TEXT: IntroductIon
  Many are the terrors of the deep ocean. While fishermen and sailors fear sudden squalls 
  and colossal whales, nothing strikes dread into their hearts as much as talk of the dreaded 
  “shark-men.” Remorseless killers, they stalk the waters of Rassilon, attacking ships and 
  raiding coastal communities for treasure and food. This supplement takes a look inside 
  the culture of the kreana.
  orIgIn of the SpecIeS
  The truth is altogether different. Eons ago, in what skalds call the Mythic Age, a great 
  city stood on an island in the middle of the Inner Sea. Although skilled architects and 
  technologicallyadvanced, the city-dwellers were a cruel and barbaric people. Carcharas the 
  shark god was their patron deity, and they honored him with human sacrifices. Over time, 
  the inhabitants became more debauched, instigating cannibalism and raiding far and wide 
  for captives as offerings to their deity.
  The worshippers of Carcharas believed their god dwelt in the inner ocean, a watery 
  realm deep below the surface of the world. Through ancient and powerful magic, they 
  bored a hole into this realm intent on summoning their god to the world of mortals as a 
  true living deity. Affronted by this unholy act, the other races, backed perhaps by Neorthe, 
  worked their own powerful magic.
  The great and terrible city sank beneath the surface of the waters, though it suffered 
  little structural damage. Carcharas sacrificed great personal power to warp large numbers 
  of his followers into the kreana, changing them from airbreathers into ferocious shark-
  men; for if they perished there would be none left to worship him and his very existence 
  would be threatened. The newly created shark-men fled the city in fear of further retribu-
  tion. The story of the disaster was told to subsequent generations, though the facts were 
  slowly replaced by myth.
  Even among the clergy of Neorthe, the true origin of the kreana has been forgotten. 
  Indeed, even in coastal communities kreana are nothing more than a myth, a bogey-man 
  invented to keep children out of the water and account for the disappearance of mariners 
  lost at sea. Those who know of the shark-men attribute their creation to Dargar, for only 
  he would create so savage and bloodthirsty a race.
  One myth tells how the kreana were once worshippers of Dargar, and how they were 
  31302
  PAUL “WIGGY” WADE-WILLIAMS
  • C R E AT U R E  G U I D E  # 2 •
  Author: Paul Wade-Williams
  Graphic Design: Robin Elliott
  Editing: Tyler Morrison
  kreana
  www.tripleacegames.com
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  driven into the sea by their enemies, where upon Dargar 
  transformed them into the kreana to ensure they would 
  not drown. While many of the details are wrong, the 
  underlying kernel of truth remains.
  anatomy
  Standing over six feet tall and well-muscled, kreana 
  are an abominable cross between men and sharks, the 
  physical embodiment of mindless savagery.
  Although native to marine environments, kreana are 
  quite capable of living in fresh water.
  phySIology
  unlike land-dwelling sentient races, the kreana lack a 
  neck. Their heads are capable of only limited lateral and 
  vertical movement, allowing them to snap at prey only 
  within a narrow arc of their facing. On land, they walk 
  bent over, their heads almost horizontal to the ground. 
  Olfactory pits at the end of their snout serve to pick up 
  scent. The pits are highlytuned to detect minute particles 
  of blood, and even on land they can hone in on blood 
  spilt miles away if the wind is in the right direction. hear-
  ing is achieved by two auditory channels set behind the 
  eyes. Their hearing range is much lower than humans, 
  leaving them unable to hear high-pitched sounds.
  Their eyes, two black, soulless orbs, are mounted far 
  apart, giving them excellent depth perception. While it is 
  commonly believed that kreana are capable of seeing in 
  the sunless depths of the oceans, this is a fallacy—their 
  eyes are no better at seeing in poor lighting than hu-
  mans. When out of water a thin membrane covers the 
  eyes, protecting them from the glare of Sigel’s hearth.
  The most noticeable feature of the head is the gaping 
  maw filled with multiple rows of triangular, saw-edged 
  teeth. When biting, kreana chomp down on their prey 
  and then shake their head from side to side, sawing off 
  a chunk of flesh and leaving a vicious wound. kreana 
  frequently lose teeth. As one falls out, a tooth moves for-
  ward to fill the vacancy and a new tooth quickly grows to 
  ensure a steady supply.
  further down the body are the gill slits. While primar-
  ily used for extracting oxygen from water, they also work 
  on land. kreana have lungs which function underwater 
  as flotation bladders, and on land as those in air breath-
  ers. The gills are extremely sensitive, and a blow there is 
  akin to kicking a human in his reproductive organs.
  The body is sleek and streamlined, ideally suited to 
  rapid swimming. A powerful tail propels the creatures at 
  speeds up to 40 miles per hours. A thick, triangular dor-
  sal fin protrudes from the center of the back. It prevents 
  the kreana from rolling while using their tail for motion, 
  and enables them to turn remarkably quickly.
  The skin varies in tone from gray-blue to gray-green. 
  Coloration is darker on the back, lightening to almost 
  white on the belly. The skin, while it appears smooth, is 
  actual rough to the touch. Made up of millions of tiny 
  scales, it is deceptively tough, providing the kreana with 
  protection equivalent to leather armor.
  kreana are subject to dehydration outside water. With-
  out regular immersion the skin begins to dry and crack. 
  lethargy quickly sets in, followed by intense cramps, and 
  finally system shock and death after four days.
  kreana have two arms and two legs. Each limb ends 
  in five digits. Tipping each finger and toe is a non-retract-
  able claw about two inches long. The general muscula-
  ture and bone structure is remarkably close to that of 
  humans. Although the kreana rarely use complex tools, 
  their fingers are dexterous.
  A kreana’s intestine is very short while their stomach 
  is about twice the size of that of a human of comparable 
  height and build. food is broken down in the stomach 
  into a thick paste, and passed to the intestine only when 
  the kreana is hungry. When food is available, the kreana 
  gorge, storing it away for leaner times. The entire sys-
  tem is far more efficient than among other races, and as 
  much as 90% of the nutrients from a meal are eventually 
  absorbed. This results in very little bodily waste being 
  produced. Excessive water is converted to urea, which 
  is exuded through the skin. One way to tell if kreana are 
  present on land is the pungent stench of ammonia.
  lIfe cycle
  Reproduction with kreana society is a privilege, not a 
  right. females, while technically lower in society, choose 
  with whom they will breed. females will only breed with 
  the strongest males, and competition for breeding rights 
  often leads to bloodshed when one male will not back 
  down under another’s threats.
  Sexual reproduction is internal. It is also violent. A 
  male may have won the right to sire the next generation, 
  but the female does not submit willingly. Many kreana, 
  both male and female, boasts the scars of sexual union.
  kreana do not mate for life—if a female wishes to 
  switch to a new mate, that is entirely her prerogative. by 
  law, her former partner may challenge the newcomer to 
  a fight to the death.
  like the humans from whom they descend, kreana 
  females are fertile every month. gestation lasts for seven 
  to nine months, after which time a single live young is 
  born. Newborns are placed together in a nursery.
  here they will learn the savagery needed to survive 
  as adults. unsupervised, they must fend for themselves, 
  fighting off rivals for the chunks of meat thrown to them 
  daily and establishing their right to become an adult. 
