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Merjara

Born in the depths. Masters of the sea

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Conditioned to life in the sea, Svalki are the greatest fishermen alive, able to make a living as suppliers of anything nautical. Known craftsmen, Svalki make beautiful pearl and coral jewerly that is often highly coveted. Svalki are deadly underwater and can outswim any land based creature but they are somewhat less apt to land living, suffering from a hypersensitivity to unclean air and illness. Svalki get along with most races but can be difficult to understand with gutteral and fluttery accents. 

- Excellent swimmers suffering no move penalty in water

- Able to breath underwater and on land. 

- Loves humid hot climates 

- 2x as sensitive to toxins

- Can see in the dark (darkvision)

- Relatively short lifespan, typically 50-60 yrs

- Able to regenerate most wounds given ample time. 

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Many eons ago the Ellyllon sought a way out of slavery and war from their god, the god of the Gnorls. Making a pact with a rival god, the Ellyllon betrayed their own god and drank of the sea gods ichor. After drinking of his life blood they were given the ability to breath underwater and survive in the sea. Now eons later the Ellyllon are known as the bastard children of the sea god and are more or less hated by their land based goblin counterparts. 

- Can breath underwater and on land. 

- Adept swimmers suffering no water movement penalties 

- Can speak Aquatic, Common tongue and Goblin

- Cautious & mistrusting, Ellyllon deeply covet what little they have

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Regal, strong and proud, Krakin were the earliest dominators of the sea and oceans, holding an iron fast dominion of the deep. Not until the great war galleons of the Alfar, Humanity and Orcs was their power ever able to be to challenged. Even to this day Krakin are fierce water fighters and are the cause of many a sunk ship that dares travel in their territories without patronage. Krakin grow specialized coral networks that span great distance and provide underwater habitation with both oxygen rich water and living space. Krakin can travel on land and do so quite often to see the world above and engage in trade. 

- Excellent swimmers suffering no move penalty in water

- Able to breath underwater and on land. 

- Hates being totally dry, needs to stay moist for health

- Elegant as Alfar, Regal as Dwarves and as Proud as Humans

- Can see in the dark (darkvision)

- Able to regenerate most wounds given ample time. 

Call 

123-456-7890 

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