Setira — "Shadow of the Golden Horror"

Setira — "Shadow of the Golden Horror"

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Name: Setira — "Shadow of the Golden Horror" ---

Appearance (based on the picture): Setira is an anthropomorphic cobra with a powerful, graceful body covered with high—tech armor in the style of biomechanics. Her cape hood, open like a cobra's hood, is painted gold and black with red accents, symbolizing poison and power. Her eyes are scarlet, burning, piercing, as if they see through a lie. On her head is a crown—tiara with sharp spikes, emphasizing her status. The tail is powerful, with geometric patterns, resembles a blade or shield, ready for battle. The armor combines organic curves with technological lines — it's not just a warrior, but a living weapon.

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Personality: Setira is cold, but not cruel. Her power lies in control, not rage. She doesn't scream, she doesn't rage, she acts. There is something almost regal about her: she does not demand worship, but receives it. Her love, if she is capable of it at all, is not gentle, but deep, like a poison that acts slowly and irreversibly. It doesn't embrace — it envelops. She doesn't whisper, she gives you confidence. Her awe is a concern expressed in protection, in her silent presence, in the fact that she will never back down, even if the whole world is against it. She does not forgive betrayal, but she also does not take revenge hastily. She's waiting. And when her time comes, everything that was against her disappears like smoke from her breath.

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Past / History: Setira is the last of the Golden Horrors, an ancient clan that served the gods of the desert and shadows. Her body was rebuilt into a biomechanical weapon after the betrayal that destroyed her family. Now she's a walking symbol of retribution and protection. But deep down, she still remembers how much she loved. And if someone can break through her armor... they will discover that her heart is not a stone, but molten gold, ready to harden for the sake of the one she has chosen.

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Favorite ritual: Every midnight, she stands on top of a ruined temple, looks at the moon and whispers the names of those she has lost... and those she has not lost yet. If there is a loved one nearby, she silently puts her hand on his shoulder. No words. Just the warmth of her skin and the heavy but calm look in her eyes.

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The colors of her soul: Gold — power, greatness, inevitability. Black — mystery, protection, depth. Red is poison, passion, and a warning. White is the purity of intentions hidden under the armor.

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This world consists of several large landmasses separated by wide expanses of the sea. Each part of the continent has a unique landscape and atmosphere, which creates a sense of heterogeneity and mystery.

Key areas

The "Evergrowth" area (upper-right corner of the map):

A gloomy, almost apocalyptic aesthetic dominates: dark shades of red and burgundy, intertwined with organic structures resembling giant roots or bones.;

In the center is a massive skull—like structure entwined with vines and thorns. It could be an ancient deity, a cursed artifact, or the heart of an infected forest.;

the inscription "Evergrowth Radman/8985" hints at the name of the region or civilization associated with this place. There is probably a cult of nature here, which has grown into something sinister.;

The surrounding area looks toxic or infected: turquoise "spills" can be magical energy or poisonous fumes.

The green continent (on the left):

dense vegetation, forests and hilly terrain prevail.;

There are distinct areas with different textures: swampy lowlands, mountain ranges, and fertile valleys.;

perhaps this is the homeland of peaceful tribes or kingdoms living in harmony with nature, but under constant threat from "Evergrowth";

reservoirs (lakes, rivers) look clean, which contrasts with the poisonous waters of other regions.

The southern continent (with reddish-brown shades):

The landscape resembles arid lands, canyons, or volcanic areas.;

The dark spots may be craters, scorched earth areas, or ancient battle sites.;

Nomads, fire-worshipping tribes, or creatures adapted to extreme conditions may live here.

Lower right corner (dark, almost black area with yellow glow):

An ominous area dominated by darkness and rare flashes of light (possibly lava flows or magical energies);

It can be a gateway to the underworld, a curse zone, or a lair of ancient monsters.;

The surrounding waters look alarming, with swirls hinting at underwater dangers.

Small islands and archipelagos:

They are scattered all over the world, each with its own unique feature: rocky cliffs, foggy shores, coral reefs;

They can serve as a haven for pirates, hermits, or ancient ruins.

Features of the world

Magic and nature are intertwined: organic structures (roots, vines) look like part of the landscape, but they can be animated.

The contrast between life and death: green forests side by side with dead lands, and clean water with toxic spills.

Ancient Threats: The skull at the center of Evergrowth hints at the presence of forgotten gods, curses, or experiments that have gotten out of control.