  Those too weak physically or mentally die of starvation 
  or violence, whereupon they become food for the stron-
  ger.
  Offspring are regularly moved to a new nursery, en-
  suring that as they age they do not destroy too many of 
  their much younger kin. by the age of three, they are 
  dragged from the nursery to begin their education under 
  the tutelage of the shark callers.
  All males have a duty to help feed the community. 
  hellfroSt creature guIde
  
  
  While children learn to catch fish, one cannot pass to full 
  adulthood and take his rightful place in society until he 
  has killed a shark single-handedly. While it might seem 
  odd that a kreana would kill a shark, the hunt proves to 
  Carcharas, the kreana’s sole deity, that the youth is ready 
  to serve him. A shark dies so that a shark-man might live. 
  Those who fail inevitably die from the shark’s power-
  ful bite. They are not mourned, for to mourn the weak 
  serves no purpose.
  Assuming he can avoid injuries, illness, or letting 
  down his community, a kreana can expect to live for 
  around 80 years. Most rarely live this long, for once they 
  become infirmed through old age a kreana will volun-
  tarily leave his community, so as not to burden them with 
  his weakness. Most choose the final hunt, a battle to the 
  death against a monstrous shark.
  pSychology
  The kreana’s reputation for being pitiless killers ca-
  pable of unbridled savagery beyond that of other races, 
  even orcs, is well known. It is a reputation that has 
  served the aquatic race well, for they learned long ago 
  that the fear of violence is a powerful tool. In order to 
  work, though, one must first set an example as a warning 
  to others.
  This fear pervades the entire social order. Among hu-
  mans there is an old adage that one should keep one’s 
  allies close but enemies closer. Among the kreana, keep-
  ing one’s allies and enemies cowed is the norm.
  All members of society jockey for position among their 
  social class. Such maneuvering is not based on brute 
  strength or ability to lead, but by instilling fear in rivals. 
  This subservience through fear also keeps juniors in line 
  once the pecking order is established. More importantly, 
  juniors rarely gang up on a superior in a Machiavellian 
  plot—anyone who suggests such a plot has openly dem-
  onstrated fear and weakness.
  It extends even beyond the clan. families form clans 
  and clans form tribes not because of shared bloodlines 
  or military pacts, but because the most senior clan has 
  tyrannized the others into obedience. When two com-
  munities cannot dominate each other into submission, 
  civil war breaks out. The loss of a few hundred, maybe 
  a few thousand worshippers, doesn’t bother Carcha-
  ras—survival of the fittest most definitely applies to the 
  kreana. At least that was the case. until recently, violence 
  was viewed as the best means to settle disputes. With few 
  natural predators, it came as a shock to the kreana to dis-
  cover their numbers were dwindling. breeding remained 
  successful and the number of young fairly constant, but 
  the frequent tribal wars fought over females and territory 
  were having a disastrous effect on the species.
  After consulting with the other priests, the high priest 
  of Carcharas (who permanently resides at the great 
  temple beneath the Inner Sea) declared that violence 
  must end before the species consumed itself in fren-
  zied bloodshed. violent hatred, he declared, should be 
  reserved for air breathers and other aquatic species. To 
  that end, one building in the precinct was converted 
  into a series of meeting rooms, where rival tribes could 
  sort out their differences without losing much-needed 
  military strength.
  hatred toward all air breathers is instilled in kreana 
  from the moment they crawl out of the hatchery. While 
  air breathers have forgotten the true origin of the shark-
  men, the kreana have not. The memory of their fall from 
  grace burns deep in their black hearts.
  Once an attack has begun, kreana tend to fight to the 
  death. While some kreana do suffer from uncontrollable 
  blood lust, the majority are simply unwilling to show 
  weakness by withdrawing. however, once a social supe-
  rior gives up the fight, the blame for failure can be laid at 
  his feet and a withdrawal is permitted. his subordinates 
  may face ridicule, but they are rarely punished.
  kreana are renowned for their bloodthirstiness. The 
  racial view that the weak do not deserve to live extends 
  to other races. Those taken alive are tyrannized and tor-
  tured before being put to death as weaklings, though a 
  few may be taken away to become sacrifices.
  lying and exaggeration are traits not found among 
  the shark-men. Even when their lives are in danger they 
  would rather tell the truth than be viewed as cowards 
  trying to cover up their mistakes or claim prowess not 
  due them. They deal with hard facts, not spurious half-
  truths and boasts.
  SocIal Structure
  kreana society is divided into a semi-rigid structure. 
  While it is possible to climb through the ranks, given 
  the right spiritual calling, it is almost impossible to slide 
  down the ladder. failure equates to weakness, and weak-
  ness is not a trait the kreana tolerate among their kind.
  kreana have both clans and tribes. The clan has no 
  founding in common ancestors. Rather, it refers to a sin-
  gle community of kreana who have not been subjugated 
  into a larger community. Once two or more communities 
  merge, they become a tribe.
  An average clan or tribe has 10% priests and paladins, 
  5% shark callers, 65% warriors, and 20% females. young 
  number anywhere from 50-200% of the adult popula-
  tion, though many will not survive to adulthood.
  relIgIouS
  Priests are the leaders of the community, holding both 
  spiritual and temporal power. but as with the cultures of 
  most sentient beings, with power comes responsibility.
  Any setbacks the settlement suffers are laid at the 
  feet of the highest-ranking priest. Too many failures and 
  Carcharas may “demand” the priest be sacrificed and a 
  replacement installed, his weakness not only apparent 
  to the entire tribe, but endangering its very existence. 
  The god never sends visions to prompt this action—a 
  rival will eventually summon the courage to take mat-
  kreana
  
  
  ters into his own hands. kreana priests tend to be power 
  hungry, for high position brings great personal wealth 
  and enhanced breeding possibilities, but their lust is 
  tempered by the inevitable fate that awaits those who fail 
  their predatory deity or who display weakness.
  Paladins, while clerics, never govern a community. 
  They serve as elite warriors, temple guardians, body-
  guards, champions, and military commanders. Their 
  power is considered martial, not political or spiritual. 
  That said, since paladins often lead raids ordered by 
  the high priest, they literally hold his life in their hands—a 
  deliberately failed mission may spell doom for the priest, 
  not the paladin. To counter this, priests often publicly 
  decree a fitting fate for paladins who fail them—even if 
  the priest is sentenced to die, he will drag the paladin to 
  hell with him.
  Regardless of status or position, all paladins are sub-
  servient to priests, though it is a brave junior priest who 
  dares enrage a more senior paladin, for Carcharas cares 
  little if his clergy kill each other.
  Although the ruling priest makes all the final deci-
  sions concerning the well-being of the tribe, he normally 
  does so only after taking advice from advisors. kreana do 
  not expect their leaders to be omnipotent, though they 
  demand they are competent. by taking advice, even if he 
  ignores it, a leader is displaying trust in his underlings. 
  This appearance of influence is often enough to quell 
  thoughts of rebellion. It also gives the ruler an insight 
  into his underlings’ mind set, allowing him to stop po-
  tential usurpers and take appropriate action.
  Shark callerS
  Shark callers know the ancient songs of Carcharas, 
  deep, ululating rhythms that travel immense distances 
  through the water and irresistibly draw sharks to the 
  singer. 
