TEXT: K
  Reptilians of 
  Legend
  Saurians and Serpent Folk
  by Alex Greene
  K
  
  Contents
  K
  Introduction
  3
  Strengths and Weaknesses
  4
  Saurians: Former Lords of Earth
  5
  Serpentines: Snakes In Long Grass 
  23
  Reptilians In The Game
  28
  Inspirational Reading
  33
  K
  
  K
  Introduction
  Cold Blood
  A staple of the fantasy genre, reptilians are enthralling and terrifying at the same time. 
  Ancient and alien, patient and implacable, reptilian antagonists have been used to 
  symbolise the serpent complex at the back of our own brains, the brainstem mind that 
  blinks rarely, lies in wait, strikes with ruthlessness and exists without a conscience.
  The allure of reptilians is exotic and undeniable; serpents symbolise the unleashing of  
  sexual power, the uncoiling Kundalini serpent. In mystical terms, serpents are survivors, 
  teachers and guides as much as they are fearsome predators and monsters lurking in the 
  recesses of bad dreams.
  Skin, Dry and Scaly
  This article presents some ideas for Saurians and Serpentines – those reptilian species 
  derived from lizards and dinosaurs, and those sage sorcerers derived from snakes. As 
  individual species, they are presented as different takes and tropes, different ways of  
  viewing reptilians. Games Masters may choose to use one or many of these different 
  kinds of reptilians, but you are under no obligation to use all of them.
  Optionally, the reptilian species are presented in a way that can allow players to create 
  player character reptilians, with the Games Master's permission.
  Bright, Feathered Splendour
  Current palaeontological research has revealed that some saurian species were actually 
  feathered. Current research indicates that birds evolved from those dinosaurs which 
  evolved feathers initially for display and insulation and, eventually, for flight. Thus, this 
  article thus presents some feathered species of Saurians.
  Poikilotherms in Play
  The last section of this book details ways in which the Games Master can bring 
  reptilians into his game; either by making them the major threat force, or by using a 
  reptilian as a powerful enemy, or by making them enigmatic and reclusive allies whose 
  advice is not always wholly to be trusted. After all, they do speak with forked tongues …
  
  Strengths and Weaknesses
  Strengths
  Characteristics
  Typically reptilians are stronger, more agile and smarter than most humans. This is 
  reflected in the characteristic charts, averages and base chances given below, as well as 
  Hit Locations, Combat Actions and so on.
  All reptilians have the Scaly characteristic, which grants them Natural Armour that does 
  not detract from their Strike Ranks.
  Fatigue
  Reptilians also Fatigue differently to humans, only accruing Fatigue from Medium 
  Activity as if it were Light Activity, and from Heavy Activity as though it were Medium 
  Activity. They do not acquire Fatigue from Light Activity at all.
  Ageing
  All but degenerate reptilians age more slowly than humans, beginning ageing at 70 rather 
  than 40, and suffering a cumulative penalty of -1% per decade past 70; otherwise, they use 
  the same tables on p. 74 of the Legend Core Rulebook as other Adventurers.
  Weaknesses
  Cold
  An unprotected reptilian will suffer from exposure to cold. In addition to suffering 
  damage from exposure, each ten minutes of prolonged exposure afflicts one extra level 
  of fatigue on the reptilian. If the reptilian is not led to warmth, prolonged exposure to 
  cold after it has lost consciousness results in damage and eventual death by exposure.
  Social Stigma
  Depending on your setting, reptilians might be frightening to humans and humanoid 
  species. Games Master should consider giving individual reptilians a temporary CHA 
  rating of no more than 2d6 for the first few encounters. After a number of encounters 
  not less than [22 – the human's INT score], humans will have become accustomed to the 
  species, allowing them to see them at their true generated CHA value.
  Cold-Blooded
  Again, depending on your setting, reptilians might be unused to the human race, not to 
  mention to other humanoids. Improvement Rolls to increase knowledge of human 
  species (Culture and Lore rolls), and skills such as Seduction, Commerce, Influence and 
  so on, are all doubled both for opening a new skill and for increasing that skill. They 
  really do not understand what we find beautiful or funny, or indeed why we laugh at all.
  
  K
  Saurians
  Former Lords of Earth
  K
  
   
  Saurians
  Former Lords of Earth
  The Saurians once considered themselves to be the dominant species on the planet.
  Advanced and civilised, they expanded their empire beyond the tropics to colonise the 
  globe, learning sorcery to enable them to adapt to hostile environments such as the cold 
  tundra and steppes, and the polar regions when the planet shifted and the continents 
  froze under massive permanent ice caps.
  Their wisest sages, foretelling a time when the surface world would be cleared away 
  through a terrible disaster, concocted a plan to save the best of their race. And so they 
  drilled deep below the surface of the world, burying their race in special chambers 
  kilometres underground, far below the deepest mineshafts drilled by Man, where they 
  would remain in stasis until the crisis was over. And there they slumber to this day … 
  until a time when the world is once again right for them to rise and reclaim the world 
  they once mastered.
  Or perhaps some nests were opened by dwarfs – or orcs or trolls – that dug too deep, 
  and awakened something that should have best been left asleep …
  Physical Appearance
  Taller and more slender than humans, Saurians are a digitigrade species, walking on their 
  toes. Saurians have long, fleshy tails which they use primarily for balance; they are 
  generally impractical for use in combat for the most part, though some Warriors can 
  learn a Tail Bash Combat Style. Saurian skin is tougher than humans', covered with layers 
  of scales which vary in colour from a pale grey through a glossy black.
  Most Saurians have a vestigial frill of thin red flesh around the back and sides of their 
  necks. Under duress, the frill expands like a red ruff. A popular Saurian saying is “flaring 
  one's frill,” conveying a similar meaning to “raising goosebumps,” “raising one's hackles” 
  and so on in humans.
  Saurian hands have opposable thumbs, like humans. Most human tools and weapons can 
  be grasped quite easily by a Saurian hand. Saurians are capable of carrying human 
  weapons and even wearing human armour, although their natural protective hides reduce 
  the need for a Saurian to have to wear anything more protective than its own skin, which 
  a competent Saurian Warrior would likely enhance through Armourblessing 
  enchantments bestowed by a Builder caste enchanter.
  Saurian heads tend to be slightly larger than human heads, but that is mostly due to the 
  heavy ridged skull. Saurian mouths extend forwards to form beaklike structures with 
  minute triangular teeth. Lipless mouths can articulate words of human tongues and the 
  naturally sibilant Saurian tongue, but many Saurians prefer to use Telepathy to 
  communicate with one another and with outsiders.
  
