TEXT: 1
  Nagaji of Porphyra
  Quin Callahan
  
  2
  Nagaji of Porphyra
  The dark naga cleric slithered amongst its servitors. The nagaji tribesfolk all 
  kneeled before him on the open steppes. He casually inspected their scales and 
  musculature. He observed those who wavered on their knees, too weak of 
  mind or body for even this simple task. The tribe was a disappointment. It 
  angered the naga as he knew it angered his God-Empress S’sluun. The cleric 
  had learned to respect the nagaji over his long life. Even the Wa’lendi heretics 
  among the nagaji sought the betterment of the naga and S’sluun, simply fail-
  ing to see the delusions of grandeur they had developed for themselves. 
     This tribe was unworthy of such respect. In the centuries past, they would all 
  have been brutally punished for their weak bodies and minds, for their failure 
  to meet even the simplest of mandates. The cleric slithered to the head priest 
  of the tribe, saying in a barely a whisper, “You were told...to bring Cobra the 
  iron we required. Your targets were provided to you. Smaller tribes were able 
  to achieve greater things for the Naga...yet here I am.”
     The nagaji priest shook, and the naga took pleasure in seeing how his disap-
  pointment touched at the heart of the nagaji. The naga cleric was a deity to 
  the nagaji and his anger was S’sluun’s anger. Should the nagaji die now, he 
  believed his very soul would be obliterated. And the Naga took in that fear 
  of the...disappointment...that knelt before him. The lesser priest desperately 
  craved the naga’s forgiveness. He needed it. The power this gave the naga was 
  something the cleric had trained and fought for well over a century to feel. The 
  nagaji tribes he oversaw would assuredly lead him to greatness. If only their 
  weakness could be rooted out...a natural byproduct of their human heritage. 
     The naga slithered around the priest, so that his mouth was right against 
  the priest’s ear. “I hate you. I am beginning to think you are weak and a poor 
  leader of these people. You are the most perfect of the imperfect races...and yet 
  you fail. If I am ever to decide you are indeed weak...that you are indeed a 
  poor leader...do you understand what will be done with you?”
     The priest shook, reaching an almost human level of fear, whispering, “Yes.”
     The naga slithered forward to address the crowd now, “You have all been 
  a terrible disappointment to S’sluun. Your failures bring Cobra dishonor. Is 
  this your wish?” to which the crowd, in unison, exclaimed, “No!” and the naga 
  again felt the surge control brought him. “Then you should all be filled with joy 
  to know you shall have three months to bring Cobra twice the quota you failed 
  to meet. Your priest has assured me, and S’sluun, that such will be done...to 
  earn our forgiveness. Is this understood?”
     And despite the despair he saw in the nagaji, he saw the priest, desperate 
  hope in his eyes, yell with the crowd loudest of all, “Yes!”
  
  3
  Ecology
  The origin of the nagaji began with humans being abducted by certain 
  species of naga and corrupted by magics with the intention of breeding a 
  servitor race. Every aspect of a nagaji’s life revolves around religion, specifi-
  cally the faith around the ancient Elemental Lord S’sluun, Naga Empress, 
  Queen of Serpents. To fail in one’s duty is to fail the naga and S’sluun and 
  put one’s very soul in jeopardy. The only justifiable answer to failure is to 
  earn the forgiveness of these powers before death. Otherwise, the nagaji 
  believe S’sluun will obliterate their souls. This system of beliefs leads to 
  near total loyalty of the nagaji to their naga masters. Very few disobey 
  the naga and even fewer will disobey what they believe to be the will of 
  S’sluun. Only isolated pockets of nagaji have abandoned the old ways in 
  favor of different gods or even a total rejection of the gods themselves. 
  Such nagaji are outcasts, distrusted by non-nagaji and despised by their 
  own kind. The naga fear rebellion, and will attempt to quash it whenever 
  possible. 
  Physical Description
  Of human base corrupted by centuries of naga magic and regimented 
  breeding, the nagaji are physically quite strong. Nagaji reach six to seven 
  feet in height, with the tallest among them topping eight feet. They tend to 
  be muscular, both because their biology predisposes them to strength and 
  because of the harsh training process and the frequent culling of unde-
  sirables committed upon them by their naga masters. They have forked 
  tongues and lidless red eyes. In rare cases, a nagaji may possess a hypnotic 
  gaze, not unlike their naga creators, and such nagaji tend to be elevated 
  to positions within the clergy or to quickly be executed by naga fearful of 
  such evolution in their servants. Nagaji are reptilian, although their human 
  origins can be seen in some aspects of their form, only slight differences 
  in form between male and female nagaji. Female nagaji tend to be slightly 
  smaller in stature than their male counterparts, and their voices are subtly 
  but still notably of a different pitch. Those that too closely resemble hu-
  mans are usually culled at birth.
  Society
  The majority of the nagaji race are indirectly controlled by the Nagan 
  High Clerics of Cobra, housed in Asp Fortress. There exists a hierarchy of 
  power, with tribes led by their nagaji priests, who are then controlled by 
  (usually Naga) clerics, who are then directed by Naga Bishops, who finally 
  
  4
  controlled by the Naga High Clergy. This religion, known as Ra’slendi and 
  named after the High Cleric who created the nagaji, Ra’slen De, believes 
  the naga are the divine servants of S’sluun. They view the Naga as gods 
  themselves, one step from S’sluun. By extension, their word is one step 
  from S’sluun’s and the naga are treated with respect. The race of naga most 
  associated with the nagaji are the Dark species, followed by the Royal, then 
  Lunar types. Guardian naga rarely associate with nagaji, dedicated to high-
  er pursuits, and Water naga are limited by their habitat, though they will 
  direct groups of them if they are subservient enough. Spirit naga have their 
  place, but are not thought well of by their fellow naga, and generally must 
  be content with leading disgraced clans of nagaji or leading specialist mis-
  sions. The rarer breeds of slime, dream and deep nagas can and do attract 
  clans of nagaji to them, but they do not have a presence at Asp Fortress or 
  in the homelands of Cobra, preferring their own particular habitats.
     The region of Cobra is one of the few points of control left of the once 
  relatively vast naga and nagaji holdings. Whatever they once were, the 
  naga now primarily control just the Silvered Mountains and the isolated 
  fortress they built upon it. The nagaji tribes, most of whom remain devout-
  ly loyal to the naga high clergy, wander nomadically on the Lotus Blossom 
  Steppes, capable of guarding only a small portion of steppe territory.
     The monstrous naga are few in number, suffering over the centuries for 
  their and S’sluun’s treacheries, especially during the Calling. Though they 
  are intelligent and cunning their arrogance has often been their downfall. 
  It is for this reason that one naga is often in control of several nagaji tribes. 
  These tribes are usually, but not exclusively, found on the Lotus Blossom 
  Steppes, raiding and renting out as mercenaries to earn income and glory 
  for Cobra. 
     It is the primary goal of the nagaji to gather enough wealth, warriors and 
  support to wage a glorious holy war in the Wyrm’s Quarter, returning to 
  what the naga have painted as the glorious golden age before the awesome 
  Porphyrite Dragon drove them out. It is this twisted and ever more gran-
  diose image of a promised land that drives the nagaji, coupled with their 
  fervent devotion and crippling fear of their masters.
     There exists another group of nagaji (and sometimes even naga) who 
  reject the divinity of the naga races, even as they continue to view them as 
  the most perfect of S’sluun’s mortal creations. These worshippers of S’sluun 
  are known as Walens, and many consider it strange that S’sluun continues 
  to grant both those of the Ra’lendi and Wa’lendi faiths power. Smaller 
  in number and more disparate, these worshippers tend to form cults and 
  accept a more varied cast of followers. Believing that through absolute 
  
