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KRUG SWAMP KRUG

Productive land is easy to find in the realm of Mangala,


Wards of Mangala, inhabiting his realm, Kahadlok, so land ownership is common and the Swamp Krug
and Kauhu. Krug are seen as lazy and sloppy. Their use less advanced technology than Mangala’s other
innovations, ability to prioritize, and excellent family Wards from more difficult environments. They excel
life are often overlooked by the other Wards, who tend most at training other creatures to do their work for

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to underestimate their capabilities. them, leaving most hunting and gathering to their
pets. The favorites for trained work are the many
Physiology: Krug have green skin and tend to be
varieties of amphibious lizards common to the area,
shorter and fatter than the other Wards. They are
which can be trained to hunt small game or retrieve
hardy and resilient, thriving in any of the widely varied

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fruit.
environments of their home realms.
− Hardy Constitution: Swamp Krug begin with one
Hatchling’s legs are fused into a fin for the first two
rank in Resilience
years, but they are immediately able to crawl, swim,
and eat simple foods. They learn to walk shortly after − Trainers: Swamp Krug add to checks to train
their legs separate. animals or command a trained animal.

− Wound Threshold: 12 + Brawn e


− Strain Threshold: 8 + Willpower
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− Starting Experience: 110 XP

Typical Lifespan: 60-75 years

Typical Height/Weight: 4-5.5 feet, 150-250 lbs.


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Common Personality Quirks:


− Lazy
− Organized
− Practical
− Unflappable
− Greedy
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− Sloppy
− Innovative

Common Names: Krug use surnames based on their


opposite-gendered parent’s name.
− Carwed son of Aubrest
− Jociris daughter of Jorkel
− Verdono son of Natemma
− Lanmare daughter of Simanto

Children of Aten|37
DEEP KRUG RIVER KRUG
Cities in Kahadlok’s realm are dense for Krug, The River Krug are the most distributed, independent
concentrated where rare springs meet lava veins, and industrious of Mangala’s Wards. The rivers and
providing access to water and easily harvested steam underground seas of Kauhu provide a wide variety of
power. Deep Krug make a variety of simple available resources, but distributed over large spaces.
automatons to make life easy even in a harsh realm. River Krug have a large middle class of traveling

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Machines crawl the tunnels harvesting mushrooms traders, leveraging domesticated fish to pull their sleek
and returning when full, or lay traps for game and drag water chariots carrying exotic materials or foods
their prey back when sprung. Predators or young, across the sea or down rivers. Couples commonly
ambitious Krug sometimes steal from such machines, travel and work together, or take turns making the

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and some advanced ones have defenses built in as well, same run while the other rests. There is no defined
but many swear by simpler designs that are cheaper time cycle in Kauhu, away from Aten’s light and
and fail less often even if they are sometimes robbed. relying on their own bioluminescence and that of
Political power is very consolidated in Kahadlok, with other life means the River Krug work, eat, and sleep on
landlords owning large housing complexes. Some entirely arbitrary schedules however they wish.
tenants earn better accommodations by maintaining
the landlord’s automatons. − Aquatic: River Krug begin with a simple apparatus
called a “face gill” that allows them to breathe

󲊳󲊳 to all mechanics checks.


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− Sturdy Contraptions: Deep Krug add automatic normally underwater. They can also withstand
high pressures without ill effect.

− Bioluminescence: River Krug can light up their


fins to provide illumination within medium range.
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Sa

38|Children of Aten

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