The god hand
“The Thri-kreen of the Tablelands have a rather primitive view of the world, but their mentality is still similar to that of the Tohr-kreen of the north. Much of our common behavior stems from our insect nature. Among the thri-kreen of the Tablelands, the constant struggle for survival greatly influences their beliefs and practices. Of course, the racial memory of our kind gives all kreen common ground and insures that certain values are upheld. Of paramount importance among all kreen of all lands is the clutch” from the journals of Klik-Chaka.da
Kreen minds, behavior, and physiology often seem bizarre to members of other races. But despite their fierce appearance, the insect like humanoids can be loyal and courageous companions. The Kreen view everything through the lens of the hunt and the predator-prey relationship. Their basic social units are the clutch and the pack. To any Kreen whether the nomadic Thri-Kreen or the settled Tohr-Kreen the clutch is everything.
To races unfamiliar with the insect like Kreen, their appearance can be unsettling. They are often mistaken for monsters, and sometimes accidentally fall into that misconception because of their beliefs and mentality. The insectoid Kreen have six limbs and are covered in tough chitinous plates ranging in a variety of colors. Their lowest pair of limbs is used as legs, and their upper pair of limbs serves as arms. The middle set of limbs is small but dexterous, and the Kreen use them for fine manipulation, leaving heavy work to the stronger upper arms. Both the middle and the upper pairs of limbs have three clawed fingers and one opposable thumb. Kreen range from a little over 5 feet and up to 7 feet tall and have a average build, depending on the sub race. They have wedge-shaped heads and large compound eyes, two antennae, and powerful mandibles. There are very distinct differences among the three Kreen subraces but the general anatomy is the same.
Kreen have fairly short lives compared to other races, roughly around 30 years. However all Kreen have racial memory or what they call “Ta-tho”. A certain place or thing can trigger this and allow them to glimpse into the past memories about the trigger and gain knowledge of it. Some of these memories are of the great one Chak’sa a Kreen khan, or “Haaz”, who once ruled the Kreen race and worked along side humans for the betterment of both. Under his rule a council of the three Kreen subraces was formed, called the “Da’kreen-Dej’kaluk”, and with its birth so to came the fist Kreen city. Some Kreen develop psionic abilities, either awakened by the “Ta-tho” or developed on their own. Some Kreen harness this gift and become powerful psychic warriors. Not many but some Kreen can use magic however, use of it is greatly frowned upon.
In the Kreen language “Kreen” actually means people. Kreen society is made up of two groups. The Thri-Kreen or “nomad people” and the Tohr-Kreen or “settled people”. The barbaric Thri-Kreen are slow to trust and wary of outsiders. The more civilized Tohr-Kreen are usually friendlier then their nomadic cousins however that does not make them any less cautious. Kreen basic social units are the clutch and the pack. A clutch is a small group (no more than six) to which an individual kreen has a close bond. The concept of the clutch combines “team,” “friends,” and “family.” Every kreen has a birth clutch that consists of all surviving members of the group of eggs from which it hatched. Later in life, each kreen forms one or more other clutches. A pack is a larger social unit that consists of any number of clutches. If deprived of a clutch, a kreen is biologically compelled to seek out a new group to join. Obeying their pack instincts, kreen try to find their place in any group. They use a series of challenges to determine the pecking order, assessing their possible clutch mates in secret or, when necessary, demanding trial by combat. Kreen seize leadership of groups in which they’re the strongest members, but they are willing to accept subordinate roles in the presence of powerful allies. They take orders from the pack or clutch leader without hesitation, eager to fulfill the duties of their position. Any member of the clutch is free to voice its opinion and offer advice. Indeed, each member is expected to have expertise in matters the others do not. All must contribute to the good of the clutch and the success of the hunt.