The krill are small humanoids with many insect-like features. Krill are omnivorous and require saltwater to survive (though fresh water and salty food suffice).

Krill offspring have colored patterns and markings which are unique to their family line. Offspring always have the same markings as their mother.

Once fertilized, female krill can produce thousands of eggs every season. The eggs dry out unless submerged in freshwater. While saltwater is essential to krill as adults, it is toxic to krill eggs. As a result, krill dwelling in the sea have to migrate onto land to find a freshwater river or lake to give birth in. Regardless, many krill eggs are devoured by fish and other sealife before they can hatch. In ideal conditions, the eggs hatch in about a year. Most clutches still produce dozens of krill young. When they hatch, the young often head for the sea. Sadly, infant mortality is high among the young due to predation on land and water.

In the First Age, they devoured much of the land and ocean’s bounty, which drove them toward constant starvation.

In the First Age, the nomadic tribes of krill were governed by a ruling clan. They were patriarchal, but matrilineal. The ruling clans led their tribes in war against the other tribes of krill over food, often cannibalizing entire tribes (eating their women, enslaving their men).

Near the end of the Second Age, the krill formed a symbiotic relationship with the Kabnatan. The two farmed and warred together as allies, finding survival was easier when they worked together than when they struggled separately.

These days, the krill form symbiotic relationships with their neighbors. Favoring matrilineal descent and more egalitarian rule, often sharing power with the Kabnatan. Elders, especially priests are looked to for wisdom and guidance, while the community attempts to raise their copious young. Given their incredibly fertility, krill avoid sex and the topic of sex as a taboo. Ritual cannibalism is still a common punishment for crimes, however minor.

Krill find life easiest near both a freshwater and saltwater source. They will then lay their eggs in a nearby freshwater lake or up river. When the young are hatched, they can find their parents on their march to the sea, saltwater lake or marsh. Regardless, krill children are cared for by the entire community. Krill communities are large, but have few resources.

Due to concerns of overpopulation and their eggs’ vulnerability to saltwater, many female krill choose (or are persuaded) to give birth in saltwater or on land as a form of population control.

The naming convention of the krill, due to their large numbers, is NationTribeFamily GroupSub FamilyIndividual. Depending on how much the krill trusts someone, the more they will reveal their personal name. For example, Angulera-Kama-Anabade-Abade-Dara is the person named Dara, from the family of Abade, they are from the Anabade extended family, in the Kama Tribe, from the Angulera region of Southern Gherena. She would introduce herself to strangers as Angulera-Kama. Close friends might one day call her Abade-Dara, but family are usually the only ones that call her just Dara.

+2 Str, +2 Con, -2 Cha (0 RP): The krill are strong and tough, but are not known for their friendliness.
Type (0 RP): Humanoid.
Small Size (0 RP): Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Base Speed (0 RP): Krill have a land speed of 30 ft.
Swim Speed (2 RP): Krill have a swim speed of 30 ft. and gain a +8 racial bonus on Swim checks.
Languages (0 RP): Krill may speak Kasrayan, Low Kabnatese, Nairani, Omuzite, Samagran, or Shoranese depending on where their parents grew up.
Other Traits

  • Amphibious (2 RP): The Krill are amphibious and can breathe both air and water.
  • Claws (2 RP): Krill receive two claw attacks dealing 1d3 points of piercing damage as primary natural attacks.
  • Claw Exercises (2 RP): Krill gain the Weapon Focus feat at first level, applied to their claws natural attack.
  • Weather Savvy (1 RP): Krill are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

The Mad: About 1/5 Krill makes a pilgrimage to the Mountains of Madness and returns changed forever, cursed (or blessed) by the horrors they see there. Choose one of the following on character creation if you are one of The Mad:

d% Insanity
1-11 Amnesia
12-48 Mania/Phobia
49-68 Multiple Personality Disorder
69-78 Paranoia
79-84 Psychosis
85-100 Schizophrenia


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