Shadar Kai

Shadar-kai, also known as shadow fey, were a race of shadow-like fey connected to the Shadowfell.[3] They were believed to have originated as an offshoot of elves associated with the Raven Queen,[5] although other legends of their origins also existed, as well as shadar-kai who were connected to other deities and processes related with the Shadowfell.[9][10]

Some shadar-kai resembled blighted elves, in a perpetual state between life and death,[5][1] while others were human-like in appearance.[12] They were usually slender and ranged from slightly taller to slightly shorter than humans,[12] exhibiting graceful movements well suited to stealth.[3][13]

They had dusky gray skin and colorless complexions that varied from alabaster to dark gray; black hair, with few shadar-kai having pale hair, that ranged within the range of human hair colors; and dark eyes lacking any sclera or clear pupil. Shadows on their bodies or clothing always seemed to be deeper and darker than shadows elsewhere, and shadow seemed to follow them and reach out, especially when they were angry. They were easily lost from view. Many shadar-kai displayed all kinds of iron body piercings in nose, ears, eyebrows, shoulders, and other parts of the body, and purple-inked tattoos on body, limbs, and face.[3][13][12]

Despite having a somewhat youthful appearance while in the Prime Material plane, being in the Shadowfell revealed the shadar-kai's cursed state. They appeared visibly aged and withered, with swollen joints that gave them an overall corpse-like aspect. For that reason, many shadar-kai wore masks to conceal their decrepit state while in the Shadowfell.[4][1]

Shadar-kai bred true. Their pairings produced shadar-kai offspring, as well as the pairing between a human and a shadar-kai.[7][14]

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Various depictions of shadar-kai.
Shadar-kai

5e
4e
3e

5th Edition Statistics[1]
Size
Medium
Type
Humanoid
Tag(s)
Elf
Alignment
Neutral
Challenge rating
Gloom weaver 9
Shadow dancer 7
Soul monger 11
General Information
Patron deity
The Raven Queen[4]
Vision
Darkvision,[5][6] Superior Low-light vision[3][2]
Homeland(s)
Shadowfell[3][2]
Language(s)
Common,[2] Elven,[1] Netherese,[7] Sylvan[3]
Favored climate
Any[3]
Favored terrain
Forests, underground[3]
Appearance
Average height
5′7″‒6′0″ (1.7‒1.8 m)[8]
Average weight
130‒170 lb (59‒77 kg)[8]
Skin color(s)
Gray[3]
Eye color(s)
Dark[3]

Shadar-kai, also known as shadow fey, were a race of shadow-like fey connected to the Shadowfell.[3] They were believed to have originated as an offshoot of elves associated with the Raven Queen,[5] although other legends of their origins also existed, as well as shadar-kai who were connected to other deities and processes related with the Shadowfell.[9][10]
“ If you meet a shadar-kai in the Deeps, ask her for the dead drow's stuff. ”
— Old Underdark proverb[11]
Contents[show]
DescriptionEdit

Some shadar-kai resembled blighted elves, in a perpetual state between life and death,[5][1] while others were human-like in appearance.[12] They were usually slender and ranged from slightly taller to slightly shorter than humans,[12] exhibiting graceful movements well suited to stealth.[3][13]

They had dusky gray skin and colorless complexions that varied from alabaster to dark gray; black hair, with few shadar-kai having pale hair, that ranged within the range of human hair colors; and dark eyes lacking any sclera or clear pupil. Shadows on their bodies or clothing always seemed to be deeper and darker than shadows elsewhere, and shadow seemed to follow them and reach out, especially when they were angry. They were easily lost from view. Many shadar-kai displayed all kinds of iron body piercings in nose, ears, eyebrows, shoulders, and other parts of the body, and purple-inked tattoos on body, limbs, and face.[3][13][12]

Despite having a somewhat youthful appearance while in the Prime Material plane, being in the Shadowfell revealed the shadar-kai's cursed state. They appeared visibly aged and withered, with swollen joints that gave them an overall corpse-like aspect. For that reason, many shadar-kai wore masks to conceal their decrepit state while in the Shadowfell.[4][1]

Shadar-kai bred true. Their pairings produced shadar-kai offspring, as well as the pairing between a human and a shadar-kai.[7][14]
PersonalityEdit
Shadar-kai soul monger-5e

A cruel shadar-kai soul monger.