  5
  devotion to S’sluun even the inferior warm-blooded races can gain her 
  favor, and this faith is more popular among non-naga and non-nagaji 
  worshippers of S’sluun. Younger naga are often attracted to these cults 
  as well, as, with their exceedingly long lifespans compared to the other 
  worshippers, they can often gain control of a cult in just a few decades. In 
  the Ra’lendi faith, where such naga are worshipped as gods, they might 
  have to wait well over a century to gain real power, as the naga who have 
  already amassed power are quick to take any a weaker naga might be close 
  to obtaining. 
     With lives brutal and often short, most nagaji are born into tribes that 
  either exist in service to the Cobra of the Lotus Blossom Steppes or to 
  a cult. Few, if any, naga begin their life to parents that have fully rejected 
  the naga ways, and such nagaji are usually ruthlessly hunted down. From 
  birth, they are carefully measured by the tribal priests and priestesses, who 
  look for “impurities” in their form. If they are deemed acceptable, they will 
  be taken from their birth parents and given to the tribal egg-guardians. 
  If they are deemed unsuitable for the tribe, they will either be abandoned 
  or drowned. At six years of age, tribal nagaji begin the basic training that 
  will usually take four to six years, taught the naga faith of their tribe, how 
  to read and write, and how to fight with the trident and bow (although 
  certain tribes’ weapons of choice occasionally differ). Most nagaji tribes 
  worship the naga as deities, but even those that do not tend to view the 
  naga as beings of mortal perfection. Near universally among the tribes the 
  naga are respected, and Empress S’sluun is worshipped above all other dei-
  ties. At twelve, a nagaji’s role is chosen for him by the clergy. Depending 
  on the role, they will then either begin that role immediately (as is the case 
  with laborer or soldier roles) or they will begin specialized training (such 
  as in the case of blacksmiths and priests). Sex and gender are generally un-
  important concepts to the nagaji. With only very mild differences between 
  the two sexes in terms of average size and strength, the only time nagaji 
  tend to note each other’s sex is when seeking mates or when a female is 
  pregnant. Pregnant females are given smaller workloads and are forbidden 
  to raid or battle, except in defense of the tribe, until they give birth. 
  Relations
  Poisoned by the ideology of the naga, most nagaji view warm blooded 
  races as inherently inferior to the point of often being beneath notice un-
  less they prove themselves in some exceptional way. Nagaji have learned 
  respect for a few of the races on Porphyra however. Dragons are respected 
  
  6
  as racial equals by the nagaji, believing only the naga are superior (nagaji 
  equally believe themselves inferior to the naga). The rare and mercurial 
  race of dragonbloods are seen as potential tempters or messiahs to the 
  nagaji, and have subverted several clans in the past; naga leaders tend to 
  hate these bringers of random circumstance to the servants of S’sluun. 
  Lizardfolk have a long history on both sides of various conflicts the nagaji 
  have engaged in, and are often treated with respect if not trust by nagaji. 
  Equally, races that have allied themselves in large numbers to Empress 
  S’sluun, such as the aquatic sahuagin are dealt with as equals.  
     Perhaps the only surprising race many nagaji have developed some 
  positives relationships with are the half-rakshasa of the Lotus Blossom 
  Steppes. Due to their proximity and similarly oppressive upbringings, 
  some nagaji find kinship among the half-rakshasa. It is not uncommon 
  for the few nagaji who end up rejecting the naga ways to do so from the 
  prodding of a half-Rakshasa ally, a people who have a cultural history 
  of rejecting the worship of deities. Humans are disliked by nagaji with a 
  cold intensity, and meetings between nagaji and the tundra nomads of the 
  Sikayan Tundra never end peacefully. The Lung people who are neighbours 
  to the region of Cobra enact an uneasy truce with them, but skirmishes 
  break out often.  The nagaji-dialect word in Draconic for humans is ossithi, 
  or ‘blinkers’, which nagaji do not do.
  Religion
  To understand the nagaji faith, one must first understand the naga faith. In 
  ancient times, S’sluun created the naga races in her image. Devious, pa-
  tient, and masters in magic, the will of S’sluun is the will of the naga. They 
  gather power and influence for their master, one day hoping to convert 
  dragonkind to the worship of S’sluun and use their power to conquer the 
  warm races of Porphyra. After the calling, the New Gods Paletius, Nise, 
  and Lyvalia made a furious enemy of Empress S’sluun, whose many mach-
  inations were all but totally reset by their interference. As such, many naga 
  and nagaji curse their names and their dogma calls for their deaths (which 
  seems highly unlikely for at least the next few centuries unless a major 
  shift in power occurs).
     Through S’sluun’s guidance, the naga worship what is known as the “Su-
  periority of the Scale.” Scaled creatures, especially those with serpentine 
  qualities, are deemed divinely superior to those without these qualities. The 
  naga collective believe in a racial hierarchy (often called the “Hierarchy of 
  Scale”) that they believe is divinely necessary: one where naga rule over the 
  
  7
  lesser scaled creatures who rule over lesser creatures who rule over lesser 
  creatures and so on. It is only under this political hierarchy that believers 
  feel a perfect society can begin. 
  There are essentially two paths one can take with this Nagan system:
  Ra’slendi: Ra’slendi is the dominant faith among the nagaji, preached by 
  Ra’slen Re and manipulated by the Naga to their benefit in the centu-
  ries that followed all the way to modern day. In essence, as S’sluun’s most 
  divine creations, the naga were touched by an Elemental Lord and became 
  deities themselves. Only a single step from the perfection that is S’sluun, 
  their word is but one step from her word and must be followed without 
  question. To fail S’sluun or the naga is to damn one’s soul. A nagaji is said 
  to have their soul obliterated should they die before being forgiven of a 
  failure by a naga cleric, and it is this fear and total respect for authority 
  that is the heart of nagaji religion.
  Wa’lendi: Popular among nagaji who have abandoned their naga masters, 
  Wa’lendi remains at its core very similar to Ra’slendi. The Superiority of 
  Scale remains in place but the divine nature of the naga are rejected. They 
  are instead the most divine of mortal forms. Equally, a being is believed to 
  be able to reach any level below that of naga on the hierarchy should their 
  worship and devotion be strong enough, and their works please S’sluun 
  greatly enough. As such, Wa’lendi is very popular among non-naga/nagaji 
  Cults of S’sluun, as it supposedly presents an opportunity for a believer to 
  be elevated in S’sluun’s eyes above where they begin on the Hierarchy of 
  Scale. One is judged almost purely on how they served S’sluun, it is only 
  their starting point in her eyes that is affected by race. 
  Adventurers
  It is not uncommon for nagaji to be given the role of mercenary by their 
  tribe, with the hope of bringing glory and coin to their people. These 
  nagaji will usually be trained martially, and their physical strength and 
  indomitable will make them a highly valued asset to any team. Sometimes 
  even nagaji priests will go on a journey, preaching the word of the naga 
  and S’sluun to those who will listen. In times of desperation, where a man-
  date has been set that a tribe’s priest feels cannot be met, many nagaji will 
  often be sent out into the world, seeking some miracle to help the tribe 
  avoid a naga’s wrath. Nagaji who reject S’sluun totally will find themselves 
  
