Naga Species in The Known World | World Anvil

Naga

Hailing from the far-eastern lands of Kitesh, the wandering naga people are serpentine humanoids typically sporting a serpentine head and lower body with a humanoid torso. They are driven by the curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the naga rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.. They range from 13 to 16 feet long. Naga vary wildly in appearance. Some may have hoods like a desert cobra. Others may have rattles like the common rattlesnake. Almost all naga have wildly varying colorations and patterns reminiscent of many snake species. Naga typically speak in the first person and present tense, and will often leave out determiners and conjunctures when speaking such as 'the', 'and'.  
Naga are warm-blooded, owing to their origins, and sweat through glands between their scales. Despite possessing mammary glands, female naga will lay clutches of two to three eggs at a time, and will also nurse their young after hatching. Naga shed their skin once every six months. To naga society, freshly shed scales are seen as a sign of health and beauty.

Cult of the Great Serpent

The Naga people are all that remains of an ancient, decadent human cult. Centuries ago, their dark god whispered to their ancestors, who believed the voice to be from a great world serpent, whom would bring about the end of the world by swallowing it whole, taking every unworthy soul with it. These whispers taught them profane rituals, lead by a single high priest called the 'Voice of the Great Serpent'.   In their ceremonies, they performed debased human sacrifices while writhing in pools filled with living snakes. They practiced cannibalistic rituals, transforming their victims into snake hybrids and mixing the flesh of captured slaves with that of snakes before devouring them. They revered snakes as the embodiment of the Great Serpent, and sought to become like him in swallowing his own unworthy offspring. The cults of the Great Serpent produced a caste-based society of hybrids in which those that had consumed the most serpent flesh, especially of those that had been transformed, were more highly revered than those who hadn't.   The cults developed a philosophy of separating emotion from intellectual pursuits, allowing them to focus their energy on personal advancement and expanding their territory within the Nahat'na Rainforest, and further delving into the dark arts without concern for morality. They believed themselves to be the most enlightened mortals in the world, and as their hubris saw ancient temples rise high over the Rainforest's canopies, they sought to become ever greater.

The Fall

As the secretive empire of the Great Serpent devolved further into decadence, depravity and degeneracy, the leadership castes became more unstable and volatile. The priesthood changed annually with each ambitious leader, before they too were assassinated by their own acolytes in an endless cycle. The societal structure of the cult devolved into a chaotic mix of subterfuge and betrayal as each follower attempted to gain some form of upper hand against their kin.   Zalaszar, the oldest and longest-serving Voice of the Great Serpent had thwarted any attempt on his life during his depraved rule, partly because his mind was wracked with paranoia. Then, one day, he too turned upon his comrades. When his followers came to him and accused him of bringing the empire to ruin, he turned upon them in a fit of indignant rage.   Channeling dark magics, he wracked his followers with a curse. It was the very same curse they had once used on the bodies of their own victims before devouring them.   The whispers from the Great Serpent stopped. The curse severed their minds from the maddening voice and they saw clearly the dark nature of the cult. Most were hunted down by those loyal to Zalaszar, though some of the transformed escaped into the desert for fear of becoming the cult's next batch of sacrifices.

A New Beginning

As the transformed, former cultists migrated throughout the vast expanses of Maitreya, the void left in their souls where their cultist beliefs once resided, they instead looked to the sun to guide them as they followed it westward through the Gold Expanse. It provided them the warmth they needed and chased away the darkness of night. Eventually, they found refuge in a great and verdant oasis. They took this as a sign, and many adopted the practices of shamanism and nature worship, settling the oasis and calling it home. This became their first and only permanent settlement. In time, it came to be known as Exile's Refuge.

The sun became their guiding light, and eventually the night and the two moons of the Mother and the Matron became a source of comfort and refuge from the heat. Over centuries, those who revered the moon began to commune with the spirits of the dead; dark magic to be sure, but dark magic with a purpose for good instead of depravity as the former cultists once did.

Naganna, the Oracle

Former high priestess Naganna was the first to make contact with the human ancestors of their distant past, before the cult had become a poisonous blight on their lives. Her ancestors told her to lead her people to a new dawn free from debased black magic. She became Naganna the Oracle, a great leader and wise spirit guide to her people. It was from her than the Naga people gained their namesake. Her visage became central to Naga spirituality, and many revere here as a saintly figure today.

