Kreen

Thri‐kreen (also known simply as the kreen) are the
strangest of the intelligent races of Zerim. These insectoid beings possess a
mindset very different from any humanoid being encountered. kreen are quick and
agile and make fearsome fighters, feared throughout the world.

the kreen protection from blows. Their head is topped with two antennae, and their
two eyes are compound and multifaceted. The kreen mouth consists of small
pincers. Male and female kreen are physically indistinguishable. kreen usually
do not wear clothing, but wear some sort of harness to carry weapons and food.
Many wear leg or armbands, or bracelets. Some attach rings on different places
on their chitin, though this requires careful work by a skilled artisan.

#### **Relations**

The pack mentality dominates a kreen’s relation with others. Kreen hunt
in packs, small groups that assemble together. Kreen will hunt prey in the same
region for a while, but move on before their prey has been depleted. A kreen
that joins a group of humanoids will often try to establish dominance in the
group. This can be disconcerting to those unaware of the kreen’s behavior,
since establishing dominance usually means making threatening gestures. Once
the matter is settled, they will abide by the outcome. kreen view humanoids as
sources of food, though they don’t usually hunt them, only in dire need. Many
kreen have a particularly fond taste for elves; as such, meetings between these
two races are often tense. However, once part of a clutch, kreen will never
turn on their humanoid friends, even in the worst of situations.

#### **Alignment**

Most kreen are lawful, since the pack mentality is ingrained in their
beings. Kreen that deviate from this mentality are rare.

#### **Kreen Lands**

The kreen of Zerim originate from the Empire of Tel Mherin to the west.
They are easily the most powerful force on the continent, exerting their control
over the swampfolk and the Half-Giants in Jutai.

#### **Magic**

Kreen have no natural disposition towards magic, and a wizard’s use of
the environment as a source of power conflicts with a keen’s beliefs. As well,
the keen’s lack of sleep and its instinctual need to hunt do not lend
themselves well to magical study.

#### **Religion**

Kreen culture is steeped in tradition and ancestor worship. Most kreen
do revere Nedite, the goddess of the desert.

#### **Language**

The kreen language is very different from those of the other intelligent
races. They have no lips or tongues, and so cannot make the same sounds
humanoids make. Kreen language is made up of clicks, pops, or grinding noises.
In short, kreen can only speak Kreen.

#### **Names**

Kachka, Ka’Cha, Ka’Ka’Kyl, Klik‐Chaka’da, Sa’Relka, T’Chai

#### **Adventurers**

Kreen adventure for different reasons. Most enjoy challenges presented
by new prey. Some seek out the challenge of leading new clutches, new companions
and observing different “hunting” techniques.

### **Society**

There are very few cities in Tel Mherin. Most kreen
wander the desert hunting the wildlife. The kreen that live in the cities are
often tradespeople, gladiators, or politicians etc., but the cities are often
populated more with other races than with kreen.

Desert kreen hatch from eggs. All those who hatch at
the same time form what is called a clutch. Kreen gather in packs that roam the
wastes. Each pack consists of several clutches that roam over an area that the
pack considers theirs to hunt on.

Clutches and
packs are organized along strict order of dominance. The toughest member is
leader; the second most powerful is second in command and so forth. A kreen can
challenge a superior for dominance initiating a contest. The contestants fight
until one surrenders or dies. Afterwards, the matter is considered settled and
there are no lingering resentments between victor and loser. The pack‐mates
take the view that the challenger was only acting to strengthen the pack.

Desert kreen are obsessed with hunting. They are
carnivores, but seldom hunt intelligent life for food. When not hunting, they
craft weapons, teach their young, and craft sculptures.

The pack mentality is so ingrained in the culture
that kreen apply it to every situation. Kreen feel compelled to be part of a
clutch and will accept members of other races as clutch‐mates.

### **Kreen Racial Traits**

●
**Ability Scores**: Kreen receive +2 Dexterity, +2
Wisdom, and -4 Charisma. Kreen are fast, but their alien mindset makes it
difficult for them to relate to humanoids; furthermore, their “clutch–mind”
instincts leave them with a poor sense of themselves as individuals.

●
**Type**: Kreen are monstrous humanoids.

●
**Size**: Kreen are medium creatures, and
as such have no bonuses or penalties due to size.

●
**Base Speed**: (Quick) Kreen base land speed is
40 feet.

●
**Languages**: Kreen begin play speaking Kreen.
Since kreen anatomy only allows them to speak kreen, they may only understand
languages they have learned. Kreen with high Intelligence scores can choose any
language, but may only understand, read, and write these languages.

●
**Darkvision**: Kreen can see in the dark up to
60 feet.

●
**Desert Hunter**: Kreen have a +4 racial bonus on
Stealth checks in sandy or arid areas.

●
**Leap**: Kreen are natural jumpers, and
are always considered to have a running start when making Acrobatics checks to
jump.

●
**Multiple Limbs**: Kreen have four arms, 2 primary
arms used for attacking, and 2 secondary arms that can be used to carry
objects. They cannot wield weapons with their secondary arms, but they can
retrieve small, stowed objects carried on their persons as a swift action.

●
**Sleep Immunity**. Kreen do not sleep, and are
immune to magic sleep effects and gain a +2 racial bonus on saving throws made
against enchantment spells and effects.

●
**Weapon Familiarity**: To kreen, the double spear is
treated as martial rather than an exotic weapon.