Krand (Race)

The **Krand** are a race of horned warriors native to a planet of the same name in the system known only as "Krand space". Technologically superior even by the Core's standards, the Krand are a remote peoples who have, for the most part, kept to themselves though their secrecy and effectiveness in war make them distrusted and feared by many.

## Appearance

The Krand range from bronze, gray, brown, or black in coloration, with slitted eyes ranging in color from grey, amber, green, and purple. Their hair is described as being soft and straight, ranging from white, grey, and black. The Krand's most noteworthy physical feature are their horns resting over their brows, that can grow anywhere between 7'-15' long.

Well-built and toned, Krand have strong musculature and some are said to tower at 6'7"-7'. They often wear thick, heavy plating and helms with visors giving detailed information about their environments and opponents. Their teeth are sharp and are capable of biting through even dense Velwood.

With four hearts and two livers, as well as dense bones, the Krand are reportedly difficult to kill. Wounds that would be otherwise fatal to a Krand are typically able to heal over time, or the Krand in question can go on living after suffering the loss of some of its' non-vital organs. Krand can live with a single working heart, though they are said to suffer continuously without at least two. Heart transplants are an easy way to keep Krand alive and healthy, with the law requiring that all Krand's organs be donated to the *karset* after death.

## Culture

Krand are a warrior culture centered around the philosophy of *Palok-ma*, or "Way of War". Every Krand is trained to fight, including farmers, artisans, and other non-soldiers. A Krand who is not able to fight is no Krand to his/her people. *Krogma*, or "honor", is integral to Krand society. Those high with *krogma* are revered and their word is heeded and honored. Those seen without it are distrusted, scorned, and reviled - considered less than people.

Krand treat weapons as sacred, particularly their *kartam* - an ancestral weapon passed down from generation to generation in a particular clan. *Kartam* can be anything from axes to swords to even daggers. Soldiers in the *Vorda* vanguard are provided their own individual *kartam* to name and prize above all other weapons. When that soldier retires from duty, they are permitted to keep their *kartam* to pass down to their family.

### Philosophy and Religion

The Krand revere a pair of primary gods known as Kraggar and Krella - the "Father Dusk" and "Mother Dawn". These patriarchal and matriarchal gods embody the virtues of the Krand's duality spiritualism and are part of the basis for their form of governance and familial organization.

### Magick

Magick is a rarity in the Krand, and those born with the capacity for it are seen as cursed and killed or exiled. The Krand do not understand much of Magick, calling it *Darsa*. Mages are known as *Darsala*, and are feared for the unnatural powers they command. It is for this reason that the Krand developed anti-Magick tactics and weaponry during their war with the Heskra, rendering the latter Magickally impotent.

## Economy

The Krand do not engage in commerce as the *karset* provides weekly rations, medicines, and other necessities to all clans and families under their rule. Along with this, the greater clans will have hunting territories with which to both provide for themselves and for their vassals.

The Krand value Kurnite, a lightweight but durable metal used in the making of their weapons and armors, as well as the potent Qithon-7, a substance used as both a fuel and power source. The Krand treat Kurnite with reverence for its simple method of molding and forging as well as its durability and edge. Qithon-7 is one of the most potent fuel and power sources in Aeos, with a single gram being capable of powering a Destroyer.

## Notable Krand

* Krawn Durson Bane

* Krotha Narsola Bane

* Jund Sarthor Kragg