  8
  hunted. A nomadic lifestyle of adventure appeals to these nagaji, who of-
  ten are slow to lose their sense of racial superiority even if they now reject 
  the teachings of the naga and S’sluun. Animism practice is rare among 
  nagaji, although it is not unheard of for a nagaji priest to exhibit abilities 
  not unlike those of a nature priest, especially priests far from Cobra influ-
  ence who interact with their naga masters only rarely. Wizardry is almost 
  unheard of among nagaji, whose minds seem (likely intentionally) built to 
  be too incurious for such study and whose Nagan ideology places complex 
  above their station. Wizarding nagaji will be extremely rare and universally 
  labeled as heretics, whether they claim to worship S’sluun or not. 
  Names (any gender): Tok, Sarrik, Ros, Re’le, Quo, Bis’len, Jor, Baslis, Goss
  Height
  Weight (lbs).
  Mod. Dice
  Weight Mult.
  5’8”
  170
  2d10
  x7
  Nagaji Racial Characteristics
  Nagaji player characters are defined by class levels—they do not possess 
  racial hit dice. As a nagaji, you possess the following racial characteristics.
  • 
  +2 Strength, +2 Charisma, –2 Intelligence: You are strong and have 
  forceful personalities, but tend to ignore logic and mock scholastic 
  pursuits.
  • 
  Medium: You are a Medium creature and have no bonuses or penalties 
  due to their size.
  • 
  Reptilian: You are a humanoid with the reptilian subtype.
  • 
  Normal Speed: You have a base speed of 30 feet.
  • 
  Low-Light Vision:You can see in areas of low-light without penalty.
  • 
  Armored Scales: You have a +1 natural armor bonus from your scaly 
  flesh.
  • 
  Resistant (Ex): You receive a +2 racial saving throw bonus against the 
  mind and poison descriptors.
  • 
  Serpent’s Sense (Ex): You receive a +2 racial bonus on Handle Animal 
  checks, and a +2 racial bonus on Perception checks.
  • 
  Languages: Nagaji begin play speaking Common and Draconic. 
  Nagaji with high Intelligence scores can choose from the following: 
  any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, 
  and Sylvan.
  
  9
  
  10
  Alternate Racial Characteristics
  Below is a selection of racial characteristics that could be selected by nagaji 
  characters in place of the specified racial characteristics listed earlier.
  Eyes of the Masters: Some nagaji exhibit more of the naga magic that was 
  used in their creation than was likely ever intended by their masters. You 
  have darkvision and can see in areas of low-light and darkness without 
  penalty.`This racial characteristic replaces low-light vision and serpent’s 
  sense.
  Hardened Servitor: Many nagaji grow up underfed, always feeling a 
  gentle hunger that many of their kind have accepted as one of many forces 
  that drives them to succeed for the glory of S’sluun and the naga. If they 
  succeed, they are fed. If they fail, they will starve. The quality of food that 
  is provided is often poor and would even make many lesser nagaji ill. Your 
  biology has even adapted to your low quality diet, giving you a +2 racial 
  saving throw bonus against disease and poison. You may go without food 
  for 4 extra days, and 2 extra days they may go without drink before suffer-
  ing starvation. This racial characteristic replaces resistant.
  Hypnotic Gaze (Sp; mind; Cha): Your gaze is so intense it stops others in 
  their tracks, much like that of the inscrutable lunar naga. Once per day, you 
  can attempt to hypnotize a single target, as per the spell hypnotism (caster 
  level equal to your hit dice). The effects of the hypnotic gaze only last a 
  single round. This racial characteristic replaces serpent’s sense.
  Like a Viper: There exist nagaji warriors and assassins renowned for their 
  ability to strike rapidly, leaping for the death blow the moment it is upon 
  them. You receive a +1 racial bonus to attacks against prone or flanked 
  targets. This racial characteristic replaces resistant. 
  Nearly Rejected: When times are especially tough for a tribe, on occasion 
  the priests and priestesses who lead them will loosen their restrictions on 
  which infants will be accepted, rather than disposed of. Sometimes, these 
  nagaji infants might even show far more human characteristics than would 
  ordinarily be permitted. You are a humanoid with the human subtype, 
  but you have a -4 racial penalty to Deception, Diplomacy, and Intimidate 
  checks against naga and reptilian humanoids. You gain a +2 racial  bonus 
  to initiative, allowing you to run or fight first as you choose.  This racial 
  characteristic replaces the reptilian subtype. 
  
  11
  Poison Use (Ex): Some nagaji are chosen at a young age for their care-
  ful, sure hands. With their worship of S’sluun and the Cobra Naga, it is 
  no wonder the nagaji tend to employ poisons against their enemies, and 
  it is these careful nagaji which are trained most heavily in its care. You are 
  skilled in the use of poison and never risk accidentally poisoning your-
  selves. This racial characteristic replaces serpent’s sense. 
  Scales of Shadow: Most nagaji have hard scales of moderate autumn hues. 
  However, a few nagaji have scales that are a deep dark black, as seen in the 
  dark naga species. Despite this often giving the scales a softer quality, it is 
  a coloring and texture prized by the nagaji among their raider and assassin 
  groups. The scales are dark and the flesh allows for very soft steps, giving 
  you a +2 racial bonus to Stealth checks. This racial characteristic replaces 
  armored scales. 
  Race Traits
  The following traits can be taken by nagaji players if the alternate rules for 
  traits are used.
  Brutal Childhood: Nagaji children know little of love. From an early age, 
  they are kept fed and watered and otherwise are expected to earn the af-
  fections of their masters and teachers. For the young, hunting is the easiest 
  way to earn at least mild praise. Survival is now a class skill for you.
  Fearful Servant: The ultimate fear of most nagaji is to fail S’sluun. This 
  doubly true among those who seek to convert dragons and similarly pow-
  erful beasts to her worship. If you fail a saving throw against a creature’s 
  Frightful Presence aura, you may delay the effect of that failure for 1d6 
  rounds, as your fear for your soul battles with the magical fear of the beast. 
  The Six Races: Dark, Guardian, Lunar, Royal, Spirit, Water- the Naga 
  Lords have six forms, it is best to know all about their ways…or perish! 
  You gain a +1 trait bonus to Knowledge (dungeoneering) and Knowledge 
  (religion) and one of these skills is a class skill. 
  They Shall Bend: Some say S’sluun’s frustration at the dragons ignoring 
  the proselytizing of her people have begun to bleed into her followers into 
  a deep racial anger. Once per day, you gain a +1 trait bonus to the first 
  three attacks made against creatures of the dragon type.  
  