  Shark callers are not priests, but rather serve the com-
  munity as skalds and sages. lacking a written language, 
  the kreana pass on their folklore, knowledge of good 
  hunting grounds, ancient laws, and so on verbally.
  Every clan and tribe has a unique song detailing its 
  exploits over the millennia. While the names of individu-
  als are recorded for posterity, their deeds are always as-
  sociated with benefitting the community, and are never 
  viewed as personal acts of bravery or sacrifice. The songs 
  are forever evolving, steadily growing longer over time. 
  On rare occasions a song will be altered to remove 
  an individual’s name. This occurs when the kreana has 
  been removed for weakness, a crime that invalidates his 
  earlier successes.
  WarrIorS
  The majority of the tribe are warriors, and all are 
  male. Part-hunter and part-soldier, the warriors work to 
  feed and protect the community, to expand its sphere of 
  influence, and to garner treasure and sacrifices.
  Although paladins are the military commanders, there 
  are sub-ranks among the warriors. Promotion is earned 
  through a mixture of displays of courage, longevity, suc-
  cess, and bullying. As with the religious members of the 
  tribe, rising through the ranks is achieved by taking the 
  position, not waiting for it to be offered.
  blood ragers are kreana warriors who fly into a deadly 
  frenzy when they inflict an injury on a foe. In order to 
  help induce this frenzied state, they carry barbed spears, 
  which tear victim’s flesh, inflicting terrible wounds as the 
  tip is removed.
  femaleS
  In kreana society, only the males belong to a commu-
  nity. females have no tribal bonds and are, for the most 
  part, apolitical. yet they are not regarded as second-rate 
  or inferior citizens. They are accorded special privileges, 
  such as choosing with whom they mate. Still, in other 
  ways they are a commodity, for raids against rival com-
  munities are often for the purpose of kidnapping breed-
  ing females.
  female kreana are far from weak and helpless. Al-
  though not as skilled at warfare as the males of the spe-
  cies, they are no less vicious and of similar build. Their 
  claws and teeth are just as sharp.
  culture
  While many monstrous races possess a violent, bar-
  baric culture, all have unique qualities. This section 
  explores some of the kreana’s cultural aspects.
  habItat
  kreana dwell on the sea bed, at depths where sun-
  light rarely ever penetrates. They favor sunken ruins and 
  sea caves, though if necessary they have the skill, though 
  rarely the desire, to erect artificial structures.
  Most communities are surrounded by a kelp forest. 
  The kelp is harvested for bedding and clothing. Strewn 
  within the kelp are finely woven nets dotted with curved 
  coral hooks and the jaws of sharks. The former are in-
  tended to ensnare fish, saving the shark-men from having 
  to hunt. The jaws are wired with sinewy seaweed rope 
  and pried open with fragile sticks. A large intruder or 
  prey fish who blunders into the trap dislodges the stick, 
  which causes the jaws to snap shut.
  While the layout of a city varies immensely based on 
  local geography, all share common structures.
  As every kreana community is ruled by a priest, every 
  settlement has a temple. These vary immensely in size 
  and style, but are always located at the heart of the com-
  munity. Atop the altar of each temple sits a shark’s jaw, 
  its mouth gaping wide and ready to accept sacrifices. 
  gold and jewelry plundered from air breathers, corals 
  and shells, and living sacrifices are fed into the mouth in 
  symbolic sacrifice. Treasures are then stored away, while 
  hellfroSt creature guIde
  
  
  sacrificial victims are devoured. As well as kreana guards 
  and traps, many temples are patrolled by sharks. kreana 
  do not draw images or carve idols of their god.
  Males without a breeding partner live in communal 
  chambers housing up to eight warriors. Such areas are 
  always positioned near strategic areas, the occupants 
  doubling as guards.
  If the terrain allows, the community may boast one or 
  more guard towers. Mounted atop these is a heavy bal-
  lista. Ammunition takes the form of coral bolts or large 
  weighted nets. Against small creatures swimming close 
  together, the net is favored, as it can ensnare multiple 
  targets. for larger creatures, or if intruders are dispersed, 
  a coral bolt is launched.
  Regardless of their breeding status, members of the 
  religious and shark caller castes have private chambers. 
  The larger and more finely appointed the room, the 
  more important, or at least aggressive, the occupant is in 
  the community. The ranking priest has his quarters close 
  to the temple, as does the senior paladin.
  Communities have between three and ten nurseries, 
  depending on the number of females. Not all are in con-
  stant use, as the number of offspring born at any one time 
  varies immensely. Nurseries are usually domed structures 
  with a hole at the top into which food is thrown.
  There is always some form of prison for holding 
  sentient sacrifices. These take the form of tall poles to 
  which are attached weighted conical nets. by keeping 
  prisoners in the open, the chances of them escaping and 
  overpowering the guards without being detected are 
  greatly reduced. It also allows passing kreana to taunt 
  the captives.
  for all their savagery, kreana enjoy home comforts. 
  homes are decorated with tapestries of woven seaweed 
  strands, and shells and corals. The latter may simply hang 
  from a wall, or they may be carved with abstract patterns. 
  unlike sharks, kreana sleep lying down on beds of soft 
  kelp in the same manner as humans.
  With eyes poorly adapted for life in the dark, kreana 
  make use of bioluminescent coral and fish to light their 
  homes. glowing fish are kept in nets, preventing them 
  from swimming away. Such sources of light provide il-
  lumination as a torch, but need to be fed in order for 
  them to remain healthy.
  kreana also tend gardens of seaweed and coral, deco-
  rating them with stacks of colorful shells. Such gardens 
  are the repose of the religious caste, places where they 
  can meet in private, meditate, and hunt the exotic fish 
  attracted by the coral and seaweed.
  dIet
  Most stories concerning kreana label them as glut-
  tonous killers that devour anything in sight. A kreana’s 
  metabolism is closely linked to water temperature—the 
  warmer the water, the faster their metabolic rate, and the 
  more they are required to eat to remain healthy.
  Most attacks on air breathers occur on or very close to 
  the surface, where the water is markedly warmer than at 
  the depths the kreana call home. Patrols that have been 
  swimming close to the surface for hours quickly develop 
  ravenous appetites, thus encouraging them to attack 
  prey they might otherwise avoid.
  kreana are strict carnivores. Much of their diet con-
  sists of fish and whales, but they are not picky eaters. 
  havmandr and finfolk, both sentient races, are hunted 
  for their meat.
  youngsters are expected to hunt for harmless fish, 
  learning how to use nets and spears against small, nimble 
  targets. While such hunts do provide food for the tribe, 
  they also teach essential skills they will need during 
  adult life. As the youth grows older, he will be invited to 
  participate in hunts against more dangerous prey. Such 
  hunts give him a taste of battle, hone his skills, and teach 
  him the strengths and weaknesses of various creatures.
  kreana make use of sharks in hunting. Sharks are 
  used to round up fish into a tightly packed shoal, giving 
  the kreana large targets for their nets or spear thrusts. 
