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Colos indoctrinated and trained by the monster hating Order of Thanatos were introduced to The Dark Woods to end the practice of sorcery. Colo society in The Dark Woods is focused on a crusade to hunt and destroy every sorcerer they can find. These colos live in forts occupied by many large families.  The social structure is miltaristic, with each fort led by a "captain" and his many officers.  
 
Colos indoctrinated and trained by the monster hating Order of Thanatos were introduced to The Dark Woods to end the practice of sorcery. Colo society in The Dark Woods is focused on a crusade to hunt and destroy every sorcerer they can find. These colos live in forts occupied by many large families.  The social structure is miltaristic, with each fort led by a "captain" and his many officers.  
 
[[Image:ColoScowlTheDarkWoods.jpg|120px|left]]  [[Image:ColoHeadTheDarkWoods.png|200px]]
 
  
 
: "The Order of Thanatos has long recognized The Dark Woods to be a center of great evil amonst the many worlds that this place creeps into.  The Order of Thanatos brought us colos here generations ago, because of our explosive population growth and pack hunting instincts. The part of The Dark Woods conquered by the decedents of those colos is now called Colo Country by those of us who dwell here. Know two things for certain.  First venturing beyond the borders of Colo Country is a journey into the land of nightmares, and should only be done with careful military planning.  Second, if you meet sorcerers, destroying those blights-on-reality is your duty, cause, and reason for existence; we are the angels sent to destroy these demons in their own hell!" ''- Ruben the Crusader Monk'' (from an academy lecture a few weeks before his disappearance.)''
 
: "The Order of Thanatos has long recognized The Dark Woods to be a center of great evil amonst the many worlds that this place creeps into.  The Order of Thanatos brought us colos here generations ago, because of our explosive population growth and pack hunting instincts. The part of The Dark Woods conquered by the decedents of those colos is now called Colo Country by those of us who dwell here. Know two things for certain.  First venturing beyond the borders of Colo Country is a journey into the land of nightmares, and should only be done with careful military planning.  Second, if you meet sorcerers, destroying those blights-on-reality is your duty, cause, and reason for existence; we are the angels sent to destroy these demons in their own hell!" ''- Ruben the Crusader Monk'' (from an academy lecture a few weeks before his disappearance.)''
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'''Dryads''' are walking, talking plant-humanoid hybrids covered in protective bark. They are fast healers. Dryads are guardians of The Dark Woods, and they have no taboos against sorcery. Dryad sorcerers have been known to take the form of hulking trolls or tentacled trees.
 
'''Dryads''' are walking, talking plant-humanoid hybrids covered in protective bark. They are fast healers. Dryads are guardians of The Dark Woods, and they have no taboos against sorcery. Dryad sorcerers have been known to take the form of hulking trolls or tentacled trees.
 
[[Image:Mmf-wood-troll.jpg|150px]]
 
 
  
 
'''Ghouls''' are undead who develop grotesque mutations. They can absorb the abilities and features of creatures they eat, including creatures that have no magical essence. Ghouls are from the outbreak that destroyed the home world of the Order of Thanatos, and the order believes the ghouls are related to the essence of The Dark Woods.  Creatures killed by ghouls often rise as ghouls themselves if their corpses are intact.
 
'''Ghouls''' are undead who develop grotesque mutations. They can absorb the abilities and features of creatures they eat, including creatures that have no magical essence. Ghouls are from the outbreak that destroyed the home world of the Order of Thanatos, and the order believes the ghouls are related to the essence of The Dark Woods.  Creatures killed by ghouls often rise as ghouls themselves if their corpses are intact.
 
[[Image:GhoulCrawlingTheDarkWoods.png|170px|left]] [[Image:GhoulTheDarkWoods.png|150px]]
 
 
  
 
'''Gryphons''' have the wings, head and talons of an gigantic eagle and the body and legs of a lion. Gryphons of The Dark Woods are often colo sorcerers who have acquired attributes of big cats and predatory birds on their way to becoming dragons. These gryphons may have unusual features like tiger stripes, leathery bat wings or feathered tails.
 