  Senses
  Generally Saurians do not have visible pinnae (the external fleshy structures of human 
  ears) although this does not impair their hearing; their eyes can perceive in colour as well 
  as possessing Darksense, and they have a superior sense of smell. Saurians can also 
  sense the heat given off by living bodies.
  Castes and Ranks
  Saurians have a caste system. The caste of the Saurian depends on the temperature of  
  the eggs during incubation. With the exception of male and female Sport caste Saurians 
  which can become Ministers and Queens respectively, caste identities remain fixed.
  The castes are:-
  Warrior – responsible for matters concerning defence of the colony, tactics and strategy
  Builder – responsible for designing and building Saurian structures, equipment and 
  systems; experts in enchantment
  Minister – responsible for research and investigation of all kinds; experts in sorcery
  Preceptor – provides spiritual guidance for the whole colony; fertile male
  Queen – fertile female, egg-layer, mother for the whole colony
  Sport – Ambassadors to other species, including humans; Sports are fertile males and 
  females that have yet to set up their own colonies. Sports are unique among Saurians, 
  since as mating is one of their duties, in addition to having particularly glossy scales and 
  pronounced ridges, both males and females typically have dark, iridescent display 
  feathers on the tops of their heads, along their upper arms and shoulders and the backs 
  of their necks. Males sport long, colourful tail feathers during the two month-long 
  mating seasons during the year, shedding them when the mating seasons are over.
  Communities
  Saurian communities tend to be smaller than humans. Saurians tend to build 
  underground structures in geologically stable regions, protected from earthquakes and 
  rock slides through powerful sorcery and Divine spells such as Propitiate. Saurian 
  communities tend to be slightly warmer than is comfortable for humans, though not 
  tropical. Because of their natural Telepathy, Darksense and heat sense, many Saurian 
  communities dispense with light except where absolutely necessary. Corridors and rooms 
  are typically dark. Visitors are given glowglobes, glass bottles containing specially-bred 
  insect grubs which produce a light effect similar to a perpetual 2 Magnitude Common 
  Magic Glow spell.
  The heart of any Saurian community is the Queen's Chambers; the central chamber 
  housing the Queen, and sets of egg chambers radiating away from this chamber along 
  long corridors. Each egg chamber is kept at a specific temperature, that temperature 
  determining whether the eggs they contain will hatch into Warrior, Preceptor, Minister, 
  Builder or Sport castes. These chambers are heavily guarded by Warriors, and only the 
  most experienced and conditioned Warriors, Ministers and Preceptors are allowed in to 
  tend to the Queen.
  
  Rituals and Customs
  Saurian customs are strange, and to some human visitors barbaric. One such ritual, The 
  Consuming, is shared among the entire community. If the colony has to relocate, the 
  community members all gather in the Queen's chamber. Those Saurians deemed fit to 
  travel are spared; those too old and weak to travel are ritually slaughtered and consumed 
  in a mass act of Avulsion. This includes eggs in the breeding chambers which would 
  otherwise have to be abandoned.
  Saurian families seem strange. They do not have a concept of “fathers,” only a single 
  Mother – the Queen who laid the soft, leathery eggs they hatched from. Every Saurian 
  from the same colony is a Brother or a Sister, a Nephew or a Niece, an Uncle or Aunt.
  Another ritual, The Transfer, allows a Minister or Preceptor near the end of his or her 
  life to give one last gift to the colony. Letting his or her blood into a container, the dying 
  Minister or Preceptor offers up his or her life to the Queen, who consumes the whole 
  blood of the Saurian. The next 1d6 eggs she lays, if cultivated in a Minister or Preceptor 
  caste egg chamber, will emerge as Ministers or Preceptors already possessing the 
  ancestral knowledge of their predecessors.
  Sports are blessed with their own rites. When they are mature enough to leave the 
  colony, Sports are marked with blood taken from the Queen. This scent marks them as 
  belonging to the specific community they come from, and ensures that no Sport castes 
  from the same colony will mate.
  Magic
  Most Saurians are at least familiar with sorcery. All Saurian sorcerers draw their spells 
  from the same Grimoire, Saurian Sorcery. Sorcery, to Saurians, is as Common Magic to 
  humans and other races.
  Saurians can form Pacts with Saurian deities, dedicate their POW and use Lore (Saurian 
  Deity) to cast Divine spells. No examples of this are given in the descriptions below. 
  However, Ministers and Preceptors are the castes which typically form Pacts, though any 
  Saurian of any caste can form a Pact and gain access to Divine Magic. Saurian Gods are 
  alien, ancient entities, and no non-reptilian can form Pacts with them (though Serpentine 
  priests can happily form Pacts with Saurian Gods, and vice versa).
  Available Divine Miracles
  A pious Saurian can learn any of the Divine spells from the following list:-
  Beast Form (any reptilian species from the Dinosaurs and Reptiles chapter of Monsters of  
  Legend, but Allosaurus is a favourite), Consecrate, Cure Disease/Poison, Dismiss Magic, 
  Fear, Heal Body, Heal Mind, Heal Wound, Illusion, Madness, Meditate, Mindblast, 
  Regenerate Limb, Shield, Soul Sight, and the Bloody Miracles Accursed Aura, Bless 
  Sacrifice, Propitiate, Purify Blood, Sense Blood, Substitute Victim, Transfer Injury, 
  Vampiric Touch and Ward spells from Arcania of  Legend: Blood Magic. They can also learn 
  a unique Divine Spell, Queening, which allows a Saurian of any caste to turn into a 
  fertilised female Sport, who can locate a new spot for a colony and become a Queen.
  