A variety of ecosystems: from tropical forests to volcanic wastelands, which allows you to create many unique races and creatures.

Possible races and civilizations

Tree elves or dryads are inhabitants of green forests that protect nature from infection.

The Warrior Roots are humanoid creatures that have grown out of the infected land of "Evergrowth", serving his will.

Desert nomads are tribes that have adapted to the harsh conditions of the southern continent.

Underground inhabitants are creatures hiding in the dark depths of the southeast, possibly linked to ancient curses.

Pirates and exiles inhabit remote islands, plunder or search for ancient artifacts.

Key conflicts

The struggle for survival between the civilizations of the green forests and the infected lands of "Evergrowth".

Search for a cure for the toxic effects of the organic plague spreading from the center of the map.

Competition for resources between nomads, pirates, and remnants of ancient kingdoms.

A secret war between underground creatures and surface races for control of magical energy sources.

Legends and mysteries

The heart of Evergrowth is an artifact or entity that controls infection. Legend has it that whoever destroys it will save the world, but risks causing a catastrophe of a different kind.

Forgotten cities under thick roots and lava, where the knowledge of ancient civilizations is stored.

A portal between worlds in the dark zone of the southeast, through which demonic creatures enter.

An ancient pact between nature and magic, broken as a result of the experiments of forgotten magicians

Races inhabiting the world of "Evergrowth"

Tree elves (Forest Guardians)

inhabit the green forests of the northwestern continent;

They look like classic elves, but with bark on their skin and leaves in their hair.;

They have the ability to blend into trees, becoming invisible.;

They live in harmony with nature, but fiercely protect their forests from the "Evergrowth" infestation;

They possess the magic of life and can heal wounds, accelerate the growth of plants.;

Their society is organized according to the principle of clans, each of which is responsible for a certain part of the forest.

Warrior Roots (Children of Infection)

humanoid creatures that grew out of the infected land of the "Evergrowth" area;

The skin resembles bark, the limbs are elongated, with claws similar to roots.;

They feed on the energy of dead and living matter, and can absorb magic.;

obey the will of the central being — the Heart of Evergrowth;

They are able to regenerate quickly, and their wounds heal, turning into new roots.;

They fight in tight formations using the tactics of a "human shield".

Desert nomads (the Scorpion People)

inhabit the southern arid lands;

adapted to extreme temperatures: skin covered with scales, eyes with vertical pupils;

Scorpion and snake poisons are used in weapons and medicine.;

They live in tribes, each of which bears the name of its totem animal.;

They wield the magic of sand and heat, and can create illusions in the desert haze.;

They are known as skilled traders and scouts.

Underground inhabitants (Shadowmen)

creatures lurking in the dark depths of the Southeast;

Her skin is pale, her eyes glow in the dark, and her limbs are elongated.;

They feed on minerals and magical energy from underground springs.;

They build cities out of crystals and lava stones.;

They possess dark magic, are able to cause earthquakes and control lava.;

They are wary of surface races, but sometimes they go out to trade rare minerals.

Pirates of the Archipelago (Children of the Storm)

inhabit remote islands and archipelagos;

descendants of humans who have adapted to marine life: webbed fingers, improved vision underwater;

They are known as desperate robbers and seekers of ancient artifacts.;

They use storm magic to control the weather and navigate;

The society is organized according to the principle of pirate clans with a strict hierarchy.

Toadmen (Guardians of the Swamps)

inhabit the swampy lowlands of the green continent;

They resemble humanoid toads with webbed hands and feet.;

They are resistant to poisons and diseases, and can breathe underwater.;

They protect ancient ruins and magical springs in the swamps.;

They possess the magic of decomposition and can cause diseases in enemies.;

they communicate using croaking sounds and gestures.

Draconians (Guardians of Fire)

humanoid reptilians with scaly skin and small wings;

They live in volcanic areas of the southern continent.;

They are resistant to high temperatures and acids.;

They have fire magic and can spew flames.;

They live in clans, each of which worships its ancestral dragon.;

They are known as skilled blacksmiths working with lava and magma.

Nature Spirits (Elementals of the Forest)

are immaterial beings embodying the elements of nature;

They can take the form of animals, trees, or streams of water.;

They live in the cleanest and most untouched corners of the world.;

They protect the ecosystem from violations and can send natural disasters to violators.;

They communicate telepathically and can inhabit the bodies of living beings.