  Against larger, more vicious prey, sharks may participate 
  in the kill. 
  by tradition, only females do not have to hunt. While 
  priests and shark callers are expected to do their duty 
  for the tribe, they usually have enough influence to bully 
  others into undertaking their duties. This is especially 
  true when hunting for harmless fish. Against more ag-
  gressive prey, it serves the kreana well to actively partici-
  pate, partly to keep his skills honed and partly to show 
  that he is not afraid.
  kreana are not egalitarian. As much as 25% of any 
  hunt is divided among the warriors’ females and offered 
  as gifts to higher castes. The strongest member of the 
  hunting party then devours around a quarter, leaving the 
  others to fight over the remainder. Again, survival of the 
  fittest comes into play, and those who fail to stand up 
  for their share quickly find themselves starving. Meals 
  are eaten without decorum, the shark-men biting off 
  huge chunks of flesh and swallowing them with minimal 
  chewing.
  clothIng
  Well-insulated against the cold of the briny deep and 
  lacking modesty, clothing is worn only to denote social 
  class. Warriors wear small belts of woven kelp to which 
  are attached coral hooks. Small items (such as a shark’s 
  tooth to use as a miniature saw or a conch signal horn) 
  are hung from the hooks, thus freeing up the kreana’s 
  hands. Shark callers are clad in a similar garment, but 
  add a skirt of woven plant matter to denote their status. 
  The religious castes add a vest to this garb.
  Many kreana wear necklaces and bracelets of sharks’ 
  teeth. by tradition, the first teeth come from the shark 
  killed during the kreana’s test of adulthood. Other teeth 
  are added as the kreana kills more sharks. It is thus easy 
  to tell at a glance the comparative skill, strength, and 
  prowess of a shark-man by the extent of his jewelry col-
  lection.
  It is rare for kreana to take trophies from other crea-
  kreana
  
  
  tures, for they consider them unworthy. To sport tro-
  phies from weaker creatures gives the impression that 
  one considered them a worthy opponent, which in turn 
  implies the holder to be weak. There are exceptions, of 
  course. A kreana sporting a sea dragon or sea serpent 
  tooth is a foe to be avoided, for even though it is very 
  unlikely he killed the beast in single combat, his actions 
  were deemed courageous enough to allow him the right 
  to collect trophies.
  ground red coral is used to create tattoos. Imagery 
  is heavily stylized and abstract. unlike jewelry, tattooing 
  is a personal choice rather than a display of bravery or 
  prowess. however, overuse can give the impression of 
  being superior, something which rivals may challenge. As 
  such, most tattoos are found on clerics and blood ragers, 
  with warriors careful not to outdo their superiors.
  laW and order
  kreana society may not be civilized in human terms, 
  but it is a lawful one. fear keeps the kreana in line.
  Some crimes simply do not exist due to the kreanas’ 
  mentality. Theft, for instance, is a crime with two con-
  notations. Theft by intimidation of violence is not a 
  crime—it is an act of proving one’s superiority. Theft by 
  subterfuge is a sign of weakness, and counts as a crime.
  Others are punishable by death without exception. 
  Rape, for example, carries an automatic death sentence. 
  While females are not tribe members, they have the un-
  swerving right to choose with whom they mate. breaking 
  that right results in the victim being torn limb from limb 
  by the females of the tribe.
  Murder of a fit and healthy tribe member is only a 
  criminal offense if the deceased was killed in secret or 
  by stealth. Nothing technically prevents one kreana 
  from approaching another, making a public challenge, 
  and then slaughtering him. Such an act only serves to 
  intimidate others. however, in order to prevent a tribe 
  turning in on itself, those who abuse the right to prove 
  superiority by violence quickly find themselves facing a 
  superior opponent.
  It is a rare female that commits a crime. Most are pam-
  pered by their breeding partner in order to maintain her 
  loyalty, and thus want for little. When one does require 
  something special, she can easily convince a male to act 
  on her behalf.
  Criminals are judged by the ruler and his council. 
  Evidence is heard (kreana don’t lie, remember), and the 
  ruler then passes sentence. While it is possible for a ruler 
  to grant clemency, doing so is a thin line—such an act of 
  leniency may be perceived as weakness.
  Except for rape, those found guilty have the right to 
  demand trial by combat to prove their worth to the tribe. 
  In order to prevent the weak from gaining their freedom 
  too easily, it is normally a paladin who answers the chal-
  lenge. Such combats are very one-sided—paladins are 
  skilled warriors and are permitted to use their miracu-
  lous powers in ritual combat.
  While being executed is never much fun, being slain 
  in ritual combat is a far worse fate. kreana who fall this 
  way are doubly guilty of being weak, and are destined for 
  a wretched Afterlife.
  healthcare
  for a culture that disdains weakness, promotes vio-
  lence as a means of social climbing, and worships a sav-
  age deity, kreana make use of magical healing spells.
  kreana do not practice communal healthcare. The 
  healing spells of the clerics are theirs to use as they see 
  fit. Most often they are employed not only to save the life 
  of a valued tribe member—accidents happen, and even 
  the best warrior can have a bad day—but to reinforce 
  their superiority over the injured party. In contrast, noth-
  ing prevents a warrior from intimidating a cleric into cur-
  ing his injuries.
  This poses an interesting dichotomy, for despite be-
  ing of lower social rank, a warrior is not prohibited from 
  gaining power over a cleric. Naturally the clergy abhor 
  such subservience, and any warrior undertaking such a 
  brazen move will need to watch his back, for revenge will 
  come sooner rather than later.
  Those denied healing, or who refuse to bow before 
  the cleric, must leave the tribe until they heal naturally. 
  A wounded member is a useless member, and his inju-
  ries may attract predators. for many, such expulsion is 
  a death sentence—kreana, while tough, are trained to 
  fight in numbers, not as individuals.
  As well as alchemical healing potions, which clerics 
  offer in return for service, kreana are swift to make use of 
  alchemical brews on a daily basis. The use of magic is not 
  a sign of weakness, even among the warriors, for magic is 
  the gift of Carcharas to his people. Not using magic when 
  it is prudent to do so is just stupid, and the kreana are 
  not renowned for their stupidity. Although carnivores, 
  kreana use marine plants to create a wide range of herbal 
  brews.
  language
  kreana speak a dialect of Seatongue, a language 
  shared by the finfolk, havmandr, and even races such as 
  sea dragons and sea giants. Most can vocalize other lan-
  guages, though the result is always harsh and guttural.
  body language is important to kreana, especially 
  when challenging rivals. Aggressive posturing and draw-
  ing back the gums to reveal one’s savage teeth can win 
  an argument or cause a rival to back down without re-
  sorting to bloodshed.
  nameS
  kreana have personal names but no surnames. In-
  stead, tribal names are adopted to show that one has the 
  support of a tribe. Tribes are always named after their 
  current ruler, since in many ways he is the tribe.
  until they reach adulthood, kreana are simply known 
  as “son of <female’s name>.” Such names are consid-
  hellfroSt creature guIde
  
  
  ered highly insulting, and serve only to encourage young 
  kreana to prove themselves adults as soon as possible.
  kreana personal names always carry meaning. When 
  a youth is accepted as an adult, he is expected to recount 
  the story of his shark hunt. from his description he will 
  be given a name. Such names are not always carried for 
  life. A kreana who impresses his superiors may be given 
  a new name as an honor. In such cases he uses his new 
  name but adds, “once known as <previous names>” to 
  show his award.
  kreana can also lose their names out of bullying. A 
  superior might trash an underling he dislikes and force 
  him to carry a demeaning name. The injured party has 
  only two choices-live with his derogatory name or fight 
  back and reclaim his original name. While being forced 
  to carry a derisory name is a great shame, it is not a true 
  sign of weakness.
