Krust

  • These rare creatures blend in with their environment, steadily accumulating energy.
  • Their size is believed to begin at the size of a pebble, and there is no known upper limit to how large they can become.
  • Killing one is considered a great enough victory, but few seekers take on contracts involving Krust unless they have some kind of advanced sensory magic. That is because Krust are really only violent when they are disturbed.
  • Despite their dormant behavior, Krust are dangerous simply because they become harder to kill the longer they live. Because they can live quite long, their power eventually scales beyond the established bounds of their layer. A Krust in the Outskirts of a Clarion Festerfont, for example, is a threat to Initiates.
  • If a seeker believes they spot a Krust, they are urged to first assess if they can handle it. There is no reward for doing so unless they are on a specific contract or have a high-ranking seeker’s badge, but keeping the Krust population in check is a service to all. If they cannot or will not deal with it, they are asked to remain put and ask for a seeker to assist them, or at least bear witness to the slaying. The Guild will then investigate the validity of a claim (based on the records of the involved seekers) and dispense payment for the kill. Because this kind of thing can rarely be proven, seekers consider it too much of a pain and either handle it for free or pass krust by.
  • Genetic Ancestor(s)

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