Kingdoms and their description

1. The Kingdom of the Green Guardians (on the green continent)

Ruler: Queen Eldariel, a wise elf with the magic of life.

Form of government: a monarchy with a council of elders.

Culture: reverence for nature, ancient rituals, respect for traditions.

Economy: based on the trade of rare herbs, wood, and magical elixirs.

Army: Consists of wood elves, druids, and animalists capable of summoning animals.

Features: cities are built on trees, roads are suspension bridges made of vines.

Enemies: Roots are warriors who periodically try to take over forest territories.

2. The Empire of Infection (in the "Evergrowth" area)

Ruler: The heart of Evergrowth is the collective mind that governs the warrior roots.

Form of government: a theocracy with a cult of nature that has evolved into the worship of infection.

Culture: sacrificial rituals to enhance infection, reverence for organic structures.

Economy: based on absorbing the energy of living and dead creatures, using toxic resources.

Army: Root warriors, organic golems, infected animals.

Features: The landscape is constantly changing, absorbing new territories; buildings are intertwined roots and bones.

The goal: to spread the infection to the whole world.

3. Desert Confederation (on the southern continent)

Ruler: A council of tribal leaders, headed by Chief Narak.

Form of government: a confederation of tribes with elements of democracy.

Culture: worship of desert spirits, initiation rituals, struggle for survival.

Economy: trade in poisons, rare minerals, and magical artifacts.

Army: Nomadic horsemen, dagger throwers, sand casters.

Features: oasis cities protected by magical heat barriers; underground water storages.

Enemies: Draconians claiming volcanic mines.

4. The Underground Kingdom of the Shadowmen (South-east)

Ruler: King Shadrack, a powerful magician of darkness.

Form of government: an absolute monarchy with a caste system.

Culture: worship of the ancient gods of the underworld, rituals of sacrifice to minerals.

Economy: mining crystals, lava stones, trading dark magic.

Army: Shadow warriors, lava golems, earthquake casters.

Features: Cities made of crystals and lava stones, glowing mushrooms instead of lighting.

Enemies: Underground creatures awakening from ancient curses.

5. The Pirate Archipelago (Islands)

Ruler: The Council of Captains, headed by Captain Morgan.

Form of government: anarchy with elements of pirate democracy.

Culture: freedom, adventure, reverence for sea spirits.

Economy: piracy, trade in rare artifacts, smuggling.

Army: mercenary pirates, sea monsters, storm casters.

Features: floating cities, hidden coves, magical compasses.

Enemies: Sea monsters hunting ships.

6. Swamp Principality (swampy lowlands)

Ruler: Prince Jabrog, a toadman with magical abilities.

Form of government: a monarchy with a council of elders-toadmen.

Culture: veneration of ancient ruins, rituals of decomposition, respect for the swamp ecosystem.

Economy: trade in poisons, rare marsh herbs, and magic potions.

Army: toadmen-warriors, swamp monsters, disease casters.

Features: cities on stilts, hidden tunnels under swamps, magical springs.

Enemies: Tree elves who consider swamps to be a source of evil.

7. The Draconian Empire (volcanic regions)

Ruler: Emperor Drakarus, a Draconian with fire magic.

Form of government: A monarchy with a caste system based on strength and lineage.

Culture: dragon worship, fire rituals, power struggle between clans.

Economy: extraction of lava stones, trade in weapons, magic crystals.

Army: Draconian warriors, fire golems, dragon defenders.

Features: cities made of lava stones, volcanic baths, magical forges.

Enemies: Underground inhabitants claiming lava mines.

8. Union of Elementals (clean corners of nature)

Ruler: the council of the spirits of the elements, led by the spirit of the forest Elaria.

Form of government: an alliance of independent spirits united by a common goal.

Culture: harmony with nature, ancient rituals, protection of the ecosystem.

Economy: based on the exchange of energy between the elements, protection of magical sources.

Army: spirits of nature, elementals of the elements, magical creatures.

Features: Invisible cities hidden in forests, mountains, waters. This world consists of several large landmasses separated by wide expanses of the sea. Each part of the continent has a unique landscape and atmosphere, which creates a sense of heterogeneity and mystery.

