tactics involve extending the jungles, shattering the agricultural base of cities, and allowing wild beasts to roam everywherewith yuan-ti as their shepherds and masters.

The Jennestaa use servitor beasts to break down walls, shatter bridges, and fell trees across roads, and they regularly sow jungle plants in farm elds. The Jennestaa refer to such projects as fanging the edges of what humans and other so-called civilized cattle claim as their own. Because of this attitude, only the lowest-ranking purebloods dwell in Mhairhetel, where the continued presence and rule of House Jennestas is tolerated by the majority of tribal elders only as an experiment in long-term human breeding.

Other elders, however, see retaining Mhairhetel as crucial to the survival of the tribeafter all, if the Jennestaa retreat entirely into the jungles, House SeSehen can bar them from any contact with outsiders and slowly destroy them. The elders agree on only one issuetroublemakers in Mhairhetel must be removed swiftly. Such individuals are either devoured by senior Jennestaa as a delicacy, or snatched away to Ssyintiasaminass to serve as subjects for breeding experiments. The Jennestaa are also interested in capturing jungle beasts and rearing them in captivity, both for food and as experimental subjects.

Their ancestors once bred and altered apes in search of a new serpent race, thereby seeding the jungle around Ssyintiasaminass with many formidable apelike creatures that exhibited unusual powers. In the same way, the boldest Jennestaa now experiment on halings abducted from Luiren via a portal linking the southern Black Jungles to the Southern Lluirwood and on humans abducted from surrounding lands.

The Jennestaa are known for their stealth and patience in battle. Warrior members of this tribe usually possess the Chameleon Hide feat, and most of them can remain motionless for hours, observing their surroundings through slitted eyes and clearly remembering minute details of what theyve seen. Presently, the tribe maintains a strong presence in the Chultengar and a small one in the Samarlogh.

Its members also control scattered holdings in northern Chult and northern Calimshan, which are tended by human cultists of Varae. The Sauringans are also the secret rulers of the independent city-state of Narubel. The Sauringans are closely allied with the SeSehen tribe and the spirit nagas of the Chultengar. In addition, they have been working indirectly with the Rundeen merchant consortium of the Tashalar for centuries, supporting the Rundeens protection policies through targeted acts of piracy.

For decades, the Sauringans have subtly guided the Rundeen away from selecting leaders who exhibit the rampant ophiophobia common to most Tashlutans. This careful strategy has resulted in a newly forged alliance between the SeSehen tribe and the Rundeen, which has brought security to the far weaker Sauringans.

Members of the Sauringar tribe are known for their ability to expand the size of their bodies. Most Sauringans with serpentine torsos possess the Puff Torso feat.

As a result of this defeat, they sank into centuries of somnolence. Sseths brief reappearance during the Time of Troubles has invigorated the SeSehen, prompting them to forge an insidious alliance with the Rundeen trade consortium of the Tashalar. The SeSehen exchange exotic spices and poisons for slaves and a means to transport their spies to ports in the north. The spies, assassins, and thieves of the SeSehen including members of House Extaminos are scattered throughout Faern, where they work to advance yuan-ti plans for domination of the surface world.

The SeSehren count the Extaminos and Sauringar tribes as their closest allies, but they clash frequently with the Coiled Cabal, since both groups see themselves as the rightful crafters of yuan-ti dominance in Faern.

The SeSehren openly ght the Eselemas and Jennestas tribes even more frequently, since all three houses claim sections of the Black Jungles. Members of the SeSehen tribe experiment extensively on other creatures of the Black Jungles. Their most successful creations are the serpentlike ti-khana, and the house is now served by the predatory ti-khana deinonychuses.

SeSehen are known for their ability to spit venom. Most of the snake-headed members of this tribe possess the Spit Venom feat. Certain Sseradess are growing impatient with the slow process of achieving real power there, however, so they are looking to hireand ultimately controlsome outlander adventurers who can add muscle to their intrigues ashore.

Members of this tribe are known for their ability to breathe and swim underwater. For some time thereafter, members of House Sseradess ruled indirectly through agents who inltrated the courts of Thindol. This strategy collapsed in the Year of Many Serpents DR , when the agents of the Sseradess were unmasked and forced to concede defeat yet again. The Sseradess currently dominate the waterways of Thindol and the subterranean passage known as Labrands Folly. These holdings are isolated enough that the tribe counts no other yuan-ti tribe as a true ally or foe.

Ever since they lost control of Thindol, the Sseradess have been attempting to reassert their inuence over the humans of that realm, but the wary vigilance of the rampant ophiophobes who dwell there has made progress difcult at best. The tribe has found much greater success in conquering the kuo-toa tribes of Gathgoolgapool see Labrands Folly in Chapter 7 and employing them to rule the watery depths.