  Warrior Caste
  The fighters and strategists of the Saurian race, these are the first and last line of  
  defence when it comes to threats to the colony. Built to be tough and smart, their brains 
  give them a far greater advantage than their muscle mass, because the key philosophy of  
  Saurian combat is to outthink the enemy rather than match brawn against brawn.
  Dice Average
   
  1D20
  Hit LocationAP/HP
  STR
  2D6+9
  16
  1–2
  Right Leg
  2/3
  CON 3D6+6
  17
  3–4
  Left Leg
  2/3
  SIZ
  2D6+6
  13
  5–6
  Tail
  2/3
  INT
  3D6+6
  17
  7–9
  Abdomen
  2/5
  POW 3D6+6
  17
  10–12
  Chest
  2/5
  DEX 3D6+6
  17
  13–15
  Right Arm
  2/5
  CHA 3D6+3
  14
  16–18
  Left Arm
  2/5
  19–20
  Head
  2/3
  Combat Actions
  3
  Natural Armour: AP 2
  Damage Modifier: +1d2
  Magic Points
  17
  Traits:  Heat Sense, Darksense, Telepathy
  Movement 10m base
  Strike Rank +17
  Saurian Warrior Caste Skills (Base Chances)
  Skills (base chances): Athletics 33%, Brawn 29%, Culture (Own) 34%, Culture (Human) 
  34%, Evade 34%, Insight 34%, Perception 34%, Persistence 34%, Resilience 34%, 
  Stealth 34%, Unarmed 33%
  Magical Skills (base chances): Grimoire 34%, Manipulation 34%: 
  Combat Styles (base chances): 
  Longbow 33%, Spear 34%, Tail Bash 34%.
  Experienced Saurian Warrior Caste
  Skills: Athletics 70%, Brawn 70%, Culture (Own) 85%, Culture (Human) 45%, Evade 
  90%, Insight 75%, Perception 60%, Persistence 80%, Resilience 80%, Stealth 65%, 
  Unarmed 60%
  
  Magical Skills: Grimoire 65%, Manipulation 75%: 
  Combat Styles:
  Longbow 85%, One Handed Sword 75%, Spear 60%, Sword and Shield 75%, Spear and 
  Shield 55%, Tail Bash 65%.
  Weapons
  Type
  Size
  Reach Damage
  AP/HP
  Range
  Longbow
  H
  —
  1d8
  4/7
  175m
  Longspear
  L
  VL
  1d10+1
  4/10
  —
  Longsword M
  L
  1d8
  6/12
  —
  Scimitar
  L
  L
  1d8
  6/10
  —
  Tail Bash
  L
  L
  1d6
  As for Tail
  —
  
  Builder Caste
  Architects, planners and builders, this is the caste of those who construct the buildings 
  and maintain the essential services which keep the colony running, from maintaining 
  appropriate temperatures in the different egg incubation chambers to maintaining 
  airflow systems to building the colony complexes themselves.
  Builders are expert enchanters, and among the items they produce Builders make the 
  Adaptation Collars which allow Saurians to wander about in environments which would 
  kill them, such as the tops of mountains above the snowline or the frozen polar regions.
  Dice Average
   
  1D20
  Hit LocationAP/HP
  STR 2D6+12
  19
  1–2
  Right Leg
  2/3
  CON 3D6+6
  17
  3–4
  Left Leg
  2/3
  SIZ
  2D6+6
  13
  5–6
  Tail
  2/3
  INT
  3D6+6
  17
  7–9
  Abdomen
  2/5
  POW 3D6+6
  17
  10–12
  Chest
  2/5
  DEX 3D6+6
  17
  13–15
  Right Arm
  2/5
  CHA
  3D6
  11
  16–18
  Left Arm
  2/5
  19–20
  Head
  2/3
  Combat Actions
  3
  Natural Armour: AP 2
  Damage Modifier: +1d4
  Magic Points
  17
  Traits:  Heat Sense, Darksense, Telepathy
  Movement 10m base
  Strike Rank +17
  Saurian Builder Caste Skills (Base Chances)
  Skills (base chances): Athletics 36%, Brawn 32%, Culture (Own) 34%, Culture (Human) 
  34%, Evade 34%, Evaluate 28%, Insight 34%, Perception 34%, Persistence 34%, 
  Resilience 34%, Stealth 34%, Unarmed 36%, Art 28%, Craft 34%, Engineering 34%, 
  Mechanisms 34%
  Magical Skills (base chances): Grimoire 34%, Manipulation 34%:, Enchant 34%:  Any 
  four sorcery spells, one of which must be Form/Set Stone.
  Combat Styles (base chances): 
  One Handed Club 34%
  
  Experienced Saurian Builder Caste
  Skills: Athletics 70%, Brawn 80%, Culture (Own) 55%, Culture (Human) 45%, Evade 
  60%, Insight 75%, Perception 60%, Persistence 80%, Resilience 80%, Stealth 55%, 
  Unarmed 60%, Athletics 36%, Brawn 32%, Culture (Own) 34%, Culture (Human) 34%, 
  Evade 34%, Evaluate 28%, Insight 34%, Perception 34%, Persistence 34%, Resilience 
  34%, Stealth 34%, Unarmed 36%, Art 28%, Craft 34%, Engineering 34%, Mechanisms 
  34%
  Magical Skills: Grimoire 65%, Manipulation 75%:, Enchant 80%. Any seven sorcery 
  spells, one of which must be Form/Set Stone, and one other Form/Set spell.
  Combat Styles:
  One Handed Club 75%, Two Handed Club 65%, Two Clubs 55%, Tail Bash 50%.
  Weapons
  Type
  Size
  Reach Damage
  AP/HP
  Club
  M
  S
  1d6
  8/6
  Great Club
  H
  L
  2d6
  4/10
  Tail Bash
  L
  L
  1d6
  As for Tail
  
  Minister Caste
  The researchers, medics, thinkers, investigators and sorcerers of the Saurian race, 
  Ministers' primary strength is their intelligence. Bred smarter than almost every other 
  caste apart from the Queens, Ministers are responsible for the long-term planning and 
  strategies for, and involving, the whole Saurian race. Most (80%) Ministers are males; all 
  are infertile.
  Dice Average
   
  1D20
  Hit LocationAP/HP
  STR
  2D6+6
  13
  1–2
  Right Leg
  2/3
  CON 3D6+6
  17
  3–4
  Left Leg
  2/3
  SIZ
  2D6+6
  13
  5–6
  Tail
  2/3
  INT
  4D6+6
  20
  7–9
  Abdomen
  2/5
  POW 3D6+6
  17
  10–12
  Chest
  2/5
  DEX 3D6+6
  17
  13–15
  Right Arm
  2/5
  CHA 3D6+6
  17
  16–18
  Left Arm
  2/5
  19–20
  Head
  2/3
  Combat Actions
  4
  Natural Armour: AP 2
  Damage Modifier: +1d2
  Magic Points
  17
  Traits:  Heat Sense, Darksense, Telepathy
  Movement 10m base
  Strike Rank +19
  Saurian Minister Caste Skills (Base Chances)
  Skills (base chances): Culture (Own) 34%, Culture (Human) 34%, Evade 34%, Evaluate 
  37%, First Aid 37%, Insight 37%, Perception 37%, Persistence 34%, Resilience 34%, 
  Stealth 34%, Unarmed 33%, Courtesy 37%, Healing 37%, Lore 40%, two Languages 
  37%, Meditation 34%, Oratory 34%, Teaching 37%
  Magical Skills (base chances): Grimoire 37%, Manipulation 34%: any five sorcery spells 
  including Mystic Vision and Sense Life.
  Combat Styles: Normally Ministers do not engage in combat. They usually retain a cadre 
  of Warrior Caste bodyguards to protect them.
  