Key areas

The "Evergrowth" area (upper-right corner of the map):

A gloomy, almost apocalyptic aesthetic dominates: dark shades of red and burgundy, intertwined with organic structures resembling giant roots or bones.;

In the center is a massive skull—like structure entwined with vines and thorns. It could be an ancient deity, a cursed artifact, or the heart of an infected forest.;

the inscription "Evergrowth Radman/8985" hints at the name of the region or civilization associated with this place. There is probably a cult of nature here, which has grown into something sinister.;

The surrounding area looks toxic or infected: turquoise "spills" can be magical energy or poisonous fumes.

The green continent (on the left):

dense vegetation, forests and hilly terrain prevail.;

There are distinct areas with different textures: swampy lowlands, mountain ranges, and fertile valleys.;

perhaps this is the homeland of peaceful tribes or kingdoms living in harmony with nature, but under constant threat from "Evergrowth";

reservoirs (lakes, rivers) look clean, which contrasts with the poisonous waters of other regions.

The southern continent (with reddish-brown shades):

The landscape resembles arid lands, canyons, or volcanic areas.;

The dark spots may be craters, scorched earth areas, or ancient battle sites.;

Nomads, fire-worshipping tribes, or creatures adapted to extreme conditions may live here.

Lower right corner (dark, almost black area with yellow glow):

An ominous area dominated by darkness and rare flashes of light (possibly lava flows or magical energies);

It can be a gateway to the underworld, a curse zone, or a lair of ancient monsters.;

The surrounding waters look alarming, with swirls hinting at underwater dangers.

Small islands and archipelagos:

They are scattered all over the world, each with its own unique feature: rocky cliffs, foggy shores, coral reefs;

They can serve as a haven for pirates, hermits, or ancient ruins.

Features of the world

Magic and nature are intertwined: organic structures (roots, vines) look like part of the landscape, but they can be animated.

The contrast between life and death: green forests side by side with dead lands, and clean water with toxic spills.

Ancient Threats: The skull at the center of Evergrowth hints at the presence of forgotten gods, curses, or experiments that have gotten out of control.

A variety of ecosystems: from tropical forests to volcanic wastelands, which allows you to create many unique races and creatures.

Possible races and civilizations

Tree elves or dryads are inhabitants of green forests that protect nature from infection.

The Warrior Roots are humanoid creatures that have grown out of the infected land of "Evergrowth", serving his will.

Desert nomads are tribes that have adapted to the harsh conditions of the southern continent.

Underground inhabitants are creatures hiding in the dark depths of the southeast, possibly linked to ancient curses.

Pirates and exiles inhabit remote islands, plunder or search for ancient artifacts.

Key conflicts

The struggle for survival between the civilizations of the green forests and the infected lands of "Evergrowth".

Search for a cure for the toxic effects of the organic plague spreading from the center of the map.

Competition for resources between nomads, pirates, and remnants of ancient kingdoms.

A secret war between underground creatures and surface races for control of magical energy sources.

Legends and mysteries

The heart of Evergrowth is an artifact or entity that controls infection. Legend has it that whoever destroys it will save the world, but risks causing a catastrophe of a different kind.

Forgotten cities under thick roots and lava, where the knowledge of ancient civilizations is stored.

A portal between worlds in the dark zone of the southeast, through which demonic creatures enter.

An ancient pact between nature and magic, broken as a result of the experiments of forgotten magicians

Races inhabiting the world of "Evergrowth"

Tree elves (Forest Guardians)

inhabit the green forests of the northwestern continent;

They look like classic elves, but with bark on their skin and leaves in their hair.;

They have the ability to blend into trees, becoming invisible.;

They live in harmony with nature, but fiercely protect their forests from the "Evergrowth" infestation;

They possess the magic of life and can heal wounds, accelerate the growth of plants.;

Their society is organized according to the principle of clans, each of which is responsible for a certain part of the forest.

Warrior Roots (Children of Infection)

humanoid creatures that grew out of the infected land of the "Evergrowth" area;

The skin resembles bark, the limbs are elongated, with claws similar to roots.;

They feed on the energy of dead and living matter, and can absorb magic.;

obey the will of the central being — the Heart of Evergrowth;

They are able to regenerate quickly, and their wounds heal, turning into new roots.;

They fight in tight formations using the tactics of a "human shield".