  Some even turn the tables on their oppressors by not 
  only accepting the name, but by using it with honor. If 
  the kreana can prove his worth to the tribe, his superiors 
  have little choice but to grant him a new name. going 
  straight from a weak sounding name to an impressive 
  one can actually intimidate potential rivals, as the kreana 
  has taken a huge leap.
  numberS
  kreana use a decimal counting system. When spoken, 
  numbers are always given with the single digits first, then 
  tens, hundreds, and so on. The number 219, for example, 
  is pronounced “nine, one ten, and two hundreds.” 
  It has been surmised by air breathing scholars that re-
  counting numbers in this manner empowers the speaker 
  in some way, perhaps because only he knows when the 
  number will end.
  for instance, if a human begins with “one thousand,” 
  his listener knows that the next numbers can never be 
  higher than “999.” In contrast, only the kreana speaker 
  knows when the number he is speaking of will end, thus 
  forcing his audience to pay attention to him. Others have 
  argued that such a bizarre counting system is only more 
  proof of the kreanas’ barbarous nature.
  but numbers alone mean little to the kreana, especial-
  ly when referring to enemies. As well as a numeric count, 
  words indicating perceived strength are added. Thus, a 
  handful of ordinary mariners in a boat may number 20, 
  but by adding a word or phrase such as “weaklings” or 
  more poetically “a female’s rejects,” other kreana instinc-
  tively know the mariners are not much of a threat.
  WrItten language
  kreana have no true written language, having forsak-
  en their original tongue during their ancient transforma-
  tion. They do use glyphs to display single word concepts, 
  such as “Danger” or “food.”
  Such marks are carved into permanent markers, typi-
  cally coral, sunken ruins, large boulders, and shipwrecks. 
  Carved with their claws, these marks always comprise 
  three lines, though they may be straight, angled, or 
  curved. Any creature that speaks Seatongue has knowl-
  edge of these glyphs.
  kreana do record numbers. Within a community, 
  lengths of seaweed onto which shells have been knotted 
  are used to create simple numerical records. Strings are 
  always hung vertically.
  While such a physical representation allows the kre-
  ana to read the number as a human would, from largest 
  to smallest, starting at the smallest number and working 
  upward is ingrained in them.
  Away from the community, marks are made with the 
  claws. A straight line represents a length of string and 
  horizontal scratches mimic shells. Most often the num-
  bers are associated with a glyph. for instance, while 
  there is a glyph to represent food, there is no adjective 
  to show “great” or “plentiful.” To give an impression of 
  food quantity, a kreana might scratch the number 1,000 
  by the food glyph.
  calendar
  The kreana calendar comprises only seasons, and 
  every tribe uses a unique method of timekeeping. With 
  little to no sunlight reaching their homes, seasons are 
  tracked by natural events, such as the migration or re-
  turn of common food fish, changes in currents caused by 
  warming or cooling of the seas, and even subtle changes 
  in water temperature.
  Shorter periods of time are noted by the turning of 
  the tides. As far as  kreana are concerned, the tides are 
  caused by Carcharas’ tail beating a steady rhythm.
  trade and trIbute
  As a rule, communities do not trade with each other. 
  While a clan or tribe may lack certain useful resources, 
  offering to trade is perceived as weakness, being an in-
  ability to provide for the community. Instead, a commu-
  nity short of a resource will locate a nearby settlement 
  which has the commodity and either make threats until 
  the goods are handed over or launch a raid.
  An individual member will, however, barter for goods 
  when visiting a special holy site or a neighboring commu-
  nity. To demand goods be handed over when faced with 
  overwhelming odds is not bravery—it is gross stupidity.
  Warfare
  It is impossible to estimate the number of kreana lurk-
  ing beneath the turbulent oceans. The few scholars that 
  know of them judge them to be the equivalent of orcs, 
  innumerable, but held in check by internal feuding and 
  their scattered tribes. Individually a tribe is a menace, 
  but one that can be defeated with equal force and good 
  strategy. but were they to unify, to gather their strength, 
  they could perhaps become a true scourge, making habi-
  kreana
  
  
  tation of the coastlines impossible, and perhaps even 
  extending their reach for many miles inland.
  With the high priest having declared an end to sense-
  less inter-tribal violence, that horrific possibility has 
  taken one step closer to becoming a reality.
  WeaponS and armor
  Due to their natural weapons and native environ-
  ment, kreana do not invest time in manufacturing many 
  weapons. The weapon of choice is a short spear, ideal for 
  stabbing fish or enemies, and easily replaced if broken 
  or lost. The haft is usually driftwood scavenged from 
  the surface. Coral blades are preferred, but sharks’ teeth 
  and even worked stone are used. They have little use for 
  metal in an underwater environment.
  The wearing of armor is considered an act of weak-
  ness, for no true son of Carcharas should hide behind 
  added protection. More pragmatically, there is little armor 
  kreana can manufacture underwater, additional loads 
  only hamper maneuverability, and carrying extra weight 
  requires more food consumption. Thus, the shark-men 
  rely solely on their tough hide for protection.
  organIzatIon
  kreana are organized hunters. The formations de-
  tailed below are typical examples, but not fixed in stone. 
  unit sizes vary slightly based on the number of warriors 
  and clerics available, and thus may be smaller or larger 
  than described.
  The smallest formation is a hunting pack, which 
  comprises four warriors led by a cleric. Normally this is 
  a paladin, but priests serve if no paladins are available. A 
  hunting pack is large enough to gather fish with ease and 
  powerful enough to challenge some larger prey.
  The next largest unit is the great hunting pack. It is 
  made up of two to five hunting packs (10 to 25 warriors 
  and 2 to 5 clergy). Many great hunting packs also have 
  a shark caller. The formation is not one regularly main-
  tained, and command is given to a cleric when the great 
  pack is mustered. In small tribes, this formation may be 
  the entire sum of their military strength. In such cases, 
  command may be given to the senior paladin if the mis-
  sion is deemed important enough.
  The largest common formation is known as the “maw 
  of Carcharas”. It is found only in tribes numbering more 
  than 100 kreana, and consists of two or more great 
  hunting packs. Such packs are always led by the senior 
  paladin.
  As noted elsewhere, a pecking order exists among 
  warriors. Within a hunting pack, males constantly jostle 
  for position, for higher status means more food. The 
  highest-ranking warrior in each pack serves as the unit 
  cleric’s second-in-command. While he is not guaranteed 
  the support of his full superior at all times (he must still 
  be able to stand up for himself), it never hurts to have 
  powerful friends.
  Strategy and tactIcS
  kreana tactics are well-rehearsed, being a natural 
  extension of their hunting techniques. This is hardly sur-
  prising, given that all non-kreana are seen as potential 
  food sources.