  Experienced Saurian Minister Caste
  Skills (base chances): Culture (Own) 80%, Culture (Human) 50%, Evade 45%, Evaluate 
  70%, First Aid 65%, Insight 70%, Perception 75%, Persistence 50%, Resilience 50%, 
  Stealth 40%, Unarmed 40%, Courtesy 70%, Healing 80%, Lore 60%, two Languages 
  55%, Meditation 60%, Oratory 70%, Teaching 65%
  Magical Skills (base chances): Grimoire 80%, Manipulation 75%: any eight sorcery spells 
  including Mystic Vision and Sense Life.
  Combat Styles: Normally Ministers do not engage in combat. They usually retain a cadre 
  of Warrior Caste bodyguards to protect them.
  
  Preceptor Caste
  The spiritual leaders and advisors of the Saurian race, Preceptors take on the role of  
  teachers, priests, confessors and team coaches. Their Charisma is their defining 
  characteristic: their voices are modulated to soothe Saurians, and have a similar effect on 
  most humanoid species. Most (85%) Preceptors are females. All are infertile.
  Dice Average
   
  1D20
  Hit LocationAP/HP
  STR
  2D6+6
  13
  1–2
  Right Leg
  2/3
  CON 3D6+6
  17
  3–4
  Left Leg
  2/3
  SIZ
  2D6+6
  13
  5–6
  Tail
  2/3
  INT
  3D6+6
  17
  7–9
  Abdomen
  2/5
  POW 3D6+6
  17
  10–12
  Chest
  2/5
  DEX 3D6+6
  17
  13–15
  Right Arm
  2/5
  CHA 4D6+6
  20
  16–18
  Left Arm
  2/5
  19–20
  Head
  2/3
  Combat Actions
  3
  Natural Armour: AP 2
  Damage Modifier: +1d2
  Magic Points
  17
  Traits:  Heat Sense, Darksense, Telepathy
  Movement 10m base
  Strike Rank +17
  Saurian Preceptor Caste Skills (Base Chances)
  Skills (base chances): Culture (Own) 34%, Culture (Human) 34%, Evade 34%, Evaluate 
  37%, First Aid 37%, Insight 37%, Perception 37%, Persistence 34%, Resilience 34%, 
  Stealth 34%, Unarmed 33%, Courtesy 37%, Healing 37%, Lore 40%, two Languages 
  37%, Meditation 34%, Oratory 34%, Teaching 37%
  Magical Skills (base chances): Grimoire 37%, Manipulation 34%: any five sorcery spells 
  including Mystic Vision and Sense Life.
  Combat Styles: Normally Preceptors do not engage in combat. They usually retain a 
  cadre of Warrior Caste bodyguards to protect them.
  Experienced Saurian Preceptor Caste
  Skills (base chances): Culture (Own) 80%, Culture (Human) 50%, Evade 45%, Evaluate 
  
  70%, First Aid 65%, Insight 70%, Perception 75%, Persistence 50%, Resilience 50%, 
  Stealth 40%, Unarmed 40%, Courtesy 70%, Healing 80%, Lore 60%, two Languages 
  55%, Meditation 60%, Oratory 70%, Teaching 65%
  Magical Skills (base chances): Grimoire 80%, Manipulation 75%: any eight sorcery spells 
  including Mystic Vision and Sense Life.
  Combat Styles: Normally Preceptors do not engage in combat. They usually retain a 
  cadre of Warrior Caste bodyguards to protect them.
  
  Queen Caste
  The Mothers of the  Saurian race, as well as being the biggest Saurians the Queens are 
  also the smartest, next to the Minister caste. Only one Queen can exist in one colony; 
  Queens produce male and female Sports when they want to spawn a new colony.
  Most of the time a Queen will remain sequestered in the heart of her colony, fertilising 
  her eggs with seed left inside her by multiple matings from her suitors and handing them 
  over to Builders to place in incubation chambers. However, if the colony faces a threat 
  the Queen can and will move, along with as many Saurians of the colony as she cam 
  summon to her side. And she can move fast.
  Dice Average
   
  1D20
  Hit LocationAP/HP
  STR
  3D6+12
  23
  1–2
  Right Leg
  4/5
  CON 4D6+12
  26
  3–4
  Left Leg
  4/5
  SIZ
  5D6+6
  24
  5–6
  Tail
  4/5
  INT
  4D6+9
  23
  7–9
  Abdomen
  4/8
  POW 4D6+12
  26
  10–12
  Chest
  4/8
  DEX 3D6+6
  17
  13–15
  Right Arm
  4/8
  CHA 3D6+6
  17
  16–18
  Left Arm
  4/8
  19–20
  Head
  4/5
  Combat Actions
  7
  Natural Armour: AP 4
  Damage Modifier: +1d10
  Magic Points
  26
  Traits:  Heat Sense, Darksense, Telepathy
  Movement 12m base
  Strike Rank +20
  Saurian Queen Caste Skills (Base Chances)
  Skills (base chances): Culture (Own) 34%, Culture (Human) 34%, Evade 34%, Insight 
  37%, Perception 37%, Persistence 34%, Resilience 52%, Unarmed 40%, Courtesy 40%, 
  Lore 52%, two Languages 40%, Meditation 52%, Oratory 43%
  Magical Skills (base chances): Grimoire 37%, Manipulation 34%: any six sorcery spells, 
  one of which must be Dominate (Saurian).
  Combat Styles: Normally Queens do not engage in combat. They usually retain a cadre 
  of Warrior Caste bodyguards to protect them.
  
  Experienced Saurian Queen Caste
  Skills (base chances): Culture (Own) 80%, Culture (Human) 50%, Evade 45%, Evaluate 
  70%, First Aid 65%, Insight 70%, Perception 75%, Persistence 50%, Resilience 50%, 
  Stealth 40%, Unarmed 40%, Courtesy 70%, Healing 80%, Lore 60%, two Languages 
  55%, Meditation 60%, Oratory 70%, Teaching 65%
  Magical Skills (base chances): Grimoire 80%, Manipulation 75%: any nine sorcery spells, 
  one of which must be Dominate (Saurian).
  Combat Styles: Normally Queens do not engage in combat. They usually retain a cadre 
  of Warrior Caste bodyguards to protect them.
  
