The Vipers from the sands of Hellota are almost as hardy as they are quick and wise. Wearing robes and wielding heavy-headed maces, Vipers are typically proficient in enhancing the capabilities of themselves and their allies.

Their luxurious capital city, Zelar, contains a large quarry, known as the Ascension Chamber. This quarry is used in the Ascension ceremony when the current Grand Seer steps down or, in rare cases, dies. Also in this city, one can find just about anything they desire (for the right price, of course). While much of the territory is barren, the valleys in the south do yield crops.

Vipers tend to live in one of two lifestyles, that of trading nomads, and of stationary -- and comparatively wealthy -- plantation owners. Their simple robes deceptively detract from the vibrant and lavish possessions of even the nomads. Both nomads and plantation dwellers adorn their homes with luxurious tapestries. They prefer striped and banded patterns and dislike rounded or square ones.

All Vipers are burrow-dwellers. It has been said that one could look out as far as they could see in any direction, and somewhere is a burrow. Finding it is the hard part. They light their dwellings with daystones, rocks that capture sunlight and glow for a time after being removed from it.

Compared to many races, Vipers are among the most likely to own slaves and actually devour the other races. Also unlike the other races, their often nomadic lifestyles leave them with no army. They do without one as no one desires their barren territory anyway. However, that hasn't stopped more than a greater cycle of squabbles and fighting with the Eagles. Misanari's recent Ascension to Grand Seer brought about a tenuous peace between them.

Society, Nomads
The nomads typically travel from one settlement to the next, offering their services as workers and traders, and on average will stick around a settlement for about four stays. While they lack a military, they do form militias in times of strife. While frequently proficient at being guards and merchants, a plethora of other skills are found amongst the members in the nomadic clans.

Society, Plantations
On the plantations, geldmales are held in high regard. Plantation owners are well suited to be slave owners and merchants. Like Crocodiles, Vipers with a stable burrow have special rooms devoted to keeping their young, usually partitioned off with a tapestry to muffle their noise. Vipers have a strong sense of law and find that Wolves -- having an even stricter will to follow law and order – make especially good slaves. They have been known to house entire families of Wolf slaves.


  • The bears leave us alone, no one's sure why.  
  • We have an ideal relationship with the crocodiles. We share enemies, we don't share allies, and we leave each other alone.  
  • Right now we have a tentative peace with the eagles, but how long will it last?  
  • The foxes' predicament can be exploited. But how?  
  • Hares make good food and not much else. Just don't let them hear you say that.
  • The monkeys are insane!  
  • The otters are insane, too, but unlike the Monkeys, they're going to get everyone killed.  
  • Relations with the panthers are stressed at best. At least they have a firm grasp of trade and barter.  
  • Rats also make good meals, and they're much easier to take down.
  • We, too, seem to be at peace with the turtles. Just like everyone else. Something is not to be trusted in those who always live at peace.  
  • Wolves do one thing right: obey the law. Unfortunately, their laws are messed up.

Special Trick: -

Power - Weak Fatigue - Weak Brawn - Average

Agility - Good Evasion - Average Move - Great

Endurance - Poor Vitality - Average Stamina - Poor

Mind - Average Perception - Average Knack - Average

Spirit - Great Will - Good Focus - Great

Axe - Weak Book - Average Bow - Weak Cross-Bow - Weak Dagger - Weak Long-Claw - Weak
Mace - Great Maul - Weak Sai - Weak Shuriken - Weak Staff - Weak Sword - Weak
Bone-Link - Poor Bone-Mail - Poor Bone-Plate - Poor Heavy-Leather - Poor Light-Hide - Poor Light-Leather - Poor
Robe - Great Scale-Link - Poor Shell-Mail - Poor Shell-Plate - Poor Thick-Hide - Poor Tights - Poor
Aquatics - Average Astrology - Average Athletics - Average Entertain - Average Forge - Average Imbue - Average
Languages - Average Lore - Average Medicine - Average Merchant - Average Poison - Average Refocus - Average
Servant - Average Stalking - Average Survival - Average Tact - Average Translocation - Average Traps - Average
Aim - Poor Clarity - Great Block - Poor Demoralize - Poor Dodge - Poor Keen Senses - Poor
Regeneration - Poor Resistance - Poor Toughness - Poor Wallop - Poor Zeal - Poor

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