  12
  Victory Guaranteed: Most are trained for over six years in martial combat 
  and then spending huge portions of their life fighting side by side with fel-
  low nagaji warriors. When damaging a creature flanked by you and at least 
  one fellow nagaji, you gain a +1 trait bonus to damage.
  Racial Feats
  The following feats are available for nagaji players who possess the prereq-
  uisites.
  Blood of the Serpent
  As the poison of the fang kills, become the poison, be the poison…
  Prerequisite: Nagaji, BAB +1
  Benefit: You must fail your poison save against two incidences of poison to 
  move down the damage track progression.
  (BAB +6): Select two types of damage tracks (such as Strength or Consti-
  tution). You are immune to poisons of the selected tracks.
  Guarded Thoughts
  The labyrinthine curves of the snake exists in the mind as well as the body. 
  Prerequisite: Nagaji, base Will save +3
  Benefit: You, like the dark naga, have developed a labyrinthine mind. You 
  gain a +4 racial bonus against spells with the mind descriptor. 
  (BAB +11): You are immune to divination spells with the mind descriptor.
  Naga Speed
  Strike! Strike the warm-bloods and lay them low.
  Prerequisite: Nagaji, Sharp Fangs
  Benefit: When flanking an enemy, you may attack with your bite attack as 
  an immediate action if a flanking ally hits. This attack counts as an attack 
  of opportunity.
  (BAB +8): When using this feat, if your bite attack hits, one flanking ally 
  may make an attack of opportunity on the same target. 
  Snaketongue
  Sssss-sss-sss ***.  Ssss-sss-sshsssth?  Ssss…
  Prerequisite: Nagaji
  
  13
  Benefit: You understand and can communicate with non-magical snakes, 
  adding the language “Snake” to your known languages. This tongue has no 
  system of writing and requires little noise, relying on slow and subtle body 
  movements. 
  (BAB +4): All non-magical snakes begin with “Helpful” as a starting at-
  titude towards you when first encountering them. Actions taken after can 
  still negatively impact their disposition. 
  Sharp Fangs
  Emulate the naga, not the hated human, and use the weapons S’sluun gave 
  you.
  Prerequisite: Nagaji
  Benefit: You gain a piercing bite primary attack that deals 1d8 damage + 
  your strength bonus.
  (BAB +8; Con): Your bite is always treated as coated in the following poi-
  son and you are considered immune to nagaji venom even if not normally 
  immune to poison:
  Nagaji VeNom
  Type poison, injury; Save Fort
  Track Dexterity; Frequency 1/round for 3 rounds
  Cure 1 save 
  Additionally, you may extract a single dose of nagaji venom from your 
  fangs which depletes your bite attack’s venom for 1d6 days. You may not 
  extract venom from your fangs again until after this recharge period has 
  allotted. 
  S’sluun’s Warrior
  Strike without fear or mercy.
  Prerequisite: Nagaji, worshipper of S’sluun
  Benefit: You are proficient with the sawtooth sabre. When wielding the 
  favored weapon of your god your CMD to resist demoralization is in-
  creased by +4.  
  (BAB +9): You attacks with the sawtooth sabre deal 1 point of bleed dam-
  age. When wielding the sawtooth sabre you cannot be demoralized.
  
  14
  Racial Archetypes
  The following racial class archetypes modify the existing class abilities 
  detailed in the Porphyra Roleplaying Game, by substituting class abilities in 
  the normal manner. Both are specific to the nagaji race.
  Fanged Assassin (Assassin Racial Archetype)
  Fanged assassins are the feared dark hand of death of the nagaji priests 
  and their masters, the naga. They serve at the whim of these personages, as 
  killers of their enemies, guardians of temples to S’sluun, even patrol leaders 
  of platoons roaming the steppes. A few fanged assassins travel the out-
  side world as spies-at-large, gathering wealth for the final glorious inva-
  sion planned by the spawn of Ra’slen’Re. Fanged Assassins must take the 
  Fanged Assassin Secret.
  Weapon Proficiencies: You are proficient with all simple weapons, kukris, 
  sawtooth sabres, and the short sword. 
     This replaces the normal weapon proficiences.
  Poison Feat Path: You must take the Sharp Fangs racial feat at 1st level. 
  You gain the Venomous Bite racial feat as a bonus feat at 2nd level.
      This replaces poison use.
   
  Transcendent Poison:  At 16th level, your poisonous bite affects living 
  creatures that are otherwise immune to poison, even if it is a characteristic 
  of their monster type. 
     This replaces poison mastery.
  Fanged Assassin (Racial Assassin Secret)
  Nagaji fanged assassins must take the fanged assassin secret. Fanged assas-
  sins are, themselves, their weapon of choice, relying almost exclusively on 
  their virulent internal poison to remove their targets. They have a reputa-
  tion of being dismissive of their own escape and survival, attacking to 
  ensure that their target will not survive. 
  Class Skills: Deception (Cha), Knowledge (dungeoneering) (Int), Knowl-
  edge (religion) (Int), Survival (Wis) 
  Secret Training (Ex): At 1st level, you have trained from birth to be a per-
  fect muscular weapon of death. You add half your assassin level (minimum 
  
  15
  +1) to all Athletics and Sap checks.
     First Step: Deadly Fang-Poison (Ex; poison; Con) At 6th level, you do an 
  additional 1d6 poison damage from his personal venom, and add 1 to the 
  poison’s duration (1/round for 4 rounds)
     Second Step: Deadlier Fang-poison (Ex; poison; Con) At 10th level, your 
  poison does 1d3 bleed damage upon initial exposure, and the target now 
  needs to make to consecutive saves to resist the poison instead of one save.
     Third Step: Poison Spit (Ex; poison; Con) At 14th level, a fanged assassin 
  can spit their venom 30 feet as a ranged attack; their venomous spit does 
  1d10 poison damage in addition to normal poison effects. 
     Fourth Step: Naga Apotheosis (Ex; poison; Con) At 18th level, your bite 
  does 1d12 poison damage, bleed damage is automatically 3 points, the poi-
  son’s duration increases by 1 round (1/round for 5 rounds) and may now 
  deal poison damage on the Strength, Dexterity, or Constitution damage 
  track.
  Naga Clanpriest (Cleric Racial Archetype)
  Fanatical nagaji that wish to show true devotion to their naga masters 
  will enter the ranks of the clanpriests, and develop powers that mimic the 
  signature aspects of the six most powerful races of naga-kind. This is a 
  calculated risk for the nagaji clerics who choose this way, as a naga  leader 
  will see a challenge as well as a devotion in such a choice. It is also impor-
  tant to note that a clanpriest may only mimic five of the naga races, not the 
  entirety, to show that nagaji will never be able to aspire to true naga-hood.
  Religious Fanaticism (Ex): It takes a particular fanatic to enter the ranks 
  of the clanpriests. Ritual scarring is performed, and many days of medi-
  tation and confinement are required. You may retry a failed Knowledge 
  (religion) check (once per failure), and may use Knowledge (religion) for 
  monster  lore checks where aberrations are concerned. 
     This replaces the racial characteristic of serpent’s sense.
  Naga Clanmark (Ex): At 2nd level, a naga clanpriest may emulate a 
  characteristic power of one of the six races of nagas, lords and rulers of the 
  nagaji. Spell powers are as though the clanpriest just cast the spell from her 
  memorized spells. She may choose another power at 6th, 10th, 14th and 
  18th level.
  • 
  Dark Clanmark: +2 to saves vs. enchantment effects; cast detect 
  thoughts once per day per cleric level; use 2 charges for 1 use of wand
  