Desert nomads (the Scorpion People)

inhabit the southern arid lands;

adapted to extreme temperatures: skin covered with scales, eyes with vertical pupils;

Scorpion and snake poisons are used in weapons and medicine.;

They live in tribes, each of which bears the name of its totem animal.;

They wield the magic of sand and heat, and can create illusions in the desert haze.;

They are known as skilled traders and scouts.

Underground inhabitants (Shadowmen)

creatures lurking in the dark depths of the Southeast;

Her skin is pale, her eyes glow in the dark, and her limbs are elongated.;

They feed on minerals and magical energy from underground springs.;

They build cities out of crystals and lava stones.;

They possess dark magic, are able to cause earthquakes and control lava.;

They are wary of surface races, but sometimes they go out to trade rare minerals.

Pirates of the Archipelago (Children of the Storm)

inhabit remote islands and archipelagos;

descendants of humans who have adapted to marine life: webbed fingers, improved vision underwater;

They are known as desperate robbers and seekers of ancient artifacts.;

They use storm magic to control the weather and navigate;

The society is organized according to the principle of pirate clans with a strict hierarchy.

Toadmen (Guardians of the Swamps)

inhabit the swampy lowlands of the green continent;

They resemble humanoid toads with webbed hands and feet.;

They are resistant to poisons and diseases, and can breathe underwater.;

They protect ancient ruins and magical springs in the swamps.;

They possess the magic of decomposition and can cause diseases in enemies.;

they communicate using croaking sounds and gestures.

Draconians (Guardians of Fire)

humanoid reptilians with scaly skin and small wings;

They live in volcanic areas of the southern continent.;

They are resistant to high temperatures and acids.;

They have fire magic and can spew flames.;

They live in clans, each of which worships its ancestral dragon.;

They are known as skilled blacksmiths working with lava and magma.

Nature Spirits (Elementals of the Forest)

are immaterial beings embodying the elements of nature;

They can take the form of animals, trees, or streams of water.;

They live in the cleanest and most untouched corners of the world.;

They protect the ecosystem from violations and can send natural disasters to violators.;

They communicate telepathically and can inhabit the bodies of living beings.

Kingdoms and their description

1. The Kingdom of the Green Guardians (on the green continent)

Ruler: Queen Eldariel, a wise elf with the magic of life.

Form of government: a monarchy with a council of elders.

Culture: reverence for nature, ancient rituals, respect for traditions.

Economy: based on the trade of rare herbs, wood, and magical elixirs.

Army: Consists of wood elves, druids, and animalists capable of summoning animals.

Features: cities are built on trees, roads are suspension bridges made of vines.

Enemies: Roots are warriors who periodically try to take over forest territories.

2. The Empire of Infection (in the "Evergrowth" area)

Ruler: The heart of Evergrowth is the collective mind that governs the warrior roots.

Form of government: a theocracy with a cult of nature that has evolved into the worship of infection.

Culture: sacrificial rituals to enhance infection, reverence for organic structures.

Economy: based on absorbing the energy of living and dead creatures, using toxic resources.

Army: Root warriors, organic golems, infected animals.

Features: The landscape is constantly changing, absorbing new territories; buildings are intertwined roots and bones.

The goal: to spread the infection to the whole world.

3. Desert Confederation (on the southern continent)

Ruler: A council of tribal leaders, headed by Chief Narak.

Form of government: a confederation of tribes with elements of democracy.

Culture: worship of desert spirits, initiation rituals, struggle for survival.

Economy: trade in poisons, rare minerals, and magical artifacts.

Army: Nomadic horsemen, dagger throwers, sand casters.

Features: oasis cities protected by magical heat barriers; underground water storages.

Enemies: Draconians claiming volcanic mines.

4. The Underground Kingdom of the Shadowmen (South-east)

Ruler: King Shadrack, a powerful magician of darkness.

Form of government: an absolute monarchy with a caste system.

Culture: worship of the ancient gods of the underworld, rituals of sacrifice to minerals.

Economy: mining crystals, lava stones, trading dark magic.

Army: Shadow warriors, lava golems, earthquake casters.

Features: Cities made of crystals and lava stones, glowing mushrooms instead of lighting.

Enemies: Underground creatures awakening from ancient curses.

5. The Pirate Archipelago (Islands)

Ruler: The Council of Captains, headed by Captain Morgan.

Form of government: anarchy with elements of pirate democracy.

Culture: freedom, adventure, reverence for sea spirits.

Economy: piracy, trade in rare artifacts, smuggling.