The Sseradess employ kuo-toa as farmers of the sea to harvest sh, pearls, and certain seaweeds that are valuable to human alchemists and scent-makers. Though the vrael olo do not consider it an independent tribe in its own right, it is often treated like one in intertribal politics, especially since membership requires that loyalty to the society take precedence over tribal allegiances.

The mark of the Coiled Cabal is an S-shaped serpent with open-jawed heads at both ends. The society is allied with the Eselemas, Extaminos, and Hssta tribes, but it often marches to its own drum. Members of the Coiled Cabal clash most frequently with the SeSehen tribe because both groups see themselves as the rightful leaders in the push for open dominance of Faern.

Cabal members work in oumkathuss, small groups of a dozen or so individuals that independently undertake missions.

In times of open strife, such missions are often handed down by superiors known as overhoods. At other times, however, each oumkathuss devises its own missions and submits its plans to an overhood for approval.

An oumkathuss may report to more than one overhood, but usually no more than three. A Cabal member who personally knows more than three overhoods is likely to draw missions with a high likelihood of death in the eld. Overhoods in turn report to greater overhoods.

The upper hierarchy of the Cabal is largely hidden and free of formal titles or rules, but it culminates in a council of seven leaders known informally as the Hooded Ones and more properly as the Iurcoil.

These yuan-ti direct the Cabal in accordance with their own mysterious and complex plan. Its specics and secrets are never shared, but thoughtful members who observe Cabal activities over time often conclude that the Hooded Ones strategies have much to do with covert domination of certain individual humans. Many seem designed to subvert local rulers and arcane spellcasters of all kinds; others are obviously geared to shift the attitude of all humans against temples and priesthoodsprobably to weaken clerical inuence over the human societies of Faern.

Some yuan-ti believe that the Coiled Cabal wants to shatter the power of Sseths clergy, reducing his priests to little more than entertainers who provide comforting rituals for the 14 YUAN -TI vrael olo.

Whether or not the Cabal is pursuing such a goal, and whether that goal is a good or bad one are matters of hot and frequent debate among vrael olo. Some yuan-ti feel that Sseths priests have already lost power over the populace, since increasing numbers of yuan-ti see their personal faith in Sseth as something that can be separated from obedience to clerics of the god.

Although the Hooded Ones do seem to have particular ends in mind, the Cabal is by no means a monolithic organization that unerringly pursues a single, coherent goal.

Side intrigues ourish, and many seemingly unrelated projects are underway at any given time. Some Cabal overhoods, for example, direct their underlings to slay and frustrate members of the Red Wizards of Thay and the Cult of the Dragon at every opportunity. Others believe that those same organizations should be aided, strengthened, inltrated, and conquered from within.

In this way, they can become great new Dark Arms with which the yuan-ti can tame the teeming hordes of humanity. The Coiled Cabal embraces a variety of behaviors as well as viewpoints. Some oumkathuss function very much like human adventuring bands, while others more closely resemble secretive, tower-cloistered wizards conducting magical research.

Many Cabal members pursue small plots to enrich themselves, apparently with the tacit approval of their superiors. An exchange of threats often determines who holds superior rank when Cabal members meet, but impostors pretending to hold overhood or greater overhood rank are rare, thanks to various scrying and divination spells.

Serpent Kingdoms

A slave valued for diligent, long-term service becomes a sacrice to the gods. One in disfavor usually becomes food after being punished and then slain by other slaves. A captive or a slave of marginal status is often hunted for sport and casually maimed, then sent to the stewpots or simply devoured alive.

Most yuan-ti consider it good form to anticipate what orders an elder plans to issue, and to read small clues of manner, tone of voice, and attitude so as to react accordingly before an order is given. But only the most deranged priests of Sseth and then only those in the temple hierarchy expect other yuan-ti to know whats expected of them without being told, or try to punish those who dont manage to read their minds.

Orders are always given politely and quietly.

Beside it is an were entirely plundered, some of the paintings fortunately ebony box of playing pieces for the two opponents. Between survived.

Executed with the precision of a technical the pieces is a set of four elongated rods, which can be draughtsman, they illustrate a wide variety of household recognized as a set of two-sided dice sticks of a type still in furnishings of the time, including the boards and complete sets use in the Nile Valley. Here the playing surface has been times, intact sets from this period are unknown, which is why divided into sixteen spaces separated by sixteen thin lines, this painting is such an important document: it allows us to which probably represented raised wooden dividing bars or understand what comprised complete sets of the games that cut notches on the board surface.