  16
  • 
  Guardian Clanmark: +2 to Charisma-based skill checks; cast poison 
  once per day; cast one less 1st level spell, cannot take until 6th level
  • 
  Lunar Clanmark: +1 caster level to divination spells; cast hypnotism 
  spell once per day per cleric level; gain light sensitivity 
  • 
  Royal Clanmark: +5 to any 1 skill; cast see invisibile once per day per 
  cleric level; cannot take until 6th level 
  • 
  Spirit Clanmark: +2 to Perception; cast charm person once per day per 
  cleric level; -1 to Will saves
  • 
  Water Clanmark: +4 to Athletics checks; cast water breathing once per 
  day; -5 ft. to land based movement
  This ability replaces the bonus feats gained at the same cleric levels.
  Poisons of the Nagaji
  Despite their often nomadic lifestyle, the nagaji are not without their 
  innovations. With a natural affinity for venomous creatures (especially 
  snakes), and their bodies’ resistances to the poisons they know outsiders 
  fear so much, the nagaji have taken to creating exotic and deadly toxins 
  from the plants and wildlife of the Lotus Blossom Steppes. 
  oseNi Lick 
  Type poison, injury; Save Fort DC 14 
  Track Strength; Frequency 1/rd. for 4 rounds
  Cure 1 save; Price 14 gp
  Perhaps the most common poison among the nagaji, Oseni Lick is derived 
  from the oseni cobra from which the poison gets its name. Combined with 
  select herbs of mild rarity found throughout the steps, the creation process 
  of Oseni Lick is common knowledge among nagaji priests. It is put on ar-
  rows and is usually used to hunt wyverns, although many nagaji carry five 
  or so arrows tipped with the poison at any time in case they are faced with 
  especially dangerous foes on the steppes.
  RaptuRe
  Type poison, ingested; Save Fort DC 19
  Track Charisma (special); Onset 1d4 hours; Frequency 1/hour for 3 
  hours
  Effect Healthy-Impaired-Pliable/Catatonic
  Cure 1 save; Cost 160 gp 
  
  17
  This poison, or perhaps more accurately drug, is a favorite among 
  S’sluunish cultists. It is derived from a mix of bright blue wayer berries 
  and some actually relatively common alchemical ingredients. The mixture 
  is heated slowly, eventually turning into a sludge which is then dried and 
  powdered. When the drug is consumed, intentionally or not, and a user 
  falls unconscious, they will begin to experience vivid dreams. With a user 
  still at least mildly aware of outside stimuli, a conscious person can then 
  guide these vivid dreams, narrating scenes and figures that the user will 
  then experience with incredible intensity. If a person’s intent for a user is 
  malicious, the dreams can easily be made into horrific nightmares with 
  only the vaguest of cues: “and then you see something more horrifying 
  than you thought possible” is a common phrase used among cultists wish-
  ing to punish those who have failed them. A character who awakens after 
  experiencing these nightmares must make a Will DC 20 save or be shaken 
  for 1d6 days as the memories haunt them. Otherwise, the character will 
  simply awaken after their unconsciousness understanding their experience 
  was not wholly real but still recalling its odd and vivid beauty. 
  Red Lotus powdeR
  Type poison, inhaled (10 ft.); Save Fort DC 20
  Track Dexterity; Frequency 1/rd. for 6 rds. 
  Cure 2 saves; Price 480 gp
  This lethal powder was made famous by the Quiet Viper, the most elite of 
  the nagaji assassin guilds. Its key ingredient is the mightily rare red lotus, 
  found only on the Lotus Blossom Steppes. The lotus must be picked in just 
  the right state and, once it has been acquired, is prepared by only the most 
  skilled of nagaji alchemists. A vial of red lotus powder is given to assassins 
  on vital missions for the Quiet Viper and even then it is usually to only be 
  used as a last resort or on targets of the utmost priority.
  
  18
  
  19
  Spells of the Nagaji
  There are some magics rarely seen outside those practiced by the nagaji 
  clergy. Strange and devious in the way they distort the bodies and minds of 
  their victims, these spells help to show the exotic cruelty the Naga Em-
  press S’sluun is willing to exert upon her foes. This supplement introduces 
  two new descriptors: nagaji and S’sluun. Clerics of S’sluun (and other 
  worshippers with GM permission) add any S’sluun spells to their spell list. 
  All nagaji spellcasters add nagaji spells to their spell lists.
  Agony of the Naga Empress
  Necromancy [nagaji, S’sluun]
  Level 8 (exotic) 
  Casting Time 1 standard action
  Components V, S, M (a drop of naga blood)
  Range close (10 ft./level)
  Effect one target in range
  Duration instantaneous
  Saving Throw Fort partial
  Spell Resistance yes
  Beginning with but a pinprick of pain behind the eyes, a half-second later 
  this spell renders the target blind, sickened, and shaken, as terrible pain 
  wracks their body. If the target passed its saving throw, these conditions 
  pass in 2d4 rounds. If the target failed its save, the pain worsens until it 
  becomes completely unbearable. The target begins to feel as if thousands 
  of fiery threads are flowing through their body, tunneling through their in-
  ternal organs like rapid burrowing worms. The eyes are an especially strong 
  source of agony, as the venom this spell creates slowly melt them, feeling 
  not unlike a hot poker is gently being inserted into the sockets. The target 
  is rendered blind and helpless, doing nothing but writhing on the ground, 
  as increasingly hoarse screams occasionally exit their body. The venom 
  completely prevents sleep and the pain it causes is without end. It is not a 
  spell designed to kill, it is to torture in a way beyond the comprehension 
  of most mortals. Greater restoration, heal, limited wish, or wish can restore 
  the creature.
  Breed Poison
  Necromancy [poison, nagaji]
  Level 3 (exotic) 
  
  20
  Casting Time 1 standard action
  Components V
  Range close (10 ft./level)
  Effect one target in range
  Duration concentration, up to 1 round/level (D)
  Saving Throw Fort negates
  Spell Resistance yes
  Targets who fail to save against this spell have one round added to the du-
  ration of the poison’s effect as listed in its “Frequency” for each round they 
  are under the effects of this spell, essentially making the poison last indefi-
  nitely if the target fails to make the appropriate amount of saves needed 
  to cure it. This spell is useless on targets not already under the effects of a 
  poison or who are affected by poisons without a frequency. 
  Shape of the Sacred Snake 
  Transmutation [animal, nagaji, polymorph]
  Level 3 (exotic)  
  Casting Time 1 round
  Components V, S, M (jeweled snake worth 100 gp)
  Range personal
  Effect transform into an emperor cobra
  Duration 1d6 rounds plus 1 round/2 levels
  This ritualistic spell agonizingly transforms the caster into an emperor 
  cobra, in mind, as well as body. The caster takes 3d4 points of damage and  
  polymorphs into an emperor cobra (as per beast shape III), but behaving 
  as a large, angry snake would, typically attacking those nearby, especially 
  those that would harm it. The caster is stunned for 1 round after the spells 
  duration expires.
  Shedding Flesh
  Enchantment [mind, nagaji]
  Level 2 (exotic) 
  Casting Time 1 standard action
  Components V, S, M (a shed snakeskin) 
  Range medium (50 ft./level)
  Effect 20 ft radius spread
  Duration 1 minute
  Saving Throw Will negates
  
  21
  Spell Resistance yes
  Creatures affected by this spell begin to hallucinate the sloughing off 
  of their flesh. It will initially feel dry, and begin to crack with slight but 
  notable pain. Affected targets will then feel a notable but painless tingle as 
  the dry and cracking flesh peels away. Beneath is only more flesh that, as 
  the old flesh falls from the body, immediately seems to begin peeling anew 
  for the duration of the spell. For one round upon being affected, a creature 
  is dazed and shaken. They are then shaken for the remainder of the spell’s 
  duration.
  Magical Items
  The naga are slow to give power the nagaji, only doing so for their most 
  loyal servants and priests. If a nagaji who has not earned such a gift, let 
  alone a foreigner, is found with one of these items, it is likely they shall 
  soon have the wrath of the naga fall upon them. A favored method of 
  Cobra when dealing with such abusers is to send nagaji assassins from the 
  guild known as the Quiet Viper. 
  aRRow of the Naga (dc 22)
  Moderate enchantment; CL 7th
  Slot none; Weight 1/10 lbs.; Price 1,000 gp
  descRiptioN
  These arrows are inky black, enchanted by dark naga clerics for the pur-
  poses of abduction and assassination. Usually given in groups of 10 and 
  wrapped in a non-magical silken cloth, these arrows eternally hold the 
  poison of the dark naga on their tips when fired. These +2 arrows carry an 
  additional magic poison effect. 
     Targets struck with these arrows must make a DC 19 Fort save or sleep 
  for 1d4 minutes.
  coNstRuctioN
  Craft Magic Arms and Armor, creator must be nagji; Cost 500 gp,  100 
  craft points
  idoL of Naga-ji (dc 20)
  Faint conjuration; CL 5th 
  Slot none; Weight 5 lbs; Price 8,000 gp
  (b)descRiptioN
  These jeweled statuettes portray a disquieting image that combines fea-
  