  When multiple units fight together, cohesion is main-
  tained through signal horns made of conch shells. Every 
  tribe has a set of predetermined signals. Such commands 
  are generally very basic, usually nothing more than or-
  ders for a given unit to enter the fray or fall back and 
  regroup. Complex orders are instigated during the initial 
  planning, but are never carved in stone—battlefields are 
  chaotic places and the situation is always carefully moni-
  tored by the commanders.
  because it is unlikely heroes will have much recourse 
  to battle kreana underwater, the following tactics focus 
  on the two situations air breathers are most likely to en-
  counter the vicious shark-men.
  raIdS, boat
  kreana have been known to attack all types of long-
  ships. When attacking ships, kreana prefer to have the 
   tIme and tIde
  The cause of tides in the real world relies heavily 
  on the Moon’s orbit being different to the Earth’s 
  rotation. In Rassilon, the moon rises and sets at the 
  same time every day. In theory, there should be no 
  tides. In order to discover why tides exist in Rassi-
  lon, one must turn to mythology.
  In days long past, Neorthe was renowned for al-
  ways being late for gatherings. When this matter 
  was brought up he complained that while the sur-
  face world had the light of Sigel and Maera to help 
  determine the time, neither bothered to illuminate 
  his aquatic realm. As a result, he was always unsure 
  of the time.
  Sigel refused to help, for if he shone so brightly as 
  to illuminate the deepest depths, he would scorch 
  the surface world. Maera said that if she turned up 
  the lantern in her home she would go blind, and 
  the world would be as brilliantly lit as if Sigel were 
  in the sky. however, she proposed a solution.
  She offered to fix the magical threads, touching 
  large bodies of water to her window. As her hall 
  moved through the sky, the threads would tug the 
  water along behind them, raising and lowering the 
  water level at regular intervals.
  While Neorthe begrudged losing some control over 
  the ocean, he agreed that it was a workable solu-
  tion.
  That the strength of the tide varies from place to 
  place and can be altered by the season is down to 
  the unknowable One, but that is another story for 
  another day.
  hellfroSt creature guIde
  
  
  support of sharks. Most attacks occur at night. Although 
  kreana cannot see well in darkness, they know that most 
  of their foes will be sleeping.
  Standard tactics are to remain submerged until right 
  beside the target vessel, and then surge forward from 
  close range. In darkness, there is little chance of spotting 
  the raiding party until it is too late.
  Invariably their tactics require them to place their foes 
  at a significant disadvantage as quickly as possible. Fear 
  is the most favored spell, for within the confines of a 
  boat the only escape route is to jump overboard, placing 
  the victim in the kreana’s natural environment. here he 
  can be picked off at leisure by sharks or warriors, or left 
  to drown. If that spell is not available, stun is deployed 
  to soften the defenders.
  While the cleric works his miracles, the warriors surge 
  over the gunwale, thrusting with their spears and snap-
  ping with their grim jaws. Those unable to take part in 
  the first wave of boarders thrust their spears from the 
  water, adding to the carnage.
  kreana only ever attack from one side of a ship—they 
  like to leave their air breathing prey an escape route 
  since it removes them as a threat and leaves them at their 
  mercy while they flounder around in the ocean.
  unless the situation is desperate, clerics switch to bolt 
  spells once the warriors have gained a foothold, picking 
  off individual targets from the safety of the water. There 
  is no shame in this tactic—Carcharas granted the cleric 
  the spell for a reason.
  Paladins aboard the ship may invoke sphere of might 
  if the tide of battle turns against the attackers, seeking 
  to slay as many foes as possible before either a retreat is 
  called or pushing back the defenders so a second wave 
  of warriors can storm the vessel.
  Of course, these tactics assume the kreana want to 
  shed blood (and they normally do). When sacrifices are 
  required, they employ stealthier techniques. The vessel 
  may be watched from a distance for many hours, the 
  shark-men studying shift patterns and selecting those 
  they wish to feed to their god. When the time is right, 
  a small number of warriors surface near the selected 
  target, reach over the gunwale, and drag him into the 
  water, whereupon he is targeted by an environmental 
  protection spell before he drowns. If the target happens 
  to be on duty alone, it may be hours before his disap-
  pearance is noticed, and by then the kreana will be many 
  miles away and deep below the surface.
  raIdS, coaStal
  kreana raid coastal communities for food, sacrifices, 
  and treasure. Air breathing sacrifices are especially fa-
  vored, as are their precious metals, which do not tarnish 
  or corrode.
  Subtlety is not a typical watchword when discussing 
  the kreana, but they are willing to use stealth against air 
  breathers. kreana see no shame or weakness in such 
  tactics—the wise hunter knows that to catch a fish he 
  must use patience and aggression at the right time. If he 
  moves too soon, his prey will flee. At the end of the day, 
  air breathers are just another form of prey.
  Such tactics are especially favored when raiding com-
  munities known to be well guarded. unless the pack is 
  especially large or the foe known to be especially weak, 
  announcing your presence to the enemy is only likely to 
  cause unnecessary deaths.
  Many communities are protected by fences or walls. 
  Although they have clawed hands and feet, climbing is 
  not a skill required in an environment when one can 
  move freely in three dimensions. In such instances the 
  kreana focus their attention on the main gate, using 
  whatever is at hand as a battering ram.
  Sooner or later the kreana make their presence felt, 
  for few can resist the blood lust in their veins. unless the 
  aim is mindless bloodshed, the initial assault often starts 
  with a cleric launching fear at any armed defenders. 
  given suitable time and stealth, command figures may 
  be hit with panic first, to help weaken their resolve.
  Depending on the type of cleric and his particular 
  miracles, he may then employ stun against suitable sac-
  rifices. Powerful individuals or small groups the kreana 
  see as a threat might be weakened by bolt or sphere of 
  might spells. If a powerful adversary has been selected 
  for sacrifices, then fatigue and stun spells are used in-
  stead. Once the cleric has played his part, the kreana 
  warriors engage their foes in bloody battle.
  The aim of a raid is generally to acquire goods, not 
  fight a prolonged engagement. Once the kreana’s goals 
  are met, they quickly retreat to the safety of the water. At 
  this point environmental protection spells are cast on 
  sacrifices, ensuring they can survive the long journey to 
  the kreana’s lair.
  While they do not expect to be followed by air breath-
  ers, kreana take no chances. During the return trip the 
  pack will make several detours through areas of thick 
  kelp. lurking unseen are other hunting packs ready to 
  ambush pursuers. As well as harassing any pursuers, the 
  tactic buys the hunting pack time to reach home and 
  alert their comrades to potential invaders.
  Note that while many clerics know the sanctuary 
  ritual, few are willing to use it without good justification. 
  first, it might be viewed as retreating from battle, and 
  thus leave one open to accusations of weakness. Second, 
  the spell transports the cleric to the nearest temple of 
  Carcharas, and that might not be one’s own tribe.
  relIgIon
  kreana faith focuses on Carcharas, the race’s sole de-
  ity. he is both protector and destroyer, benevolent and 
  malevolent, a god who combines the aspects of many of 
  the greater pantheon worshipped by air breathers.
  The kreana have a single Afterlife for the pious and 
  multiple versions of eternal damnation for those who 
  offend Carcharas. Those who live and die in the shark 
  god’s service are destined to bond with their deity in 
  kreana
  
  
  death, becoming one with their god and giving him in-
  creased strength. Eventually, such will be his might that 
  he will burst forth from his prison and reap revenge on 
  Neorthe.