  Sport Caste
  The fastest caste of Saurians, Sports are Ambassadors to the Saurian race, dealing with 
  outsider cultures, most of whom are mammalians such as Orcs, Elves and of course 
  Humans. The likeliest caste to be encountered by Humans, Sports are also the most 
  charismatic – they are the only feathered caste, their heads, shoulders, upper backs and 
  arms decorated with dark, iridescent display feathers.
  When a female Sport mates and settles down, she undergoes a period of dormancy of  
  1d6 weeks before becoming a Queen caste. Only 30% of female Sports ever get to 
  become Queens.
  A male Sport which mates can either stay and continue to fertilise his Queen as a Sport, 
  or lose his fertility and become a Minister caste.
  Dice Average
   
  1D20
  Hit LocationAP/HP
  STR
  2D6+6
  13
  1–2
  Right Leg
  2/3
  CON 3D6+6
  17
  3–4
  Left Leg
  2/3
  SIZ
  2D6+6
  13
  5–6
  Tail
  2/3
  INT
  4D6+3
  17
  7–9
  Abdomen
  2/5
  POW 3D6+6
  17
  10–12
  Chest
  2/5
  DEX 3D6+9
  20
  13–15
  Right Arm
  2/5
  CHA 4D6+6
  17
  16–18
  Left Arm
  2/5
  19–20
  Head
  2/3
  Combat Actions
  4
  Natural Armour: AP 2
  Damage Modifier: +1d2
  Magic Points
  17
  Traits:  Heat Sense, Darksense, Telepathy, Alluring
  Movement 15m base
  Strike Rank +19
  Saurian Sport Caste Skills (Base Chances)
  Skills (base chances): Athletics 34%, Evade 34%, Influence 34%, Insight 34%, 
  Perception 34%, Persistence 34%, Resilience 34%, Stealth 34%, Unarmed 33%, 
  Courtesy 40%, Culture (Own) 34%, Culture (Human) 34%, Lore 34%, two Languages 
  40%, Meditation 52%, Oratory 43%
  Magical Skills (base chances): Grimoire 34%, Manipulation 34%: any four sorcery spells 
  including Mystic Vision and Dominate Human.
  
  Combat Styles: Two Handed Blade 33%.
  Experienced Saurian Sport Caste
  Skills (base chances): Athletics 65%, Culture (Own) 80%, Culture (Human) 50%, Evade 
  45%, Evaluate 70%, First Aid 65%, Insight 75%, Perception 75%, Persistence 50%, 
  Resilience 50%, Stealth 40%, Unarmed 40%, Courtesy 75%, Healing 60%, Lore 60%, 
  two Languages 55%, Meditation 60%, Oratory 70%
  Magical Skills (base chances): Grimoire 80%, Manipulation 75%: any six sorcery spells, 
  one of which must be Dominate Human.
  Combat Styles: Typically Two Handed Blade 75%, One Handed Blade 70%.
  Weapons
  Type
  Size
  Reach Damage
  AP/HP
  Range
  Longbow
  H
  —
  1d8
  4/7
  175m
  Longspear
  L
  VL
  1d10+1
  4/10
  —
  Longsword M
  L
  1d8
  6/12
  —
  Scimitar
  L
  L
  1d8
  6/10
  —
  
  Lizard Person
  A degenerate lizard species, this race does not caste. Males and females mate, the females 
  laying large, soft eggs which are looked after by all members of the community.
  This species' skin has chromatophores enabling members of the species to change skin 
  colour to blend into the background and shadows, and they are able to climb sheer 
  surfaces with incredible agility.
  Dice Average
   
  1D20
  Hit LocationAP/HP
  STR
  2D6+9
  16
  1–2
  Right Leg
  2/3
  CON 3D6+6
  17
  3–4
  Left Leg
  2/3
  SIZ
  2D6+6
  13
  5–6
  Tail
  2/3
  INT
  3D6+6
  17
  7–9
  Abdomen
  2/5
  POW 3D6+6
  17
  10–12
  Chest
  2/5
  DEX 3D6+6
  17
  13–15
  Right Arm
  2/5
  CHA 3D6+3
  14
  16–18
  Left Arm
  2/5
  19–20
  Head
  2/3
  Combat Actions
  3
  Natural Armour: AP 2
  Damage Modifier: +1d2
  Magic Points
  17
  Traits:  Heat Sense, Chameleon, Climbing
  Movement 10m base
  Strike Rank +17
  Lizard Person
  Skills: Athletics 70%, Brawn 70%, Culture (Own) 85%, Culture (Human) 45%, Evade 
  90%, Insight 75%, Perception 60%, Persistence 80%, Resilience 80%, Stealth 65%, 
  Unarmed 60%
  Magical Skills: Common Magic 55%, any three Common Magic spells
  Combat Styles:
  Longbow 55%, One Handed Sword 55%, Spear 60%, Sword and Shield 50%, Spear and 
  Shield 50%, Tail Bash 55%.
  Lizard Person Shaman
  Skills: Athletics 70%, Culture (Own) 85%, Culture (Human) 55%, Evade 90%, Insight 
  
  75%, Perception 65%, Persistence 80%, Resilience 80%, Stealth 75%, Unarmed 65%
  Magical Skills: Common Magic 55%, any six Common Magic spells. Spirit Walking 65%, 
  Spirit Binding 60%.
  Combat Styles:
  One Handed Short Blade 50%, Tail Bash 60%.
  Weapons
  Type
  Size
  Reach Damage
  AP/HP
  Range
  Dagger
  S
  S
  1D4
  4/6
  —
  Longbow
  H
  —
  1d8
  4/7
  175m
  Longspear
  L
  VL
  1d10+1
  4/10
  —
  Longsword M
  L
  1d8
  6/12
  —
  Scimitar
  L
  L
  1d8
  6/10
  —
  Tail Bash
  L
  L
  1d6
  As for Tail
  —
  