  22
  tures of human and snake, slowly flowing from one to the other in con-
  stant transformation.  There is usually at least one of these items in a large 
  enclave of naga and nagaji. If placed on a flat surface it emits a vaguely hal-
  lucinogenic aura in a 30 ft. radius that reduces all skill checks and initiative 
  by -4. If this aura is experienced for 1 hour, the petitioner gains an extra 
  spell slot for 1st level spells (if they are a spellcaster) or a +1 morale bonus 
  to attack rolls for 1 hour (if they are not). 
  coNstRuctioN
  Craft Wondrous Item, 2nd level poison spell, 1st level mind spell, 1st level 
  emotion spell, creator must worship S’sluun; Cost 4,000 gp, 800 craft 
  points 
  Ra’sLeN daggeR (dc 28)
  Strong enchantment; CL 13th
  Slot weapon; Weight 1 lbs.; Price 15,000 gp
  descRiptioN 
  Named after the legendary high cleric and creator of the nagaji, Ra’slen Re, 
  these daggers are crafted to be both weapon and art. Their blade shape is 
  simple, with a small initial width and long blade that tapers to a dastardly 
  point. Generally forged by only the most skilled of nagaji smiths, and 
  enchanted with care by clerics of S’sluun, this +3 dagger allows its wielder 
  to cast the detect thoughts spell as a standard action. The spell is Will DC 
  15 to resist, and its effect, which still requires concentration, has a duration 
  of 4 rounds. 
  coNstRuctioN:
  Craft Magic Arms and Armor, naga or nagaji creator; Cost 7500 gp, 1,500 
  craft
  RiNg of agoNy (dc 26/36) [cuRsed]
  Moderate transmutation, CL 11th
  Slot ring; Weight — 
  descRiptioN
  These nondescript brass rings are often used in brutal and arbitrary cer-
  emonies nagaji cultists claim are to see whether S’sluun has deemed one 
  worthy of her attention. Three rings are laid before one involved in this 
  ceremony. Two are rings of agony, the third is a ring of the serpent. A ring 
  is chosen and worn after a short prayer is said to S’sluun. The idea being 
  she will guide the worthy to choose correctly (S’sluun gives no such guid-
  ance). The ring of agony wracks a wearer in pains the moment it is put on. 
  Like most cursed magical rings, it cannot be removed until a remove curse 
  
  23
  or similar spell is cast upon it. At the beginning of each round this ring 
  is worn, they must make a Fort (DC 15) save or they fall prone and are 
  stunned until the end of that round. In addition to the crippling pain this 
  ring brings, wearers cannot sleep. Each hour, wearing a ring of agony deals 
  1d8 nonlethal damage to the wearer. The cultists who use these rings in 
  ceremonies tend to simply allow those who wear them to die in agony in 
  the name of S’sluun. 
  coNstRuctioN
  Magic Items ring of the serpent
  RiNg of the seRpeNt (cR 26)
  Moderate enchantment, CL 11th
  Slot ring; Weight —; Cost 2,000 gp
  descRiptioN
   This nondescript brass ring, identical in appearance to a ring of agony, 
  is created by S’sluun cultists as a way of subtly marking her worshippers. 
  Wearers of this ring are immediately aware of anyone wearing a similar 
  ring that is currently in sight, out to a distance of 120 feet. Unless a target 
  is magically invisible or totally obscured (and therefore not within sight), 
  wearers of a ring of the serpent looking for another wearer of one of these 
  rings who is attempting to hide receive a +10 bonus to their Perception 
  check. These rings are also worn as a token to indicate that the wearer 
  should not be attacked by serpentine or reptilian temple guardians such as 
  giant lizards and snakes, though this is a function more of training than 
  magic.
  coNstRuctioN
  Forge Ring, 2nd level divination spell; Cost 1,000 gp, 200 craft points
  Nagan Politics
  Nagan politics are complex, with each individual naga vying for power 
  and control of their fellow naga and the nagaji tribes. Becoming a high 
  ranking member of clergy represents the ultimate achievement of power 
  among the naga and nagaji. Blessed by S’sluun, they are then able to wield 
  power (both magical and political) to influence the world and their society. 
  Politics and religion are intertwined in Nagan society and no position does 
  not come with religious obligations. Currently numbering less than an es-
  timated five hundred, the naga have little room to move in their hierarchy. 
  The birth of a naga is thing of import, as naga seek the new player’s alle-
  giance. Likewise, a naga death is a race to fill the vacuum of power left.
  
  24
     Internal naga treachery is a subtle thing, with direct acts like assassina-
  tion inviting the ultimate wrath of S’sluun. Instead, the game becomes 
  leading one’s opponents to failure or to unintentionally concede resources 
  to another, more favorable, naga. Such games are expected of S’sluun but 
  the rules and tolerances of both her and the naga high clerics are ever 
  shifting. Nagan politics are never permitted to put the ever teetering naga 
  in true jeopardy. There are three naga high clerics and each has absolute 
  authority over their people. Only through veto by the other two high cler-
  ics, or through S’sluun herself, can the decision of a high cleric be over-
  turned.
     Naga and nagaji loyal to Cobra are in an awkward position, where they 
  fear drawing the ire of too powerful a foe and losing Asp Fortress. On the 
  other hand, if they do not begin taking risks, they will sit in the same stag-
  nation they have been in for too long, all the while frustrating their Em-
  press S’sluun. As they continue to fail to recruit dragonkind in the Wyrm’s 
  Quarter, many have now turned to attracting Lizardfolk warriors to their 
  cause. High Cleric Boro, one of the three members of the naga high clergy, 
  is hopeful that if a large enough horde can be gathered, and then the 
  Cobra’s Quiet Viper assassins can be sprung onto certain key targets, the 
  steppes can be thrown into a chaos that the Naga can take advantage of.
     Meanwhile, the disparate Wa’lendi cults grow in the shadows. Where 
  Cobra arguably suffers from a lack of innovation, these cults tend to 
  change rapidly in goals, leadership, and creed. Devout to S’sluun and 
  rejecting the divinity of the naga, these cults often share little else in com-
  mon. In fact, arguments among the Dancers (the leaders of the Walendi 
  cults) is common and little beyond the wrath it would bring from S’sluun 
  stops the cultists from slaying one another. The primary advantage the 
  cults have is that their varied and radical tactics have led to growth and a 
  diversity in followers that Cobra does not see.
     Many religious scholars wonder as to why S’sluun supports the clergy 
  of both Cobra and the Wa’lendi cults. Some say she is building towards 
  a clash between her Cobra, with their Ra’slendi ideology, and her many 
  cults, with their dominantly Wa’lendi ideology, to firmly establish which 
  philosophy will most benefit the Naga (or, more cynically, herself) going 
  forward. For now though, the slaying of any cleric or Naga, and any action 
  that makes the already precarious position of the Naga and their follow-
  ers worsen, is forbidden by both Cobra’s high clergy and the dancers of 
  the cults. So they sit in an uneasy stalemate, forced to play politics while 
  watching each other closely, knowing someday that one or both sides will 
  attempt an explosive coup. 
  