'''Gryphons''' have the wings, head and talons of an gigantic eagle and the body and legs of a lion. Gryphons of The Dark Woods are often colo sorcerers who have acquired attributes of big cats and predatory birds on their way to becoming dragons. These gryphons may have unusual features like tiger stripes, leathery bat wings or feathered tails.
 
[[Image:WildGryphonTheDarkWoods.png|300px]]
 
 
  
 
'''Striders''' are bipedal canine lagomorphs. They have a low center of gravity, long floppy ears and short snouts with ape-like lips. Because striders crave competition and glory, and have a strong natural instinct for loyalty, they are often employed as mercenaries by sorcerers.
 
'''Striders''' are bipedal canine lagomorphs. They have a low center of gravity, long floppy ears and short snouts with ape-like lips. Because striders crave competition and glory, and have a strong natural instinct for loyalty, they are often employed as mercenaries by sorcerers.
 
[[Image:Mmf-seuss-boxer.jpg|140px|left]] [[Image:Mmf-seuss-chainmail.jpg|120px]]
 
 
  
 
'''Morlocks''' are subterranean humanoids with large dark eyes and pale, yellowish or gray skin. They are mostly or entirely bald with tiny ears and flat noses. Morlocks evolved from humans before discovering the Dark Woods while exploring time and space.  
 
'''Morlocks''' are subterranean humanoids with large dark eyes and pale, yellowish or gray skin. They are mostly or entirely bald with tiny ears and flat noses. Morlocks evolved from humans before discovering the Dark Woods while exploring time and space.  
  
 
Morlocks are excellent climbers. Sorcerers that were once morlocks often have telekinetic powers that allow them to levitate things, climb on ceilings or leap unnaturally high.
 
Morlocks are excellent climbers. Sorcerers that were once morlocks often have telekinetic powers that allow them to levitate things, climb on ceilings or leap unnaturally high.
 
[[Image:TheDarkWoodsMorlockScary.png|150px|left]] [[Image:TheDarkWoodsMorlockBoxer.png|120px]]
 
  
 
Morlock settlements are always found underground, and often organized into industrial communes. Settlements ruled by sorcerers are referred to as "morlock cults."
 
Morlock settlements are always found underground, and often organized into industrial communes. Settlements ruled by sorcerers are referred to as "morlock cults."
  
 
'''Nagas''' are serpentine creatures with a humanoid upper body and the lower body of a very large snake. Nagas are legless relatives of varana (see below) and specialize in paralyzing their opponents with venom.
 
'''Nagas''' are serpentine creatures with a humanoid upper body and the lower body of a very large snake. Nagas are legless relatives of varana (see below) and specialize in paralyzing their opponents with venom.
 
[[Image:Mmf-serpent-man.jpg|250px]]
 
 
  
 
'''Satyrs''' are humanoids fram a parallel Earth where primates have horns, hooves and the combined agility of goats and monkeys.
 
'''Satyrs''' are humanoids fram a parallel Earth where primates have horns, hooves and the combined agility of goats and monkeys.
 
[[Image:TheDarkWoodsSatyrKneeling.png|200px|left]] [[Image:TheDarkWoodsSatyrRunning.png|180px]]
 
 
  
 
'''Seekers''' are giant insects that walk on two legs. They have wickedly sharp, flexible tails, elongated heads, three eyes and four arms. Seekers come from a swampy world with huge bugs and an oxygen-rich atmosphere. Seeker technology avoids fire - which is difficult to control in their native atmosphere - and specializes in medicine, biochemistry, and preserving knowledge. Seekers do not have permanent settlements in The Dark Woods, but they study The Dark Woods and use it to access numerous other worlds.
 