  K
  Serpentines
  Snakes In Long Grass
  K
  
  Snake Eyes
  Snake People do not exist.
  That is the final word. The Village Elders have spoken. Anyone who tells stories of  
  snake-headed beings, with their strange lithe flexible bodies, the sheer sensual allure of a 
  dancing snake girl, the horror of seeing an interloper die of a Snake Person bite or 
  blinded by a toxic spray of spit from an offended temple girl, must be making stories up, 
  or he's been at the jagweed and it's addled his head.
  There are no such things as Snake People.
  Except …
  The rumours persist of those sensual, alluring, incredibly flexible snake girls in the 
  forbidden temple on the other side of the mountain, in that lush valley where no human 
  dares to go, and in that dangerous ruin on top of an ancient cliff overlooking a sea of  
  primal forest unconquered by any human hand.
  The things Serpent People are supposed to know are terrifying, ancient. Keepers of  
  great and dark secrets, they are as knowledgeable in the ways of the human body as they 
  are aware of their own bodies. They know of human mating, too, and the basest rumour 
  persist of the pleasures they know and can share: pleasures as arcane and dangerous as 
  they are forbidden and taboo.
  So every year, Adventurers gird their lions, pack their kit, and go wandering off on an 
  Adventure, hoping to meet the Serpent People. Hoping to prove the rumours right, and 
  the Elders wrong. Hoping to learn from them. Forbidden or not, knowledge is power, 
  and as many Adventurers are in it for power as for anything tangible like loot, treasure or 
  plain money.
  Some would say that it is the unlucky ones which come back from an Adventure, having 
  wasted their time and never met a single Snake Person, nor any trace of their existence. 
  They would be incorrect. Those Adventurers who come back are generally considered 
  the lucky ones; the unlucky ones are those which meet Serpent People.
  And of those, by far the unluckiest of all are those Adventurers which meet Serpent 
  People and live to come back, not necessarily to tell the tale.
  Judging by the thousand yard stares such Adventurers always have, perhaps it is a 
  blessing that they do not tell of what they learned …
  Serpent People
  Serpent People can be presented in any number of ways. Here are three possibilities.
  An Eternal Hunger
  Serpent People are like vampires. Their Bite attack injects a poison which slowly 
  converts the victim into another Serpent Person. The change is slow, but subtle, and 
  ultimately – no more than one's current POW x 5 months – the bitten person gives in to 
  
  the urge to return to his new people, abandoning his old life and disappearing into the 
  wilderness, only to turn up much later as a Serpent Person with barely any recollection 
  nor recognition of his former player character teammates.
  A Forbidden Knowledge
  Serpent People know things..Things they couldn't. Things they shouldn't. Knowledge 
  taught to human Adventurers could include access to Common Magic spells such as 
  Disruption and Hand of Death, spells not known anywhere else, and which only 
  Serpent People can know.
  Likewise Serpent People could teach forbidden Sorcery skills to impertinent humans, 
  giving them access to lethal and forbidden Sorcery spells such as Dominate Human, 
  Animate Blood (a cruel spell which can turn a living creature into an unwitting 
  marionette at the whim of the sorcerer) and Transmute Blood to Serpent Venom, an 
  instantly lethal spell.
  In your setting Serpentines could be the only race which practices Sorcery; the only way 
  a human Adventurer can learn Sorcery is through being trained in the Grimoire of  
  Serpentine Sorcery and the Manipulation skill by a Serpent Person willing to teach it. 
  Games Masters can also allow Serpentine shamans to use the Spirit Walking and Spirit 
  Binding magical skills from the Spirit Magic Legend supplement to trap spirits and bind 
  them in fetishes.
  The cruellest Serpent People could even let foolish Adventurers pledge Pacts to their 
  alien, reptilian gods, dedicating their POW to an unseen presence that haunts the 
  acolyte's mind, an unblinking eye constantly staring into the Adventurer's very soul; or 
  they could grant them a fetish containing a spirit as alien and malign as they, giving the 
  bearer of the fetish a strange and terrible power that is not worth the price he must pay. 
  Unlike Saurian Gods, Snake Person Gods are happy to accept Pacts from humans; the 
  human brainstem, and the attendant human predilection to committing evil and 
  committing crimes in cold blood, appeal greatly to the Snake Gods' sense of humour.
  Not all their activities may be malign, however. Serpents are symbols of profound 
  teachings. Serpent is a teacher; a benign preceptor leading those who follow her to 
  knowledge. Serpent People's knowledge of magic might be forbidden because it is 
  healing magic, benevolent magic, magic which grants strength to the weak and 
  downtrodden. Magic and knowledge mocked and suppressed by an unkind world.
  They Walk Among Us
  Serpent People are generally benign. They disguise themselves with powerful, yet subtle 
  sorceries allowing them to walk among human beings, observing them and learning 
  from them. Only by observing their shadows, which look obviously Serpentine, can you 
  see them for what they are.
  Once in a while, they come openly to Adventurers as patrons and sponsors. The 
  knowledge they can impart, the teachings they can bestow, make them very much worth 
  whatever hazards the Adventurers have to face to fulfil their end of the contract with 
  these enigmas.
  
  Serpent People
  Also known as Ophidians, Snake People and Serpentines, Serpent People resemble tall, 
  slender humanoids with scaly skin and snakelike heads. The skin markings vary and 
  permit individual identification. Serpent People are bipedal, walking digitigrade on their 
  toes; they have long, slender, flexible hands, able to use any human tools.
  Once every CON years, a Serpent Person sheds its old skin. During that time it renews 
  its body. Combined with their knowledge of Abjure Ageing, Serpentines are effectively 
  immortal and unaging.
  Serpentines have all of the advantages and disadvantages of reptilians as described in the 
  Strengths and Weaknesses chapter above.
  Dice Average
   
  1D20
  Hit LocationAP/HP
  STR
  2D6+9
  16
  1–2
  Right Leg
  2/3
  CON 3D6+6
  17
  3–4
  Left Leg
  2/3
  SIZ
  2D6+6
  13
  5–6
  Tail
  2/3
  INT
  3D6+6
  17
  7–9
  Abdomen
  2/5
  POW 3D6+6
  17
  10–12
  Chest
  2/5
  DEX 3D6+6
  17
  13–15
  Right Arm
  2/5
  CHA 3D6+3
  14
  16–18
  Left Arm
  2/5
  19–20
  Head
  2/3
  Combat Actions
  3
  Natural Armour: AP 2
  Damage Modifier: +1d2
  Magic Points
  17
  Traits:  Heat Sense, Alluring, Patterned, Poisonous
  Movement 10m base
  Strike Rank +17
  Serpentine
  Skills: Athletics 70%, Brawn 70%, Culture (Own) 60%, Culture (Human) 50%, Evade 
  70%, Insight 65%, Perception 65%, Persistence 60%, Resilience 70%, Stealth 85%, 
  Unarmed 60%
  Magical Skills: Common Magic 60%, any four Common Magic spells
  Combat Styles:
  One Handed Sword 55%, Spear 60%, Sword and Shield 50%, Spear and Shield 50%, 
  Bite/Spit 65%.
  