  25
  Important Figures in Nagaji Politics
  The following figures play important roles in nagaji society.
  High Cleric Boro (Cleric 13, Male, Dark Naga, 750 years old): High 
  Cleric Boro is in many ways the military mastermind of Cobra and has 
  been involved with the organization through almost the entirety of its 
  existence. Leaving the safety of Asp Fortress on only the rarest and im-
  portant of occasions, High Cleric Boro is rarely seen by those not already 
  a part of his inner circle. His genius is unparalleled among the Naga and 
  many, fairly, attribute the survival of Cobra to his ability to constantly 
  evolve and adapt his tactics as necessary, sacrificing whatever might be 
  necessary to achieve net gain. 
  High Cleric Hitosh Nor (Cleric 10, Female, Dark Naga, 360 years old): 
  Daughter of the ancient High Cleric Greslin, Hitosh Nor is the newest 
  and most controversial of the high clergy. It is High Cleric Hitosh Nor’s 
  branches of Cobra that are tasked with the proselytization of “desirables,” 
  which for the most part means the dragons of Wyrm’s Quarter but can 
  also include foreign or steppe nobility who fear the workings of S’sluun. 
  Hitosh only achieved her position through her connection to Greslin, and 
  her work has come over great scrutiny by S’sluun herself over her failure 
  convert even a single dragon of worth to the Naga faith. Should she con-
  tinue to fail, it is likely she will be replaced in the coming decade or two. 
  High Cleric Greslin (Cleric 15, Male, Dark Naga, 1100 years old): The 
  oldest of the clergy, Greslin was born in the age of the great Ra’slen Re 
  and witnessed the rise and fall of the naga. It is he who most of all encour-
  ages the nagaji’s focus on the Wyrm’s Quarter, seeking to return there and 
  exact vengeance upon the awesome Porphyrite Dragon for the genocide 
  that forced their exodus. Greslin is a being consumed by his resentments 
  and angers. Remaining cold, calculated, and intelligent, he has simply 
  become increasingly driven to achieve the vengeance his core being desires. 
  Although the father of Hitosh Nor, it is Greslin himself who constantly 
  debates whether to simply appeal to S’sluun for permission to replace her 
  over her supposed incompetence. The recruitment of dragons is essential if 
  the naga are to return to the Wyrm’s Quarter. 
  White Chief See (Cleric 7, Male, Nagaji, 33 years old): See heads the 
  most powerful nagaji tribe devoted to Cobra, the Blade Serpents. The Ser-
  pents are feared raiders and respected mercenaries, bringing much prestige 
  
  26
  to their masters and honor to themselves. They are often used by the high 
  clergy to train lesser tribes whose skill is deemed lacking. White Chief 
  See is also the head of a secret nagaji assassin branch, the Quiet Vipers, 
  although its use is rare. His superiors fear the wrath assassination might 
  bring upon them and instead have See position his assassins ever closer to 
  valuable targets on the Lotus Blossom Steppes so that one day, when the 
  timing is right, a bloody day of mass assassination can topple the steppe 
  political landscape to their advantage.  
  Dancer Barador (Cleric 11, Male, Nagaji, 40 years old) and the Cult of 
  the Empress: Barador heads the Cult of the Empress, a Wa’lendi cult with 
  the goal of spreading the Wa’lendi faith to as many Porphyran nobility as 
  possible. His small cult is dominantly human, with those that survive his 
  brutal rituals finding their connection to S’sluun grants them new insights. 
  Through his cultists, Barador wishes to bleed his faith into the upper levels 
  of politics, elevating himself beyond even the most glorious of Naga with a 
  sudden and righteous twisting of the most vital of human political circles. 
  Dancer Ellen Reedis (Wizard 9, Female, Human, 27 years old), Cult 
  of Ra’slen Re: The most brutal of S’sluun’s cults, Ellen Reedis is a human 
  wizard whose worshippers seek to create a race to surpass even the nagaji 
  in their value to S’sluun. Their experiments are horrific and even their 
  failures show signs of power and promise. Twice the Cult of Ra’slen Re has 
  been discovered and battled overs it machinations and twice has it repelled 
  attackers with its horrific monstrosities and then fled to survive anew. El-
  len Reedis claims to hear the whispers of S’sluun herself and it may be she 
  is only half mad. 
  Dancer Groso Be (Cleric 3, Male, Dark Naga, 235 years old) of the 
  Nagaji Fists: Forbidden to slay a Naga in anything by self-defence, Gro-
  so’s cult focuses on the undermining of Re’slendi powers in whatever way 
  Wa’lendi creed allows. The slow nature of Naga politics frustrated Groso, 
  who sought power and knew he had the intellect to keep it. As such, he 
  has turned to whatever heresy S’sluun will still tolerate. Frequently this re-
  sults in the abduction and either conversion or murder of nagaji important 
  to Cobra. Gro is firmly aware that without the nagaji, the naga high clergy 
  lose the vital wall of defense they need to protect themselves. It is his 
  eventual goal to commit a bloodless coup against the high clergy, although 
  whether S’sluun would allow such an act, or it is even possible, remains to 
  be seen. 
  
  27
  The Bastion of the Naga - Asp Fortress
  Asp Fortress is built on a low bluff. It is provided for by several deep wells 
  and its food stores are kept high by the nagaji loyal to Cobra. Outsiders 
  might recognize it is not the most impressive of fortresses but the naga 
  and nagaji hold a pride in their fortress which has supposedly withstood 
  over one thousand years of hardship. Its slopes are seeded with simple but 
  deadly traps, many of which are tipped with the lethal venoms of the naga 
  or one of their many snakes bred specifically for such a purpose. The nagaji 
  carry on a brisk but cautious trade with the Sikoyan nomads of the treeless 
  tundra to the north, purchasing metals and fish as needed. Impressive or 
  not, the Asp Fortress would take a disproportionate amount of resources 
  for an enemy to conquer. In addition to the 800 or so within, the nearby 
  nagaji tribesfolk would rush to its aid at the first sign of trouble. With a re-
  ligious fervor, they would harry any army attacking the fortress, willing to 
  die to the last man, woman, and child if so was the will of the naga. While 
  some political leaders and even deities have considered stamping out the 
  naga bastion once and for all, the reality is the naga and S’sluun have not 
  managed to be politically relevant enough to warrant the massive amount 
  of resources conquering such a small piece of land would require. Coupled 
  with the fact that the Cobra are not the only Nagan threat if one also con-
  siders the Walen cultists and that such a blow would attract the anger of 
  S’sluun extremists for decades, it is no wonder Asp Fortress remains.  
  asp foRtRess, bastioN of the Naga
  Small town (Fortress)
  Qualities magically attuned, pious, racially intolerant (all non-naga/naga-
  ji), racial enclave (naga/nagaji)
  Defenses archer patrols of 20+, with poisoned arrows; royal naga patrols 
  for invisible intruders; 4 emperor cobras guard access to wings of fortress; 
  2 poisonous cloud traps
  demogRaphics
  Government theocracy
  Population 800 (750 nagaji; 25 naga, 25 humans)
  maRketpLace
  Base Value 1,200 gp; Purchase Limit 6,000 gp; Spellcasting 8th
  Minor Items arrows of the naga (10), incense of meditation, nagaji scale 
  polish, pearl of power (level 2), rings of agony (6), rings of the serpent (3); 
  Medium Items dagger of venom, lesser poisoner’s jacket, naga-scale bindi, 
  idol of naga-ji, scale mail +2; Major Items ras’len dagger
  
