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====Olokun==== Whereas Loren'dil was a planet of great plains and forests, and Gabrook was a planet of hostile deserts, Olokun was a world of oceans. There were a precious few small continents, but the violent oceans of Olokun often bared small islands only to flood them again later. Most species on Olokun therefore evolved to be able to breathe air despite living mostly underwater, so they wouldn't "drown" above water. =====Merfolk===== Merfolk are half-human from the waist up and half fish from the waist down. They move gracefully in the water, but can only crawl around on land. Their relations with other races tend to be minimal, since they live exclusively in the oceans and seas. That's not to say they ''couldn't'' get along, but they are much more likely to make friends with the underwater folk. They get along with dolphins and enjoy the company of Sea Elves. However, they don't get along with the shark men. At all. They didn't get along back on Olokun, and they don't get along on Yrth. =====Shark Men===== The shark men came from Olokun as well, but they come from a different sort of background. They aren't necessarily evil, and some even get along with the humans of Sahud as trading partners. However, to most other people, their culture is impenetrable and confusing, not helped by the fact that many shark men are isolationist and underwater. Thanks to this, they tend to be labeled as monsters, not helped by their reverence of the [[Lovecraft|old shark gods]]. =====Octo Folk===== Octo Folk are not humanoid like most of the other playable races. They are near identical in appearance to the octopi of earth, just larger, about 7 feet tall. However, they are very intelligent, and have reached a tech level about on par with the Roman Empire, all while remaining cut off from most of the other peoples of Yrth. Don't expect to interact much with the other folks if you choose to play an Octo Folk, especially given how you're locked to the sea. Ideal for ocean-bound campaigns, not much else.
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