Krinn can inhabit just about any location in a fantasy world and can have had contact with any and every species at one point or another. Some of the other species look upon krinn as their staunchest of allies; others view them as the most vindictive of enemies. They can reach ages close to 100 years, sometimes even exceeding it, though rarely naturally. Krinn tend to be fast learners and are more adaptive to change than any of the other races. Many believe that krinn are the chosen race of the gods, a belief that is not without some merit, as the strangefolk seem to be on the decline in comparison to krinn. Of course, some strangefolk races attribute this to the voracious nature of krinn expansion.
Of all the playable races, only krinn choose a separate culture and community, which helps them to further define themselves. Note that each culture can be even more granular and can be altered to be very much region-specific. Strangefolk in comparison are less widespread, and as a result, their culture is more homogeneous and entirely subsumed under their race. The following information details the three types of krinn cultures.
The Nährlkrinn, crimson of shell and fierce of spirit, form the core of the Relleus Empire, the oldest and mightiest realm of the Krinn. They believe their red hue is the divine mark of Rell, the Burning Father, and that through conquest they enact his fiery will. Nährlkrinn architecture is monumental — high, geometric towers of sandstone and bronze. They revere order, military might, and the perfection of craft.
The Ilukrinn, black of shell, trace their roots to a more ancient time. They speak an older and more complex tongue called Ilucian, preserving knowledge long lost to others. Though not imperial by nature, their republics (known as Briox) and councils are centers of learning and diplomacy. The Ilukrinn value logic, mathematics, and philosophy, and many of the world’s greatest treatises on alchemy and law were penned by their thinkers.
The Drolkrinn, brown of shell, dwell beyond the walls of empire — in forests, hills, and fungal groves. To some they are savages, yet their tribal artistry is unmatched. They embed living fungus into their carapaces, shaping spines, ridges, and living patterns upon their shells, which they believe grow in harmony with their souls. They are a spiritual people, living close to the natural Veil and guided by shamans who hear the song of the soil.