Physical Description

Snakeshifters are trickster people that live hidden within Cimmerian society. Each snakeshifter has a humanoid body, but with various snake-like features. These features vary depending on how old a snakeshifter is. At birth they are almost entirely human in appearance. The only physical reminder of their nature is a small feature such as slit pupils, a forked tongue, or a small patch of scales. Every century of life a snakeshifter undergoes a transformation as they shed their skin and take on a new more snake-like form. The transformations do not necessarily occur in the same order for each snakeshifter, but they all progress towards their fully aged form, a twenty foot long snake with scaled arms.

Snakeshifters have many powers associated with snakes along with a few magical abilities as well. They can sense heat at a distance, making them capable of seeing things in the dark. Their sense of smell is the greatest of humanoid creatures in Cimmeria. Snakeshifter scales are slightly resistant to magic, making them immune to the spells of weaker magicians. Snakeshifters that have evolved fangs have a venomous bite. The key feature of all snakeshifters is natural illusion magic. It becomes more powerful as they age, but all snakeshifters are able to disguise themselves as another humanoid race with illusions. They can alter their disguise, but snakeshifter disguises never stand up under thorough examination. One snake trait always remains visible somewhere in the disguise just like the small feature that was visible at birth. Most snakeshifters hide their feature using clothing such as a veil if possible.

Snakeshifter physical bodies are most similar to humans, so they often masquerade as a member of that race. Young snakeshifters have the same physical variance as humans, but with a higher incidence of black hair and olive colored skin. Their illusion magic allows them to assume most any form if they wish. In their natural form snakeshifters can have the traits of any species of snake, but python features are the most common.

Culture

Snakeshifters live in hiding amongst other societies in Cimmeria. Their magical disguises allow them to blend in. While they typically maintain the same appearance constantly, they have the ability to change and adopt a new face if any problems arise for their main persona. Snakeshifters recognize each other by scent, so no matter the disguise they know who their friends and family are.

Snakeshifters hate one thing above all others, labor. Every snakeshifter’s goal in life is to stop working and live off the effort of others. They long for the time and ability to pursue their past times like all others. It is a more uniquely snakeshifter trait to despise work. Being required to sweep a floor or wash a dish is anathema to a snakeshifter. To fulfill these desires, snakeshifters will often poison a wealthy person and replace them using their magical disguise. Their subterfuge is inevitably discovered and the snakeshifter flees to repeat the cycle in another community. These assassinations are the reason snakeshifters are reviled by all of Cimmeria.

While snakeshifters are individually parasites upon other communities, when enough are in one place, they do have a culture of their own. Snakeshifter groups have two leaders, the one who has been in the area longest and the oldest snakeshifter. They are often the same creature, but not always. The oldest snakeshifter is the furthest along the transformation pathway towards their full abomination form. These transformations come with increases in physical, magical, and charismatic power. The oldest snakeshifter is a natural leader for their people. The longest resident serves as an advisor to the oldest snakeshifter, keeping them informed of rumors, events, and traditions within the area. Below the leaders, there is a hierarchy based on age with the eldest at the top and the youngest at the bottom.

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I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

76 – Flying Island Worlds (Alan and Fractus) Setting the Stage, Campaigns for D&D and Other RPGs

Alan tells us about his Daggerheart campaign setting, Fractus, that is launching on Kickstarter soon. Fractus was a normal planet until it exploded and stopped halfway through. Now bunches of asteroids rotate a swirling magical maelstorm at the center of the planet. The people of Fractus survive on the asteroids which are large enough to support life. The land is now separated by air rather than oceans, resulting in a different path for technology along the lines of flight rather than sea travel.Fractus is available on Kickstarter at: https://www.kickstarter.com/projects/icv1/fractus-the-broken-worldAlan also has a big catalog of TTRPG products he's produced in the past that you can check out on DriveThruRPG: https://www.drivethrurpg.com/en/publisher/17830/alan-tuckerIn addition to his TTRPG writing, Alan has written a few novels that you can find links to on his website: http://www.alantucker.net/ For the latest updates on what Alan's doing you can follow him on Bluesky: https://bsky.app/profile/tuckerauthor.bsky.socialOur website: https://gocorral.com/stsWant to be on the show? Fill out this survey: https://forms.gle/U11TbxtAReHFKbiVAJoin our Discord: https://discord.gg/Nngc2pQV6CSupport the show on Patreon: https://www.patreon.com/SettingtheStage Hosted on Acast. See acast.com/privacy for more information.
  1. 76 – Flying Island Worlds (Alan and Fractus)
  2. 75 – Masks, Capitalism, and Coming of Age (Joel and Critical Bits)
  3. 74 – Kylie and Fallout: Garden of Atom
  4. 73 – Duncan and Extraordinary Locations
  5. 72.5 – Calico and Psychomortis (Part 2)