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==World Axis== {{NotFunny Sourcebook}} [[File:Marid 4e.jpg|right|200px]] Much like the [[Dao]], very little is known about the marids of the [[World Axis]]. These silvery blue-skinned, pearl-eyed, subtly fish-like humanoids are mighty [[elemental]]s of water, and characterized by their adventurous natures and their egos. These [[genie]]s roam the great seas of the cosmos in search of excitement and adventure; they value freedom and individuality above all else, and follow only those who lead by example or inspire them through heroic efforts. This might have something to do with the fact that each individual member of the race considers itself to be nobility, but still, the race's nominal leader, the Great Padisha, rules with a light hand. Boisterous and cheerful by nature, marids greatly prize tales and ballads, and they frequently hold storytelling and singing competitions with extravagant rewards for the victors. The winning story typically portrays marids as clever, infallible protagonists who make everyone else look bad by comparison. Marids also hold contests of arms, such as wrestling bouts or matches between fighters wielding trident and net. In addition, they organize great hunts for formidable prey, such as krakens and aquatic dragons. As with the bardic competitions, the winners are lavished with extravagant prizes, usually pearls, coral, or items of arcane power. When conversing with a marid, one should display the respect due a superior, never interrupting and speaking only when spoken to. Flattery and displays of obeisance earn the most favorable response. Marids are keen judges of talent, and are readily impressed by an extraordinary storyteller, singer, hunter, or duelist. Marids pride themselves on their large and diverse households, and they routinely invite creatures (the more exotic, the better) to be their servants and companions. Such an association is entirely voluntary, since marids greatly value free will - one of their greatest virtues, and which can often make up for their ego. Allies can include intelligent sea creatures such as aquatic elves, tritons, kelpies, and water elementals; fish and mundane aquatic beasts such as killer whales, sea snakes, various sharks, and dolphins; and magical beasts of the oceans. Marids seldom leave the Elemental Chaos, but when they do, they might ally with any other intelligent creature that shares their goals and showers them with attention, gifts, and flattery. Wizards rarely attempt to bind marids, who make troublesome servants at best, and implacable enemies if they regain their freedom. Ironically, one could make the argument that the marids of the Elemental Chaos are actually ''less annoying'' - or even outright heroic! - compared to their Great Wheel counterparts.
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