Kresk Species in Proxima Alatheia | World Anvil

Kresk

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Any who are marked by her soon meet whatever deities they belive in. Ferisha Aguilla, so named for her famed takedown of the young drake Aguillian, is the best sniper in the business. For the right bounty, she can deal with whoever you need. She will follow the contract to the letter, though she does prefer if she can bring her quarry in dead rather than alive. Less squirming that way.  
- Arias Shaw, Bounty Hunter Guild leader
  The Kresk, or lizardfolk to those who wish to upset them, are a race of valiant warriors from the swamp planet of Kres'tar. These cold-blooded reptiles are ferocious hunters and are quick to engage slow to speak. Their homeworld is more towards the lower end of the Unified Republic and took some convincing to join, only doing so when the threat of the System Lords began to encroach on thier systems.   Despite their short tempers and love for battle, the Kresk value family and honor and will restrain themselves when honor demands. To earn the respect of a Kresk earns you a vlauable ally until your death or you bring dishonor on yourself or them. Mainly composed of warriors, there are Kresk who become scientists, doctors, and even diplomats, though none gain the spotlight like the warriors.  

Reptillian Feud

These humanoid reptiles are calculating and intelligent. They demand respect until they encounter someone strong enough to humble them. They regard most other creatures as non-threatening to them and thus they are dominant in a fight in their mind. Upon encountering the Draconians, the Kresk found a society that they could not assume their own superiority over. When tested in matters of honor, the Kresk say the Draconians live without honor and are weak and decietful. No one knows what happened, as the Kresk do not reveal what event occured.   Many non-Kresk believe it is because the Draconians are also reptillian and threatened the mental image of superiority of the Kresk. Or it could have been because the Kresk lost in a fight and did not want to admit this to others.  

Warrior's Honor

Long ago, the Kresk were conquerers, builders of a vast empire. They ignored the systems attempting to form the early republic, and even targetted some of those systems. The Kresk live for glory and their society revolves around gaining favor in the eyes of their deity by hunting prey and winning battles.   It was not until the System Lords invaded the quadrant that the Kresk began to slow in their progression across the stars. The System Lords wiped out much of the Kreskan Empire closest to the Beta Quadrant and began to set it sights on eliminating them. While the System Lords took prisoner other races, they considered the Kresk disposable and not worth subjugating. The Kresk would never allow themselves to be taken prisoner, but the insult that someone would not even try infuriated them.   They joined the few reminaing systems to form the Unified Republic and managed held off the System Lords. When the Eldari dared to show themselves again, the Kresk were dubious of the Eldari's intentions and even to this day still have trouble trusting them.  

Hapless Soft Ones

At their core, Kresk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it’s a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps, and it is a miracle they have not blown themselves up exploring the stars.   Still, when creatures earns the respect of a Kresk, or proves useful, those creatures can trigger a protective response made all the stronger by their apparent weakness. Some Kresk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care. If a Kresk spends long enough with other humanoids, however, they may begin to see them more as equals rather than children.  

Kresk Names

Kresk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual’s notable deeds or actions. For example, Garurt translates as “axe,” a name given to a Kresk warrior who defeated an orc and claimed his foe’s weapon. A Kresk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means “green” to describe how she blends into the foliage. Kresk typically have surnmaes that correlate to their house or tribe. Usually it is the leader of the house's name. Rarely, a Kresk may ear a surname that takes the form of a location of an important battle they won or the name of a powerful creature they have slain.   Kresk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.   Kresk Names: Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)  
 

Kresk Traits

Your Kresk character has the following traits:  

Ability Score Increase

Your Constitution score increases by 2, and your Wisdom score increases by 1.  

Age

Kresk reach maturity around age 14 and rarely live longer than 60 years.  

Alignment

Most Kresk are generally chaotic neutral. They see the world as a place of predators and prey, where life and death are natural processes. They pursue honor and glory in alignment with their beliefs and culture.  

Size

Kresk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.  

Speed

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.  

Bite

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.  

Hold Breath

You can hold your breath for up to 15 minutes at a time.  

Hunter’s Lore

You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.  

Natural Armor

You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.  

Martial Warrior

You gain proficiency with 2 martial melee and 1 martial ranged weapon of your choice. You may instead swap the ranged weapon proficiency with a specific firearm, longarm, or artillery weapon.  

Languages

You can speak, read, and write Common, Kreskan and Draconic. Kreskan is a derivative of Draconic that is almost another language entirely. It has the same hard syllables of draconic but much of the meanings are different.
Kresk Portrait.png
by Miroslav Petrov; Austin Graham
Primary Occupied Quadrant
Alpha   Homeworld:
Kres'tar   Average Lifespan:
50-70 years   Common Skin Pigmentation:
  • brown
  • gray
  • green
  • tan
  Kresk Traits
  • Tough Scales
  • Horns
  • Sharp teeth
  • Tail


Cover image: by Lucasfilm LLC; Austin Graham

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