  The various hells all involve becoming food for Car-
  charas. The least sinful are transformed into prey fish on 
  which the god feeds in vast quantities. Their existence is 
  the constant fear of being hunted and devoured, their 
  essence expunged from existence. The worst sinners and 
  weaklings are chewed eternally, repeatedly ground in the 
  god’s cyclopean jaws and ripped apart by his immense 
  teeth while remaining fully conscious of their pain and 
  unable to end their misery.
  There is a middle ground, for the kreana believe in 
  limited reincarnation, something no other sentient race 
  does. A kreana who is neither pious nor sinful returns in 
  the form of a shark. he has no memory of his former life, 
  no sentience, but he is able to serve his god by spread-
  ing death and hunting the weak. Should he fail in this 
  new life, he is condemned to one of the hells. A long, 
  successful life as a remorseless hunter may see him join 
  with his god.
  This accounts, at least partially, for why kreana both 
  hunt and use sharks. killing a shark culls the weak, while 
  using them allows the creatures to serve Carcharas.
  carcharaS
  Titles: The great Shark, Scourge of the Ocean, the 
  Devourer, Deep hunter.
  Aspects: Sharks, kreana, bloodshed, destruction, 
  gluttony, fear.
  Symbol: A shark’s tooth.
  Priesthood: Carcharas has both priests and paladins.
  Herald: No true herald. Carcharas is rumored to have 
  an avatar.
  Holy Days: Celebrations are held to coincide with 
  fish migrations, and before and after raids.
  Signature Power: Smite (bite only).
  Powers: Altered senses, analyze foe, armor, beast 
  friend (sharks only), bless/panic, bolt, boost/lower trait 
  (fighting, Notice, and Swimming only), champion of the 
  faith, environmental protection (water only), fatigue, 
  fear, growth/shrink, healing, sacrifice, sanctuary, shape 
  change (sharks only), speed, sphere of might, stun, sum-
  mon herald (Carcharas sends a megalodon).
  Trappings: All trappings relate to sharks (such as 
  shark’s teeth for bolt) or water (for stun).
  Disciple Edge: Carcharas grants his kreana disciples 
  enlarged teeth and the ability to chew through armor. 
  Their teeth inflict Strength+d6 damage, AP 2. by spend-
  ing a benny, the teeth become heavy Weapons for one 
  round.
  Carcharas is the sole god of the kreana. like many 
  inhuman gods, Carcharas has no place within the wider 
  pantheon except as an enemy. In this case, he is the eter-
  nal foe of Neorthe. Some myths claim that when Neorthe 
  first created sharks, one particular specimen quickly 
  developed into a voracious hunter. Everything and any-
  thing in his path was fair prey, and he rapidly grew to 
  monstrous size. by the time Neorthe realized what was 
  happening, the shark was large enough to challenge 
  even a god.
  The two deities fought on and off for eons before 
  Neorthe finally got the upper hand. using his magical 
  trident, he slashed Carcharas once on each side of the 
  head, stunning the monstrous fish. lacking the power to 
  slay the beast, Neorthe imprisoned him in a deep, dark, 
  watery realm from which he could not escape. Even to-
  day, all sharks carry the scars of Neorthe as a reminder 
  that Neorthe is the true power beneath the waves.
  ceremonIeS
  kreana rituals revolve around the sacrifice of air 
  breathers and treasure. A lot of blood is spilled during 
  the fell rites, which drives the kreana into a frenzy. Wildly 
  gnashing jaws and slashing claws make attendance a 
  dangerous proposition, but there is no alternative—fail-
  ure to attend a ceremony is a death sentence.
  beStIary
  This section pulls together various stat blocks con-
  cerning the kreana and their allies, consolidating them 
  in a single volume for ease of use when designing or 
  running shark-men related adventures.
  avatar of carcharaS
  Canonically, the avatar of Carcharas can only be sum-
  moned at the conclusion of an ancient prophecy. This 
  event forms the basis of adventure H3: The Blood Tide. 
   other legendS
  Other myths claim that Carcharas was a creation of 
  Dargar, a means to spread cruelty and destruction 
  in the seas. In some stories he is nothing more than 
  a herald of Dargar granted immense powers, while 
  in others the shark god is a favored pet of Dargar.
  Some legends state that Carcharas was a normal 
  shark until the unknowable One fed it air-breathing 
  animals to see what would happen. The shark grew 
  larger and more aggressive. fearful his experiment 
  would be discovered, he quietly dragged the shark 
  into the deep ocean where no one would find it. 
  Another version puts the blame on loki, who fed a 
  shark on human flesh to spite the other gods. This, 
  some say, is why kreana are willing to come ashore 
  and hunt humans.
  Naturally, the kreana refute all such claims, and any-
  one who dares whisper such heresy in their pres-
  ence is sure to end up as a sacrificial victim.
  hellfroSt creature guIde
  10
  
  In your campaign, the avatar may be summonable at 
  other times.
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength 
  d12+8, vigor d12
  Skills: fighting d12, Intimidation d12+2, Notice d10, 
  Stealth d6
  Pace: —; Parry: 8; Toughness: 16
  Treasure: None
  Special Abilities:
  * Aquatic: Pace 12.
  * Bite: Str+d12, AP 4. heavy Weapon.
  * Blood Frenzy: Once there’s a significant amount of 
  blood in the water (usually one wound), the avatar 
  goes into frenzy and adds +2 to its attacks and dam-
  age for the rest of the fight.
  * Chew: The avatar does not roll a bonus 1d6 damage if 
  it scores a raise on its fighting roll against foes of Size 
  +3 or smaller. Instead, it has taken them into its maw. 
  victims are at –4 to any physical rolls while inside the 
  creature’s mouth. Each round, the victim automati-
  cally takes Str+d12 damage. until the victim is spat 
  out, escapes (requires an opposed Strength roll), or 
  slain (the remains are swallowed as a free action), the 
  avatar cannot use its bite attack.
  * Fear (–2): Anyone seeing the avatar must make a guts 
  roll at –2. The kreana are immune to this effect.
  * Fearless: Immune to fear and Intimidation.
  * Gargantuan: heavy Armor. Attacks against them by 
  man-sized creatures are made at +4. * hardy: Succes-
  sive Shaken results do not cause a wound.
  * Size +8: The avatar is over 60’ long.
  kreana
  blood rager
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  vigor d8
  Skills: fighting d8, guts d8, Intimidation d6, Notice d8, 
  Stealth d8
  Pace: 6; Parry: 6; Toughness: 7 (1)
  Hindrances: bloodthirsty
  Edges: —
  Gear: barbed short spear (Str+d6+2, Reach 1)
  Treasure: Meager
  Special Abilities:
  * Aquatic: Pace 10.
  * Armor +1: Scales.
  * Blood Frenzy: A blood rager automatically goes ber-
  serk (as per the Edge) when it inflicts a wound. While 
  berserk it makes two fighting attacks per round at no 
  penalty and has +2 to recover from being Shaken.
  * Claws/Bite: Str+d4.