  28
  As I work on the Porphyra Roleplaying Game it is important 
  for me to take frequent breaks from it to see how all the moving 
  pieces are going together. To that end, I have prepared the fol-
  lowing monster update for some of the creatures mentioned in 
  Quinn’s product. This material will be added to the new Porphyra 
  Roleplaying Game Wiki.
  ~ Mark Gedak
  
  29
  Monster Update
  The following monsters are mentioned in Nagaji of Porphyra. These are 
  updated to be consistent with the current version of the Porphyra Roleplay-
  ing Game.
  Animal
  An animal is a living, nonhuman creature, usually a vertebrate with no 
  magical abilities and no innate capacity for language or culture. Animals 
  usually have additional information on how they can serve as companions. 
  An animal has the following features (unless otherwise noted).
  • 
  d8 Hit Die.
  • 
  Base attack bonus equal to 3/4 total Hit Dice (medium progression).
  • 
  Good Fortitude and Reflex saves.
  • 
  Skill points equal to 2 per Hit Die. The following are class skills for 
  animals: Acrobatics, Athletics, Perception, Stealth, and Survival.
  Traits: An animal possesses the following traits (unless otherwise noted in 
  a creature’s entry).
  • 
  Ability Scores: Int score of 1 or 2.
  • 
  Senses: low-light vision
  • 
  Proficiencies: natural weapons
  • 
  Metabolism: breathe, eat, sleep
  Universal Monster Rules
  The following monster rules are referenced in this product. 
  Low-Light Vision (Ex): A creature with low-light vision suffers no penal-
  ties to vision in low-light conditions.
  Poison (Ex or Su; Con): A creature with this ability can poison those it 
  attacks. The effects of the poison, including its save, track, frequency, and 
  cure, are included in the creature’s description. The saving throw to resist a 
  poison is usually a Fort save. 
  Scent (Ex): This special quality allows a creature to detect approaching en-
  emies, sniff out hidden foes, and track by sense of smell. Creatures with the 
  
  30
  scent ability can identify familiar odors just as humans do familiar sights.
     The creature can detect opponents within 30 feet by sense of smell. If the 
  opponent is upwind, the range increases to 60 feet; if downwind, it drops 
  to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected 
  at twice the ranges noted above. Overpowering scents, such as skunk musk 
  or troglodyte stench, can be detected at triple normal range.
     When a creature detects a scent, the exact location of the source is not 
  revealed. The creature can take a move action to note the direction of the 
  scent. When the creature is within 5 feet of the source, it pinpoints the 
  source’s location.
     A creature with the scent ability can follow tracks by smell, making a 
  Survival check to find or follow a track. The typical DC for a fresh trail 
  is 10 (no matter what kind of surface holds the scent). This DC increases 
  or decreases depending on how strong the quarry’s odor is, the number of 
  creatures, and the age of the trail. For each hour that the trail is cold, the 
  DC increases by 2. Creatures tracking by scent ignore the effects of surface 
  conditions and poor visibility.
  Snake, Emperor Cobra
  This massive green cobra rears its head upward aggressively, its brightly 
  colored, scaly hood flaring in an unmistakable warning.
  empeRoR cobRa (cR 5)
  Large animal
  Init +6; Senses low-light vision, scent; Notice 22
  defeNse
  AC 18, flat-footed 16 
  (+2 Dex, +7 natural, –1 size)
  HP 51 (6d8+24)
  Fort +9, Ref +7, Will +5
  offeNse
  Speed 30 ft., climb 30 ft., swim 30 ft.
  Melee bite +10 (2d6+9 plus poison)
  Space 10 ft.; Reach 10 ft.
  statistics
  Str 22, Dex 15, Con 18, Int 1, Wis 17, Cha 2
  Base Atk +4; CMB +11; CMD 23 (can’t be tripped)
  Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite)
  Skills Athletics +6 (+14 climb, swim), Perception +12, Stealth +11; Racial 
  
  31
  Modifiers +4 Stealth
  ecoLogy
  Environment marsh
  Organization solitary, pair, or nest (3–8)
  Treasure none
  speciaL abiLities
  Poison (Ex; Con) Bite—injury; save Fort DC 17; track Constitution; 
  frequency 1/round for 6 rounds; cure 2 consecutive saves.
  Infamous among travelers for its deadly poisonous bite, the emperor cobra 
  is a foul-tempered snake typically encountered in bogs. The snake’s scales 
  are generally a dark green, with a pale green or even ivory underbelly. Its 
  eyes are bright red and lack the distinctive serpentine slit most snake eyes 
  possess. Emperor cobras are often trained to serve as guardians in temples. 
  They are 16 feet long and weigh 200 pounds.
  Magic Item Update
  The following magic items were mentioned but have not been updated in 
  the Porphyra Roleplaying Game yet.
  Nagaji scaLe poLish (dc 22)
  Moderate evocation; CL 7th
  Slot none; Price 1,400 gp; Weight 1/2 lb.
  descRiptioN
  This small clay urn contains a scintillating paste which works like imbue 
  with spell ability. Any caster may cast spells into the jar. The creature that 
  applies the paste to its scales (a standard action) gains the ability to cast 
  the imbued spells (assuming it has enough Hit Dice and the requisite abil-
  ity scores). Only a reptilian creature (such as a dragon or a humanoid with 
  the reptilian subtype) can use the polish to cast spells.
  coNstRuctioN
  Craft Wondrous Item, level 4 evocation spell; Cost 700 gp, 140 craft 
  points
  poisoNeR’s jacket, LesseR (dc 20)
  Faint conjuration and necromancy; CL 5th
  Slot chest; Price 12,000 gp; Weight 3 lbs.
  descRiptioN
  Three times per day, the wearer of this dark jacket can create a vial con-
  
  32
  taining one dose of any poison from that costs 300 gp or less. The jacket’s 
  poison always looks like a murky amber fluid. This poison becomes inert 
  after 1 hour.
  coNstRuctioN
  Craft Wondrous Item, 4th level wood spell, 4th level poison spell;  Cost 
  6,000 gp, 1,200 craft points.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed
  Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, modification, correction, addition, exten-
  sion, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the meth-
  ods, procedures, processes and routines to the extent such content does not embody the Product Identity and is 
  an enhancement over the prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic de-
  signs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the 
  Product Identity, and which specifically excludes the Open Game Content; (f ) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associ-
  ated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means 
  to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms
  of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying 
  or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPY-
  RIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compat-
  ibility, except as expressly licensed in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to 
  that Product Identity.
  
  33
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work 
  that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You 
  may use any authorized version of this License to copy, modify and distribute any Open Game Content origi-
  nally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
  Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name
  of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect 
  to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason 
  Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason 
  Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. 
  Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley 
  Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Wil-
  liams.
  Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR.
  Porphyra Roleplaying Game © 2018, Purple Duck Games; Authors Derek Blakely, Carl Cramér, Mark Gedak, 
  Perry Fehr.
  Nagaji of Porphyra © 2018, Purple Duck Games; Author Quin Callahan; Artist Matt Morrow.
  Open Game Content: All text is considered Open Game Content.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Nagaji of Porphyra.pdf