  Weapons
  Type
  Size
  Reach Damage
  AP/HP
  Range
  Bite/Spit
  S
  T
  1D3
  As for Head STR in metres
  Longbow
  H
  —
  1d8
  4/7
  175m
  Longspear
  L
  VL
  1d10+1
  4/10
  —
  Longsword M
  L
  1d8
  6/12
  —
  Scimitar
  L
  L
  1d8
  6/10
  —
  Combat Notes: Snake Person Venom
  The venom of the Serpentines has the following characteristics.
  Application: Injection/Smeared.
  Onset time: Nausea after 1D2 minutes, Paralysis after 2D6 minutes, Asphyxiation at 
  conclusion.
  Duration: 30 minutes.
  Resistance Time: The victim must make a Resistance roll at the Onset Time of each 
  stage of the poison. Failure indicates that Condition has taken effect.
  Potency: Snake Person’s CON x 6.
  Resistance: Resilience.
  Conditions: Nausea, Paralysis, Asphyxiation. The venom initially causes the victim to 
  start feeling nauseous if the first Resistance roll is failed. The location bitten then suffers 
  paralysis if the second Resistance roll is failed. At the end of the Duration the victim 
  must succeed in a final resistance roll or suffer respiratory failure.
  Antidote/Cure: Anti-venom. The Snake People have perfected anti-venom remedies 
  which have a Potency of 1D20+10. The anti-venom must be introduced with a 
  successful First Aid or Healing roll and add their Potency as a bonus to the victim’s 
  Resilience roll to fight the venom throughout its duration.
  
  K
  Reptilians In
  The Game
  Game Mastering Reptilians
  K
  
  Using Reptilians In Your Legend Game
  Using Saurians and Lizard Folk
  Games Masters can use the Saurians as presented, as a race of colonising lizard folk, 
  former Masters of the Earth now rising again to reclaim the world they once called 
  theirs from the upstart ape squatters, or the primitive and degenerate chameleonlike 
  Lizard Folk presented later in the Saurians chapter.
  Your setting could vary – not every Games Master may like the image of Saurian 
  colonies that caste like insects, or feathered Lizard Men. The beauty of this article is that 
  it presents enough material to allow a Games Master to mix and match his poikilotherm 
  antagonists to suit his game. Being Open Content, Games Masters are encouraged to use 
  and discard whatsoever they please from this article in their game.
  Do you want to pit your characters against Warrior types which climb walls and blend 
  into the background? Give the Warrior caste the Chameleon and Climbing attributes 
  given to the Lizard Folk type. Do you want all your Saurians to be the same – powerful 
  sorcerers with deadly genius level intelligence? Give them all the Warrior Caste''s 
  characteristics but the INT scores of the Minister caste. Do you want them to have a 
  venomous bite? Give them the Snake People's Bite/Spit attack and venom. Games 
  Masters, it's your game. Have fun.
  Types of Saurians
  Plenty of inspirations here, ranging from Marvel Comics' Spider-Man to Doctor Who's 
  Silurians and Sea Devils, from Aliens to the 2000AD Judge Dredd continuity. The article 
  presents many different kinds of lizard person: strong, fast lizard brutes like the Gorn in 
  the TV show Star Trek and the Jekyll-and-Hyde transformations of Spider-Man's 
  reptilian adversary Dr Connors, aka The Lizard.
  The archetype of ancient Saurians reclaiming the Earth has been inspired by the 
  Silurians and Sea Devils of Doctor Who, and by an episode of Star Trek: Voyager.
  Lizard people as monstrous creatures are inspired by the Alien Queen from the movie 
  Aliens; and the lethal Gila-Munja and Gila-Bruja from the Judge Dredd comic strip.
  The seemingly benign, thoughtful Ministers and Preceptors are inspired by the Voth 
  species from the Star Trek: Voyager episode “Distant Origin.”
  Finally, the idea of castes has been poached unashamedly from the Droyne alien species 
  of Marc W Miller's Traveller roleplaying game.
  Saurian Player Characters
  Saurians can be run as player characters. It is recommended to Games Masters that they 
  allow the players to run Warrior or Sport types, whether they use the setting outlined 
  above or not. These types grant players access to combat skills, and Sports can typically 
  learn Sorcery and Divine Magic, particularly if they are going to become Minister caste 
  later in their careers.
  
  Born Yesterday
  The Saurians are an ancient species. The player characters don't have to be.
  Instead of having access to the vast libraries of knowledge of the ancient Saurians, the 
  player characters could easily be the first, second or third generation of Saurians born in 
  the modern era. They are born already adapted to this world, aware of the existence of  
  humans, driven by their own sense of natural curiosity to go out and explore.
  This allows Games Masters to give the characters only some of the advantages of the 
  ancient Saurians, and leave the Tyrannosaur Form Divine spells to the colony's 
  monstrous NPC Queen.
  The Saurian Campaign
  The entire campaign can be set in and around the Saurian community which houses the 
  player characters. All the activities of the player characters are centered around the 
  colony; the various Aunts and Uncles can provide the characters with all the impetus for 
  adventure that the Games Masters need.
  Humanoid – Saurian Encounters
  This also includes meetings of Saurians with Orcs, Goblins, Ogres, Elves and so on. 
  Players of humanoid characters encountering Saurian colonies can either be simple 
  combat encounters, or they can provide a source of abiding mystery and drama.
  Are humans willing to allow Saurians to live among them? What about factions within 
  the different species who would rather the world cleansed of all but their own kind? Will 
  the open arrival of the Saurians usher in a new Golden Age for both kinds, or will it lead 
  to a dreadful war and a Dark Age for both species?
  Learning from Saurians
  Perhaps the player characters need to learn something, and only the Saurians know what 
  that thing is. How do the player characters gain the Saurians' attention? And once they 
  have it, how do they stop them and get them to listen before ending up as the Saurians' 
  next meal?
  Assuming they aren't turned into lizard chow, what do the player characters have that the 
  ancient, advanced Saurians could possibly want?
  Saurians As Threats
  What if the Saurians are indeed an implacable foe – indeed, the primary threat to the 
  campaign? Games Masters can use the above descriptions as inspiration to create vast 
  armies of strong, fast, alien reptilians which can either invade openly, slashing and 
  burning swathes of human – owned countryside in their implacable march upon the 
  Capital, or invade subtly, bringing with them wonders, healing the sick and gathering 
  loyal human dupes to their side Pacting Magic Points to them which they can use in their 
  sorcery: an approach inspired by the Visitor aliens from the series V.
  