  * Dehydration: kreana must immerse themselves in 
  salt water at least one hour out of every 24. Those 
  who don’t are automatically fatigued each day until 
  they are Incapacitated. The day after that, they per-
  ish.
         paladIn
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength 
  d10, vigor d8
  Skills: faith d8, fighting d10, guts d10, Intimidation 
  d10, Notice d8, Stealth d8
  Pace: 6; Parry: 8; Toughness: 7 (1)
  Hindrances: bloodthirsty
  Edges: Arcane background (Miracles), Command, fer-
  vor, frenzy
  Gear: Short spear (Str+d6, Reach 1)
  Treasure: Worthwhile.
  Special Abilities:
  * Aquatic: Pace 10. kreana can run while swimming.
  * Armor +1: Scales.
  * Claws/Bite: Str+d4.
  * Dehydration: kreana must immerse themselves in 
  water (salt or fresh) at least one hour out of every 24. 
  Those who don’t are automatically fatigued each day 
  until they are Incapacitated. The day after that, they 
  perish.
  * Powers: Paladins know the following spells: armor 
  (toughened scales), beast friend (sharks), bolt (shark’s 
  teeth), boost/lower trait (fighting, Notice, and Swim-
  ming only), fear, sanctuary, shape change (sharks 
  only), smite (bite only, increases size of teeth).
         prIeSt
  Attributes: Agility d8, Smarts d10, Spirit d10, Strength 
  d6, vigor d8
  Skills: faith d10, fighting d6, guts d8, Intimidation d10, 
  Notice d8, Stealth d8
  Pace: 6; Parry: 5; Toughness: 7 (1)
  Hindrances: bloodthirsty
  Edges: Arcane background (Miracles)
  Gear: Short spear (Str+d6, Reach 1)
  Treasure: Worthwhile.
  Special Abilities:
  * Aquatic: Pace 10. kreana can run while swimming.
  * Armor +1: Scales.
  * Claws/Bite: Str+d4.
  * Dehydration: kreana must immerse themselves in 
  water (salt or fresh) at least one hour out of every 24. 
  Those who don’t are automatically fatigued each day 
  until they are Incapacitated. The day after that, they 
  perish.
  * Powers: Priests know the following spells: beast 
  friend (sharks only), bolt (shark’s teeth), fatigue 
  (water in lungs), healing, sanctuary, shape change 
  (sharks only), smite (bite only, increases size of teeth), 
  stun (blast of water).
  Shark caller
  Although spells are used to mimic their abilities, the 
  powers cannot be dispelled or negated.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  vigor d8
  kreana
  11
  
  Skills: fighting d8, guts d8, Intimidation d6, knowl-
  edge (Arcana) d8, knowledge (folklore) d8, Notice d8, 
  Stealth d8
  Pace: 6; Parry: 6; Toughness: 7 (1)
  Hindrances: bloodthirsty
  Gear: Short spear (Str+d6, Reach 1)
  Treasure: Meager
  Special Abilities:
  * Aquatic: Pace 10.
  * Armor +1: Scales.
  * Call Sharks: Shark callers may use the beast friend 
  (sharks only) and summon beast (sharks only) spells 
  using Spirit as their arcane skill die.
  * Claws/Bite: Str+d4.
  * Dehydration: kreana must immerse themselves in 
  salt water at least one hour out of every 24. Those 
  who don’t are automatically fatigued each day until 
  they are Incapacitated. The day after that, they per-
  ish.
  WarrIor
  female kreana have fighting d4, Parry 4, and do not 
  carry spears. They otherwise use the stats of males.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  vigor d8
  Skills: fighting d8, guts d8, Intimidation d6, Notice d8, 
  Stealth d8
  Hindrances: bloodthirsty
  Pace: 6; Parry: 6; Toughness: 7 (1)
  Gear: Short spear (Str+d6, Reach 1)
  Treasure: Meager, per 3 warriors.
  Special Abilities:
  * Aquatic: Pace 10. kreana can run while swimming.
  * Armor +1: Scales.
  * Claws/Bite: Str+d4.
  * Dehydration: kreana must immerse themselves in 
  water (salt or fresh) at least one hour out of every 24. 
  Those who don’t are automatically fatigued each day 
  until they are Incapacitated. The day after that, they 
  perish.
  SharkS
  Sharks swim in the warm waters off the coasts. Only 
  the much-feared megalodon haunts the arctic seas fur-
  ther north. fishermen are in the most danger, for the 
  smell of bloody fish attracts these voracious predators.
  typIcal man-eater
  These statistics cover most medium-sized man-eaters, 
  such as tiger, mako, and bull sharks.
  Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength 
  d8, vigor d6
  Skills: fighting d8, guts d6, Notice d12
  Pace: —; Parry: 6; Toughness: 5
  Treasure: None
  Special Abilities:
  * Aquatic: Pace 10.
  * Bite: Str+d6.
  * Feeding Frenzy: Once there is a significant amount 
  of blood in the water (usually one wound), all sharks 
  present go into a feeding frenzy and add +2 to their 
  attacks and damage for the rest of the fight.
  great WhIte
  These statistics cover great whites measuring 18 to 25 
  feet long. larger specimens do exist.
  Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength 
  d12+4, vigor d12
  Skills: fighting d10, guts d8, Notice d12
  Pace: —; Parry: 7; Toughness: 12
  Treasure: Meager, in stomach
  Special Abilities:
  * Aquatic: Pace 10.
  * Bite: Str+d8.
  * Feeding Frenzy: Once there is a significant amount 
  of blood in the water (usually one wound), all sharks 
  present go into a feeding frenzy and add +2 to their 
  attacks and damage for the rest of the fight.
  * Hardy: Second Shaken does not cause a wound.
  * Large: Attackers add +2 to their attack rolls when at-
  tacking a great White, due to its large size.
  * Size +4: great whites can grow up to 25’ in length.
         megalodon
  These massive predators are large enough to attack 
  the biggest warships, and have done so on several oc-
  casions. fortunately, they rarely come close to shore, 
  preferring to lurk in the deeper oceans. 
  kreana priests are believed to be able to summon 
  them, and the race reveres them as avatars of their blood-
  thirsty god.
  Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength 
  d12+8, vigor d12
  Skills: fighting d10, guts d10, Intimidation d10, Notice 
  d10, Stealth d6
  Pace: —; Parry: 7; Toughness: 18 (2)
  Treasure: Treasure Trove, in stomach
  Special Abilities:
  * Aquatic: Pace 10.
  * Armor +2: Thick skin.
  * Bite: Str+d12.
  * Gargantuan: heavy Armor. Attacks against them by 
  man-size creatures are made at +4. A megalodon’s at-
  tacks are heavy Weapons. Add Size to damage when 
  stomping (only possible for this beast if it manages to 
  breach up and onto a vessel).
  * Size +8: Megalodons are over 60’ long.
  * Swallow: If a megalodon scores a raise on its fight-
  ing roll against foes of Size +3 or smaller, it has swal-
  lowed them. victims are at –4 to any physical rolls 
  while inside its gut and –4 to damage. victims must 
  make a vigor roll each round or gain a level of fa-
  tigue. This can lead to Death.
  hellfroSt creature guIde
  1
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost/Savage Worlds - Hellfrost - Creature Guide - Kreana.pdf