A box to the left contains were presumably the earliest indigenous sedentary the playing pieces, again, for only two players. Its name, entertainments of this type in the Nile Valley. With it were two 2 Quibell 18—21, pl. XI; Emery — In storerooms of the 3 Petrie pl. Obviously the game was intended for no more 6 See the paper by P.

Piccione in the present volume. The form of the board suggests a simple race game in which Both were of limestone. The complete example was marked by the players tried to carry their respective pieces from one end to the sixteen transverse grooves. The other, preserved only in an end other before their opponent did so. Although no dice sticks were fragment, bore holes at the corners indicating that it had been found with the set in Tomb , nor were represented with elevated on small legs.

A similar game was found implements or something comparable. The board was a long its board and pieces. For that game, see the contribution by rectangular wooden panel marked off by means of raised wooden A. Hoerth in this volume. The game shown between these two was played on a large round board with a trapezoidal projection.

Here the playing surface takes the form of a coiled snake, its tail on the outside Fig. The head and tail sections were British Museum?????? The number of spaces, now no longer clear, seems to have been in excess of four hundred. The pieces appear within an ebony box to the right, which is divided into six Fig. In the centre section of the box are six special lion-shaped Fig. The reasons for suggesting this will become clear below. It is three collared ivory lionesses, together with an unspecified this game that forms the subject of the present paper.

Petrie , pl.

From Helwan: Saad 45, pl. From Abusir el-Meleq: Scharff 63 pl. From Naqada: de Morgan — —4; Capart , They appear to have been deliberately broken. Only was found buried in a pit in the centre of a large cluster of three could be completely reassembled, while a fourth graves, as if intended to be shared by all those interred in its survived only in a single fragment.

As a group they have a vicinity. The pit contained four ivory lions of familiar type, a distinctly unrefined appearance and their surfaces do not even single piece in the form of a hare, sixteen four-sided prisms suggest coiled serpents. Furthermore, the form of the playing made in differently-coloured pairs, and eighteen ivory dice surface on each differs from one board to another, and they all sticks.

This perhaps indicates that the game in the late suggesting they were ivory, and indeed the great majority of Second Dynasty was still unstandardized and evolving.

One One of the Abydos boards has a playing surface consisting known ivory piece has eyes inlaid in chalcedony; others are of seven concentric rings of slots, which neither spiral nor of terracotta, limestone, alabaster, breccia, serpentine, and lead to the centre. The fourteen known surviving here players moved their pieces on separate paths, perhaps in boards are of carved stone, faience or ivory.

Unfortunately, of a kind of race Fig. Petrie 24, no 9, pl. Nearly identical to the last, and thus almost certainly surface carved to simulate the body of a coiled serpent cut contemporary with it, is an unprovenanced board in the into many sections. In each the sculptors have greatly British Museum, Fig. Cairo boards is spade-shaped but lacks naturalistic surface This board, however, differs from the foregoing in that it is details.

The Petrie board, however, clarified the head and tail raised on a low splayed foot much like the standard funerary with incised details and cross-hatching, and even the offering tables of the period. The Cairo board has spaces; Three more boards, all unprovenanced share important the Berlin, 92 and the Petrie, One is in One important feature shared by each of these boards is a the Cairo Museum Fig.

Said to have come pl. University College, Petrie Museum, ; limestone, dia. Said to have been cm, 1. With appendage Its track is only 30 slots in length. The head of the snake has been clearly modeled with a protruding tongue, as in the Petrie board.

This, too, is pierced for suspension.

A second model mehen board, now privately owned, survives in ivory and measures only 4. The body with its tapering tail, on the other hand, does indeed look serpentine and coils about on itself six times. It is also entirely incised with transverse lines forming the astonishing number of about small spaces. Four of these spaces — 42, , and when counted from the tail — are drilled with small holes, which were probably originally filled with a coloured pigment or inlay.

These special marked spaces almost certainly were intended to give a player some advantage or disadvantage in play, probably allowing a piece to move up or Fig. Strings Bridging the gap between these objects and those that or thongs looped through this hole would have allowed the follow is an unusual board in the Metropolitan Museum board to be suspended from a peg when not in use.

Why Fig. This tab, suggested below. Although in this feature the board Quibell at Ballas Fig. The Metropolitan board is also flat and was incised rather than carved, yet it must be admitted that in its details it parallels rather well the most developed series of boards, described below. The pieces used to play the game, however, can no longer have been marbles but rather flat- bottomed pawns. The square extension on the Metropolitan board is clumsily incised with the name of Horus Aha of the First Dynasty, which is a troubling detail.