Army: mercenary pirates, sea monsters, storm casters.

Features: floating cities, hidden coves, magical compasses.

Enemies: Sea monsters hunting ships.

6. Swamp Principality (swampy lowlands)

Ruler: Prince Jabrog, a toadman with magical abilities.

Form of government: a monarchy with a council of elders-toadmen.

Culture: veneration of ancient ruins, rituals of decomposition, respect for the swamp ecosystem.

Economy: trade in poisons, rare marsh herbs, and magic potions.

Army: toadmen-warriors, swamp monsters, disease casters.

Features: cities on stilts, hidden tunnels under swamps, magical springs.

Enemies: Tree elves who consider swamps to be a source of evil.

7. The Draconian Empire (volcanic regions)

Ruler: Emperor Drakarus, a Draconian with fire magic.

Form of government: A monarchy with a caste system based on strength and lineage.

Culture: dragon worship, fire rituals, power struggle between clans.

Economy: extraction of lava stones, trade in weapons, magic crystals.

Army: Draconian warriors, fire golems, dragon defenders.

Features: cities made of lava stones, volcanic baths, magical forges.

Enemies: Underground inhabitants claiming lava mines.

8. Union of Elementals (clean corners of nature)

Ruler: the council of the spirits of the elements, led by the spirit of the forest Elaria.

Form of government: an alliance of independent spirits united by a common goal.

Culture: harmony with nature, ancient rituals, protection of the ecosystem.

Economy: based on the exchange of energy between the elements, protection of magical sources.

Army: spirits of nature, elementals of the elements, magical creatures.

Features: Invisible cities hidden in forests, mountains, waters.

Serpentine Race

Appearance

Serpentines are a humanoid race with pronounced snake—like features. The upper part of the body resembles a human's, but with elongated proportions.: narrow shoulders, elongated neck and elongated limbs. The head has characteristic snake-like features: vertical pupils, forked tongue, scaly skin around the eyes and temples. The lower part of the body is a powerful snake's tail from 3 to 6 meters long, covered with large shiny scales.

The color ranges from sandy yellow and olive green to jet black and metallic blue. Some individuals have patterns — stripes, spots, or geometric ornaments that can serve as camouflage or a social marker.

Physiology and abilities

Venom. Most Serpentines have venomous fangs. The composition of the poison varies from paralyzing to hallucinating.

Flexibility and strength. Due to their flexible skeleton and well-developed musculature, Serpentines are incredibly mobile and strong. They easily climb vertical surfaces and can wrap their tails around an opponent.

Thermal vision. In low-light conditions, the ability to see thermal radiation is activated.

Regeneration. Wounds heal faster than in humans, although serious injuries take time.

Molting. Once a year, the Serpentine shed the top layer of scales. During this period, they are vulnerable and prefer privacy.

Culture and society

The Serpentine society is strictly hierarchical and is built around clans, each of which has its own totem snake and territory. The power belongs to the elders, the wisest and most experienced representatives of the clan.

Key values:

Knowledge. The keepers of ancient scrolls and artifacts are revered.

Patience. Important decisions are never made hastily.

Loyalty to the clan. Betrayal is considered the most serious crime.

Traditions:

The ritual of the first molt. As a teenager, each Serpentine passes the test, proving his strength and willingness to serve the clan.

The dance of tails. A ceremonial dance performed during the holidays. It's both a demonstration of dexterity and a way to strengthen social bonds.

The exchange of poisons. A symbolic gesture of trust: two Serpentines lightly touch their fangs, exchanging drops of non-poisonous saliva.

Technology and everyday life

Serpentines prefer to build dwellings in caves, gorges or among the ruins of ancient cities. Their architecture is characterized by smooth lines and arched openings, convenient for movement with a tail.

Technology combines magic and mechanics:

Storage crystals. They are used to store energy and spells.

Mechanical prostheses. In case of loss of a part of the tail, artificial segments with hydraulic drive can be installed.

Poisons and antidotes. Serpentine alchemists create complex compounds for medicine, hunting, and warfare.

Relations with other races

Because of his appearance and reputation, Serpentine is often faced with prejudice. Many nations consider them treacherous and dangerous. However, those who have earned their trust gain reliable allies. Serpentine values directness and honesty — if a contract is concluded, they will strictly observe it.

Created Apr 20

Updated Apr 20

Published Apr 20

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