'''Seekers''' are giant insects that walk on two legs. They have wickedly sharp, flexible tails, elongated heads, three eyes and four arms. Seekers come from a swampy world with huge bugs and an oxygen-rich atmosphere. Seeker technology avoids fire - which is difficult to control in their native atmosphere - and specializes in medicine, biochemistry, and preserving knowledge. Seekers do not have permanent settlements in The Dark Woods, but they study The Dark Woods and use it to access numerous other worlds.
 
[[Image:SeekerArmoredTheDarkWoods.png|180px|left]] [[Image:SeekerFaceTheDarkWoods.png|270px]]
 
  
 
Seekers hatch from clutches of hundreds of eggs and do not have names until they accomplish something to distinguish themselves as individuals.  Seeker are constantly exploring to bring new knowledge home to their hive, recording observations and collecting specimens.
 
Seekers hatch from clutches of hundreds of eggs and do not have names until they accomplish something to distinguish themselves as individuals.  Seeker are constantly exploring to bring new knowledge home to their hive, recording observations and collecting specimens.
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'''Varana''' descended from human treasure hunters who settled permanently in The Dark Woods. Over generations the essence of The Dark Woods has transformed them into a race of lizard men. Varana scavenge The Dark Woods seeking treasure to horde, and get violently territorial about ruins they think hold particularly valuable secrets. They have been known to use their venomous bite as a weapon of last resort.
 
'''Varana''' descended from human treasure hunters who settled permanently in The Dark Woods. Over generations the essence of The Dark Woods has transformed them into a race of lizard men. Varana scavenge The Dark Woods seeking treasure to horde, and get violently territorial about ruins they think hold particularly valuable secrets. They have been known to use their venomous bite as a weapon of last resort.
 
[[Image:TheDarkWoodsVaranaTailless.png|280px|left]] [[Image:Mmf-reptilian-plate.jpg|150px]]
 
 
  
 
'''Wargs''' are wolf-like humanoids adapted to the hostile environment of The Dark Woods. They are hard to kill and have keen natural senses, sharp fangs and claws, and increased strength.
 
'''Wargs''' are wolf-like humanoids adapted to the hostile environment of The Dark Woods. They are hard to kill and have keen natural senses, sharp fangs and claws, and increased strength.
 
[[Image:Mmf-werewolf3b.jpg|250px|left]]  [[Image:Mmf-werewolf4.jpg|200px]]
 
 
  
 
'''Wraiths''' are otherwordly supernatural creatures whose appearance ranges from apparently normal mortals to ghoulish skeletal monstrosities.  Each wraith has a recollection of having had a mortal life in it's past. Normally wraiths are ghost-like, unable to manipulate the physical world, but the essence of The Dark Woods causes them to condense, solidify, and become physically powerful.
 
'''Wraiths''' are otherwordly supernatural creatures whose appearance ranges from apparently normal mortals to ghoulish skeletal monstrosities.  Each wraith has a recollection of having had a mortal life in it's past. Normally wraiths are ghost-like, unable to manipulate the physical world, but the essence of The Dark Woods causes them to condense, solidify, and become physically powerful.
 
[[Image:TheDarkWoodsAngel.png|300px]]
 
  
 
Wraiths are supposedly created by the angel of death. Pious wraiths worship the angel of death, following religious texts and traditions attributed to this being. The tenets of this religion suggest that wraiths should be the only immortals, and other creatures with unnatural longevity should fall before them. Pious wraiths prefer weapons with symbolic relevance to this philosophy, especially sacrificial knives, sickles, and scythes.
 
Wraiths are supposedly created by the angel of death. Pious wraiths worship the angel of death, following religious texts and traditions attributed to this being. The tenets of this religion suggest that wraiths should be the only immortals, and other creatures with unnatural longevity should fall before them. Pious wraiths prefer weapons with symbolic relevance to this philosophy, especially sacrificial knives, sickles, and scythes.

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