A board of this form Fig. I cannot account for this except to turtle. They, marbles bearing the name of King Aha and others of the First too, are essentially flat and were clearly designed to be used Dynasty, but the authenticity of these incised names has also with flat-bottomed playing pieces. In date they are probably been called into question. These examples are in the the Metropolitan board is suggested by the curious incised Louvre, the Oriental Institute Museum in Chicago and the markings on its reverse, which, as Fischer has noted, closely Fitzwilliam Museum in Cambridge.

Bulletin of the Metropolitan Museum of Art, Oct.

Metropolitan Museum. This file has been a valuable resource for 29 Fischer 17 n. The Louvre board, like that in the British Museum, is Fourth Dynasty, were scenes of daily life thought essential for perched atop a stand and thus has the appearance of an the wealthy tomb owner, providing him throughout eternity offering table Fig.

By the Fifth and Sixth Dynasties this form of shallow grooves. Its back is cut into sections. Presumably scenes for a tail, whose body is cut into sections. The Fitzwilliam of board games, which are by no means common, were board, while lacking the duck head, is virtually identical, with ordered for tombs only by those who enjoyed them the most. These marked spaces, now incised with cross-hatching, which are sometimes said to comprise games actually performed as obviously indicated places where the pieces, moving up or part of funeral rites.

These scenes, like every vignette, are down the tail, could take shortcuts from one coil to another. The texts are cryptically brief and not except to make it longer or shorter. The tracks also run always clear, but they allow us to see the excitement of the clockwise or counter-clockwise, a detail which also seems to play even if we cannot fully grasp what is going on.

On average Scenes of mehen games, when they occur, always appear the boards had no less than thirty nor more than places. These may, in mehen appears in only four of these tombs and never without fact have been intended only as games for eternity — which the other game.

If these numbers are any indication of would have taken an eternity to play. Dynasty, but some of the more developed boards may well The earliest representation of a mehen game in progress is belong to the later Old Kingdom. We know the game found in the Saqqara tomb of Rashepses, a vizier of King Isesi, continued to be played throughout the Old Kingdom, for it penultimate king of the Fifth Dynasty Fig.

Just as pictures and lists of specific nearly identical scenes in different chambers. downloadd in Luxor in Piccione 46—7. II, Bl. To this the other responds: ms. In the first place, the use of miniature, Idu at Giza G Fig. Furthermore, the fact that certain boards were played by a pair of players. In this instance, the trapezoidal carved with appendages looking like turtle heads or with projection of the mehen board is directed downward, and the markings on their undersides suggestive of turtles, or that board is framed by the outline of a wooden table.

The players others feature a duck or goose head emerging from the tail of sit opposite one another, each holding a single counter over the snake, begins to suggest a specificity of magical meaning the board surface. These pieces, which are flat-bottomed and that had nothing to do with the play of the game. The words above the scene are had come to be viewed by the Egyptians with deep suspicion evidently those of the player on the right, who merely states: and hostility, sentiments that are clearly articulated in texts of hab k wi mnh sic r.

The large numbers of small objects while other ancillary pairs of players nearby indulge in representing the turtle, dating from the Predynastic Period to mehen, all to the accompaniment of lyres and flutes. Short phrases are written over each player as of the goose with the creation myth may indicate that by the if these were his very words. On the right, one says: it. That the mehen game should have acquired As the mythology of the sun cult evolved during the First cosmological and funerary significance is hardly surprising.

Intermediate Period, so too did the status and nature of the For centuries the game was on the list of tomb furnishings serpent god Mehen. Now he was conceptualized specifically as and was obviously commonly played at funerary rites. Just a gigantic snake who enveloped the Sun in its coils when it set, what significance the game acquired begins to be revealed and who carried it safely aboard the solar bark on the river of in certain passages of the Pyramid Texts.

These were the night to the moment of dawn, protecting it from all the magical spells inscribed on the walls of the tomb chambers imagined threatening forces of the Underworld. So scanty Peter Piccione has recently demonstrated that during the is the evidence that it is not possible to know if the deity First Intermediate Period, the god Mehen became the focus of was inspired by the game, or whether the game was a body of secret knowledge, occasionally referred to in the inspired by a pre-existing deity or mythology.

The implication is that the derived from the Pyramid Texts and with which it was king has passed up the coils of Mehen to the head and then believed that one could cheat death and attain eternal life.

Even head.The elders of House Jennestas believe that yuan-ti domination can be achieved only by reversing the process of civilization in humanoid lands and reclaiming the wilderness. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.

To use them, you must activate your Adobe Reader software. The elders agree on only one issuetroublemakers in Mhairhetel must be removed swiftly. Kern Ed. Achieving victory in mehen would probably also have For mehen, the taboo can be explained in this way.

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