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Serpent Folk
Race Serpent Folk Scaled marsh-kin of the coiled towers who spit venom and keep the venom-courts of the coil.
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.
Dregmaw
Race Dregmaw Shark-skinned, gilled cannibals of the bone city. They decide who is fed, and they consider the tide a promise the bone 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.
Sharkbone Warrens
Location Sharkbone Warrens A cannibal bone city built from the rib-cages of the deep, its warrens of grown bone, its air thick with the smell of the tide.
Vantari
Race Vantari Feathered, talon-footed sky-raiders of the sheer cliff. They arrive before the alarm, and they consider the feather a promise the sky keeps.
Windcliff Roost
Location Windcliff Roost A sheer cliff face studded with roost-platforms, its wind a constant howl, its silence broken only by the feather and the flight.
Water Goblins
Race Water Goblins Gill-rimmed goblin packs that live under the waves in a flooded cave network no chart has mapped.
Shadow Goblins
Race Shadow Goblins Nearly-blind goblin packs who live in a sunless sinkhole, reading the dark by sound and shadow and treating light as noise.
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.
Slimes
Race Slimes Single-cell acid wanderers of the dripping cavern. They drift, they absorb, they split — and they consider the drip the only honest conversation.
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.
Rat Men
Race Rat Men Clever, fast-breeding scavengers of the undercities. Despised by most races, underestimated by all of them.
Revenants
Race Revenants Oath-bound, unyielding dead of the vigil. They do not rest, they do not forget, and they consider the oath a promise the vigil keeps.
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.

By Mark

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