  Saurians Extinct
  Suppose there are only a handful of Saurians left in the world. Something happened, and 
  the player characters woke up from stasis to discover that they are the last ones.
  All the other Saurians are long gone.
  What do they do now? Do they propagate the species through the Queening Divine 
  Spell? Or do they adapt their Sorcery to create a new spell which allows them to spread 
  their blood throughout the human interlopers' species, ensuring that at least something 
  will survive that can call itself Saurian, even if superficially it still looks human – until it 
  mates: a storyline inspired by the movie Species.
  Or perhaps they encounter humans which already show signs of tampering, long in the 
  past – leading to the conclusion that the humans are the Saurians now, a storyline 
  inspired by Quatermass and the Pit.
  Using The Serpent People
  Serpent People are a different kind of reptilian threat. Saurians and degenerate Lizard 
  Folk exist in colonies, but Serpent People generally live alone, coming together only to 
  mate. Only the females raise offspring, and Serpent People children tend to mature very 
  quickly meaning that females' responsibility to their young tends to end when the young 
  emerge from their soft, leathery eggs and crawl away.
  Consequently, Serpent People don't have attachments to families. The concept of  
  “family” may be alien to them, as may other concepts such as “mercy” or “ethics.” This 
  can colour the encounters between Snake People and humanoids.
  Snake Person Player Characters
  Unlike Saurians and Lizard Folk, it is assumed that Snake People have grown and lived 
  beside people for millennia, and that humanoids have always worshipped them, feared 
  them or even desired them. It is possible to run Serpent People player characters, but it 
  is recommended that Games Masters only allow them to run very young Serpent People. 
  They would be somewhat naïve in the ways of both humans and their own kind, not 
  having had sufficient exposure to the world even to understand what they are capable of, 
  or how fragile humanoids are next to them.
  Games Masters could rule that the first time a Serpent Person moults is when they come 
  of age as adults; the second moulting, at age 40 or so, is the time at which their 
  adventuring careers stop and they begin new careers doing something else. This gives the 
  players a definite window of time between the beginning of their characters' lives as 
  Adventurers and the end of their Adventuring careers that offers them plenty of time 
  for their characters to develop and learn to use their unique abilities.
  One option to consider is to make Serpent People non-poisonous; the temptation of  
  players to use their characters' poison Bite/Spit attack on every creature they meet in 
  combat may be too great a temptation for some.
  
  The Serpentine Campaign
  The idea of a Snake People campaign, one centered about a group of Serpentine player 
  characters, is a problematic one. Ophidians do not play well with others, and even a 
  single Ophidian in a group of non-Ophidians can be troublesome, unless the players are 
  mature enough to handle running in such groups.
  The best recommendation is to run a group of Serpent People of no larger than three. 
  This allows for complex character dynamics to develop, and it allows for effective troupe 
  play even if the group is very small.
  Humanoid – Ophidian Encounters
  Humanoids would seek out Serpentines for a number of reasons.
  Advice: Serpent is a teacher, and Serpentines can be cast in the role of Mentors, teaching 
  player characters the exact Sorcery spell they need to defeat whatever for they are facing. 
  Of course this may require that the players have to learn Ophidian Sorcery skill, 
  knowledge of which may carry dangers all of their own – risks to one's health and 
  sanity, the cultural danger of being caught in possession of forbidden knowledge, and 
  even the possible peril to the character's own soul posed by that knowledge.
  Adventure: Serpent People can be patrons and sponsors, sending the player characters out 
  of Adventures, outfitting them with top quality equipment and funding all their Down 
  Time training. But what are they asking in return?
  Enemies: Straightforward, this option – the Serpent Person is the main villain of the 
  entire campaign, a lethal cobra-hooded monster with an appetite for human flesh, 
  whether as source of forbidden carnal pleasures or simply as food. The source of all 
  evil, scourge of the player characters, his bizarre experiments have turned the people he 
  has captured and tortured into sick, twisted, degenerate Lizard Folk, Minotaurs, Ogres, 
  Orcs and other humanoid monsters. Perhaps he has taken the player characters' 
  Significant Others from right under their noses, and they have to rescue them before he 
  has his wicked way with all of them – or simply makes them over into ravishing, amoral 
  Snake Women in his own image – a retelling of the vampire myth made famous by Bram 
  Stoker's Dracula.
  A Living God: The Serpent Person is the head of a Divine cult. Followers pact 1 POW to 
  him, little realising that their dedicated Magic Points fuel his sorcery without him ever 
  needing to spend his own Magic Points. He has thousands of followers; more than 
  enough free floating Magic Points for his more devout followers to cast minor Divine 
  Magic effects to defend themselves while in proximity (POW x 20 m) to his temples 
  (actually the Ophidian casts them, through the link of the follower's Pact).
  The villain has some form of an agenda, and the player characters have to stop him 
  before his plans turn to conquest of all the kingdoms in all of the known lands and 
  beyond. But how can they kill a monster who knows some of the most powerful sorcery 
  of all – magic which allows his body to dissolve into mist upon its death, only to reform 
  and come back again and again? If that sounds like an echo of the age-old conflict 
  between R E Howard's Conan the Cimmerian and his foe Thulsa Doom … it is.
  
  Inspirational Reading
  Inspirations for playing Saurians, Lizard Folk and Ophidians have been liberally scattered 
  throughout this article. However, I must include some additional sources of inspirational 
  reading for Games Masters and players alike.
  Ophiolatreia, by Anonymous, available online at Project Gutenberg:- 
  http://www.gutenberg.org/ebooks/39015
  Tree and Serpent Worship in India [PDF document]:- 
  http://www.jstor.org/stable/pdfplus/3025152.pdf?acceptTC=true
  The Lair of the White Worm, by Bram Stoker [PDF]:-
  www.feedbooks.com/book/459.pdf
  
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  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
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  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 COPYRIGHT 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 compatibility, 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.
  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
  authorised version of this License to copy, modify and distribute any Open Game Content originally 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 Copyright © 2000, Wizards of the Coast, Inc.
  Legend Core Rulebook, Copyright © 2011, Mongoose Publishing Ltd.
  Arms of  Legend, Copyright © 2012, Mongoose Publishing Ltd.
  Arcania of  Legend: Blood Magic, Copyright © 2012, Mongoose Publishing Ltd.
  Renaissance, Copyright © 2011, Cakebread & Walton
  Potion Creation in Legend, Copyright © 2012 Alex Greene.
  Fonts used throughout are Garamond and Roman Antique.
  This article created using OpenOffice.org OpenOffice Writer.
  
SOURCE: textdata/thevault/Legends/Legend - Reptilians of Legend.pdf