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Air Goblins
Race Air Goblins Light-boned cliff goblins who rope-lash their city to the wind and treat the ground as a temporary inconvenience.
Naga
Race Naga Serpent-bodied humanoids of the temple-spires. They decide who is punished, and they consider the venom a promise the court keeps.
Lightning Goblins
Race Lightning Goblins Charged, reckless goblin packs who built crystal spires to drink the storms and consider the sky a metered resource.
Merfolk
Race Merfolk Scaled, finned reef-kin of the living coral city. They trade in pearls, and they consider the reef a promise the sea keeps.
Krakens
Race Krakens Trench leviathans of the deep. 91.44 m of tentacle and madness — no society, only lair, hunger, and the rare spawn.
Water Goblins
Race Water Goblins Gill-rimmed goblin packs that live under the waves in a flooded cave network no chart has mapped.
Trap-Goblin
Creature Trap-Goblin The goblin that builds the trap the rest of the warren eats by — small, patient, and the only beast that considers a spring-loaded jaw a form of art.
Leech Folk
Race Leech Folk Parasitic marsh folk of the blood pits. They trade in blood, always, and they consider the ledger a promise the pit keeps.
Selkies
Race Selkies Seal-folk of the cold coast. A stolen skin is a stolen life, and they consider the shore a promise the sea keeps for them.
Kelpies
Race Kelpies Water-horses of the mirror-still bog. They wear a horse's shape to drown riders, and they consider the mirror a promise the bog keeps.
Lizard Men
Race Lizard Men Amphibious, patient reptilian humanoids of the marshes and river deltas. They wait for everything.
Liches
Race Liches Bone-clad, soul-anchored necromancers of the ossuary. They do not die, they do not forget, and they consider the anchor a promise the ossuary keeps for them.
Ice Goblins
Race Ice Goblins Thick-necked goblin packs who live in a glacier fissure lit by hot vents, treating the cold as a room they chose.
High-Fang Wolf
Creature High-Fang Wolf The silver wolf of the high country — 70 cm of honour that the orcs keep for the war, and that the war keeps for them.
Harpies
Race Harpies Feathered, shrieking aerial raiders of the scream spire. Their song is a weapon, and the spire answers the song.
Halflings
Race Halflings Small, root-cellared folk of the green hills who keep the oldest oaths in the world — and consider the root-cellar a promise the hill keeps for them.
Gryphons
Race Gryphons Eagle-winged lion-folk of the single sheer peak. Guardians of gold and oaths, they do not speak much, and they do not break a word.
Gnolls
Race Gnolls Laughing hyena-packs of the bone-totem savanna. They hunt in the howl, they laugh in the hunt, and they consider the bone a promise the savanna keeps.
Frogloks
Race Frogloks Toad-like amphibians of the deep bogs. Short-tempered, sticky, and absolutely not to be cornered.
Fire Goblins
Race Fire Goblins Small goblinoid packs of the volcanic wastes. They breed in the heat and fight with ember-tipped spears.
Fae Folk
Race Fae Folk Beautiful, cruel kin of the shifting forest. They are bound by promise, and a promise kept is the only thing they respect.
Fang-Hound
Creature Fang-Hound The grey-blue warhound of the hold — 55 kg of loyalty that the orcs keep for the word, and that the word keeps for them.
Earth Goblins
Race Earth Goblins Stone-shaping goblin packs whose tunnels are the cleanest in the mountains, opened by hand and song.
Drakes
Race Drakes Smaller, less magical cousins of the true dragons. Proud, territorial, and frequently mistaken for dragons by people who regret it.

By Mark

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