towards flight and fire. These creatures were once noble, but their hearts have always been swayed by greed. This has made them easy to manipulate. Many speculate they may have been consigned to the Rat King’s army. Named after the son of a dwarven king who is cursed and becomes a dragon that is described at length in Norse mythology.

Sirrushi – daughters of Sirrush, the Sirrushi tribe, are protectors of the earth and delvers of the deep. They have long been a private and therefore strange race, and do not work with or interact with other races. Inspired by the Babylonian and Akkadian myths of the Mushussu or Sirrush dragon that guards the gates of Ishtar. Sometimes referred to as the Babylon dragon of Chaos. Rather than having various body parts, like the myth suggests, the Sirrushi wyverns have stout and powerful forms. Their battle prowess comes from talon and fang, not poison or fire.

Ichneumon – an ancient race of beasts that became foul-hearted after years of remaining in the dark. Like the mongoose kills the snake, the Ichneumon hunt and kill wyverns. Hated by all those who remember them, only the wise recall that the traits that make the Ichneumon so dire a foe to the wyverns (venom, mud armor, fire immunity) developed only after they were hunted to near extinction.

Dragons – only a dozen or so left in creation, and even these are cast across the land and have been either forgotten or devoutly avoided. These nearly omnipotent masters of Marianor occasionally become world bosses (though have never done so in the Realm type and Mode that Hana and Madi play in) but act most often as epic quest givers or are otherwise completely oblivious to the players’ interactions. They are massive (think hill-sized) and various in form. Dragons are highly intelligent and can be viewed as, more or less, the physical manifestations of gods.

Stone Bear – said to be the mount of the Stone God, a diety worshipped by the mountain trolls, the stone bears rose from the earth armored in bone plates and powerful enough to push down a tree.

Bolgers – forming small clans or families that remain politically isolated from one another, they do make contact occasionally for the sake of trade and exchanging members who have a need to find a mate. Though small in stature, the bolgers are powerful warriors with an innate sense of tactics and formations. They are skilled in spear warfare, but occasionally will use skirmishers with slings or small bows. The bolgers have no need for armor as their hide is more resistant than most types of leather.

Peryton – a legend of the orc clans describes the creation of this magnificent creature. On the seventh day of the seventh year after the orcs found their homeland, an eagle landed on the back of a deer as it crested the tallest mountain. A bolt of fiery lightning struck the two and joined them in an unparalleled union of two species. This may explain why lightning is often associated with the peryton warriors.

Kobolds – greater and lesser kobolds inhabit the nooks and crannies of Marianor. A greater kobold is more intelligent than their lesser cousins, but not necessarily larger. They range in size, which roughly corresponds to their level and age. Kobolds delve in the ground or find caves to inhabit and have single family burrows. Their young live with the family for years until strong enough to venture out and secure a burrow of their own. These mobs love to collect shiny and colorful objects as a means of attracting and impressing mates, which they display at the entrance of their burrow during mating season. They are intelligent but have limited spoken language capabilities, mostly communicating among themselves through rhythmic clacking of their formidable claws and a variety of pheromone signals.

Tasloi – tiny goblinoid creatures, usually only three to four feet tall. They prefer swamps, quagmires, and just about any slimy, humid areas. The tasloi excel in archery, though some of their fighters have been known to adapt rogue classes and many have a strong affinity towards one or more of the elements. They dislike men and despise elves and were among the first to be pulled into The Rat King’s armies.

Trow

Trow – mid-sized goblinoid creatures that are commonly found standing somewhere between four and five feet tall, though occasionally, a specimen can be found as tall as six feet. Some think that it is their natural genetic diversity that led to The Rat King’s exploitation of the race. The trow are often miners or delvers with poor eyesight but strong, thick limbs. They are fierce beyond measure but unmolested, these humble creatures tend to be sensible and avoid conflict. Hunted almost to extinction by the ancient lines of elves, they have never forgotten their fear and hatred of the fair folk.

Twisted Trow – The Rat King has somehow managed to combine the life essence of the trow with that of the mountain troll clans, making a beast that is massive and nearly mindless. Some are six to seven feet tall, but after much experimentation, some specimens have been observed attaining heights of as much as eight feet tall. Their bulk is even more impressive though. The twisted trow make for ideal shock troops as their care for self-preservation is almost completely absent. Some theorize that their mindless state is due to a magical control that has been cast over the beasts.

Trow Monstrosity – the most advanced and perverted version of The Rat King’s manipulations of this once placid race. Not only are their bodies heavier and more powerful, a product of increased muscle and bone mass, but their existence has become one of endless pain. Yet the sheer power of one such soldier, let alone a squadron of them, armed and armored, was a temptation The Rat King could not resist.

Mountain Trolls – a peaceful but fierce people who typically range the Sirrushi mountains north of Benham. They’re squat

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