Spirituality & Naga Society

The heart of any societal structure of the Naga people is the clan. Much akin to dwarves, naga clans are considered extended families. They consist of a number of closely-knit tribes often brought together by common struggles, beliefs, rituals, or principles. Whatever the bonds that bring naga families together to form a clan is always a deep one, and for a family to break away from a clan is considered the deepest insult. Likewise, it is also considered a great shame for a family to be exiled from a clan, and such an event is almost always the punishment for some of the most severe crimes.   At the head of any clan is the Matriarch, or Matron, who wields power for many reasons, be it a common respect from the families, great wisdom, direct descendancy from Naganna, or because they command control of the annual harvests of Duskvein—a herb required to enter into a dream-like state in order to commune with one's ancestors.   An Oracle holds leadership over all Matriarchs within any given region. They are soothsayers, fortune tellers, and respected elders of multiple clans. The powers of Oracles are mysterious, and very little is known about how they are acquired. They are able to predict the changing of the seasons, foretell when great fortune or great tragedy will befall a clan, and lead great rituals that can bestow blessings on clan leaders.

The Mother and the Matron

While many Naga revere Alsham, the God of the sun, other naga clans retain a form of ancestor worship. Central to this worship are the two moons of the Mother and the Matron. The two moons are often seen as two opposites of one greater whole.
The Mother. The Mother is depicted in the native naga religion as a matronly, stoic figure who looks to the past and teaches her followers to learn its lessons. She bids her faithfuls seek comfort in the wisdom of those that came before them.
The Matron. The Matron is a free-spirited youth who seeks to travel the world. She bids her acolytes look to the future and towards new lands with excitement and anticipation—to learn and sample new things.

Outcasts and Wanderers

Most naga remain in their distant homeland, content to dwell in small, tight clans. These naga hunt and trade for food, craft goods, and largely keep to themselves. However, not all naga are satisfied with such a life. The Matron gifts each of her children with one specific trait. Those naga gifted with a free-spirit are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the naga remain isolated but never ignorant of the world beyond their home in Exile's Refuge

Barter's of Lore

Naga treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the naga's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over. Instead, the naga people value knowledge and new experiences. Their tongues flick in a busy tavern, and they tease out stories with offers of food, drink, and coin. Naga might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.   Although material wealth holds little attraction for the naga people, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects.
Aside from the power such items might confer, a naga takes great joy in unraveling the stories behind their creation and the history of their use.

Fleeting Fancies

Wandering naga are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A naga's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets. A naga rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The naga might take extensive notes or memorize every
facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.   Curiosity drives most of the naga found outside their homeland, but not all of them become adventurers. Naga who seek a safer path to satisfy their obsessions become wandering merchants and traders.   These naga work in small troupes, usually consisting of an elder, more experienced naga who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stall or tent in a public square where they sell and trade countless exotic curiosities gathered on their travels and tell stories in trade for items that spark their interest. Naga reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.   These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it

Naga Names

Each naga has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Naga names can apply to both males and females, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a great figure in the clan's past. Family names are rarely used, and instead most naga prefer to identify with their clans.
  Naga names: Dhja'ar, Sha'an, Sha'vorr, Siiva, Shi'marr, Jh'vorsa, Shi'viir, Mi'jhorra, Kal'iss, Mish'iir
Clan names: Majeer, Veera, Shor, Varrsk, Jhira, Sh'jarr, Zar'jha, Mi'varr, Pan'jaarv

Naga Traits

Naga Traits

As a naga, you have the following properties.
  Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Age. Young naga grow quickly. They can slither hours after hatching, attain the size and development of a 10-year-old human child by the age of 5, and reach adulthood by 18. They live to be around 75.
Alignment. Naga tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
Size. Naga range from 13ft to 16ft long, though they have to use some of their muscular tail to stand erect. Your size is Medium.
Speed. Your base slithering speed is 35 ft.
Darkvision. Accustomed to dark shelters and the desert nightlife, You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Coiled Strike. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Languages. You can speak, read, and write Trade-tongue and Serpent-tongue. Serpent-tongue is a language more easily spoken by the naga people due to its reliance on subtle hisses and rattles. It is often considered one of the most challenging languages for non-naga to learn.

Constrictor Naga

The forms of constrictor naga resemble those of giant constrictor snakes. Most constrictor naga tend to be bulkier than their venomous counterparts, and more often seek out roles that utilize the full benefit of their strength.
  Constrict. As part of an unarmed strike, you instead deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can't constrict another target.
Strong Grip. When initiating a grapple check, you can roll a d4 and add the number rolled to the check.

Venomous Naga

The forms of venomous naga resemble those of giant venomous snakes. Venomous naga tend to be lither and more petite than those of their constrictor breathren. They will often be found in back-line formations, or acting as oracles, dignitaries, or spellcasters.
  Bite. As part of an unarmed strike, you can instead deal piercing damage equal to 1d4 + your Strength modifier. When you hit a creature with this attack, it also takes 1d4 poison damage and must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is poisoned for 1 minute, after which it is immune to its effects for the next 24 hours.
Poison Resistance. You have resistance to poison damage, as well as advantage on saving throws and checks against being poisoned.

Genetic Ancestor(s)
Lifespan
75
Average Height
5' 7"
Average Weight
350 lb.
Average Length
14' 5"


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