Due to their prolonged exposure to the Shadowfell, shadar-kai were nearly devoid of emotion.[5] They were known to be bitter, grim-natured, troubled, and driven, with souls tainted by darkness.[3] They were often seen as cold and pitiless to outsiders.[2]

Shadar-kai had very little regard for their own lives. Often viewing a present incarnation as but one in an endless cycle and death as foretold and impossible to change, they had grown jaded and careless with their bodies.[4][2] Their affinity with the Shadowfell defined them as a people and influenced every aspect of their culture.[3]

Shadar-kai embraced living to the limits of pleasure, while striving for personal greatness, so that when they fell, stories of their great deeds would grant them a sort of immortality. In their search for personal glory, most shadar-kai ignored comfort, morality, and safety, traits they considered banalities.[12]

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Thanks to their strong affinity with the Plane of Shadow, shadar-kai were a deceptive and subtle people. They preferred to attack from ambush and steal without being seen.[3] Some shadar-kai enjoyed watching other creatures succumb to despair, as their very presence brought about feelings of sadness and the awareness of one's own mortality.[1]

Shadar-kai favored the path of the rogue, and these were the most frequent among them. Many others were clerics or wizards.[3] These spellcasters had a predilection for illusion and shadow magic.[3][1]

They generally detested other fey, and would hunt down and destroy those who had the misfortune to encounter them. Nevertheless, sometimes, they would ally themselves with other wicked fey beings, often so they could trick or infiltrate a good humanoid society.[3]

Shadar-kai of Netherese origin were more sinister than shadar-kai from other origins.[15]
CombatEdit

Shadar-kai preferred to use their speed, grace, and agility in combat. Therefore, they typically wielded light weapons and were particularly known for fighting with spiked chains. Spellcasters typically favored shadow magic and illusion spells.[3][13]

They had superior visual acuity, able to see twice as far as an elf and four times as far as a human in low light.[3][13]

Shadar-kai had supernatural skill at stealth, especially while in shadow. They could hide even while in plain sight with nothing to hide behind. Only full natural daylight, a daylight spell, or the equivalent, could chase away the shadows and reveal them. Skilled at sneak attacks and often able to hide in plain sight, many shadar-kai favored ambushes. They were adept at backstabbing and making sneak attacks on their victims.[3][13] Survivors of confrontations with shadar-kai often described the experience as fighting a living darkness.[1]

Shadar-kai possessed a magical ability to teleport a short distance away. When they did this, they reappeared in a (temporarily) wraith-like state.[2][5]
SocietyEdit
Shadowfell-shadar-kai-5e

The shadar-kai in the Shadowfell.

Shadar-kai who lived in settlements in the Shadowfell were divided into two distinct societies: the shadar-kai who were part of Netheril, and those unrelated to them.[15][7] Shadar-kai who were bound to the Raven Queen organized their societies around performing her bidding. They usually established dwellings in the Shadowfell near the Fortress of Memories, the Raven Queen's divine realm.[4] Netherese shadar-kai had developed a meritocratic society based on power and prestige of deeds.[2][15]

In the 14th century DR, the majority of shadar-kai realms were magocracies. These were ruled by puissant illusionists. Their societies were described as predatory.[3] Leaders among them were titled "kithlord" while lesser commanders were titled "kithguard".[16][13] It was common for shadar-kai communities to reenact ancient elven rituals and festivities, as a grim reminder of their distant origins.[4]
Shadow CurseEdit

Many shadar-kai were subject to the "shadow curse", doomed to lose their souls into the dark depths of the Shadowfell.[17] Their souls were only loosely bound to their bodies, so, when they were dazed, stunned, knocked unconscious, or otherwise close to death, a part of their soul risked being sent to the Plane of Shadow. It took great strength of will to resist the tremendous and inexorable pull the Plane of Shadow had on their souls.[3][13]

A shadar-kai missing parts of his or her soul was weakened, and thus less able to resist the next time their soul was drawn away. A shadar-kai so afflicted could not be raised from the dead or resurrected, and could not advance.[3][13] The curse also sapped their will to live and filled their hearts with ennui, melancholy, and utter sadness.[12] Those shadar-kai who were overtaken by the curse, or who voluntarily surrendered to it, were transformed into shadow-like undead horrors,[17] sometimes with wraiths forming in their place.[12]

Going to the Plane of Shadow and staying there mitigated the effects of the shadow curse, but did not cure it. An afflicted shadar-kai who returned to the Material Plane would be weakened once more. The only way to fully restore their soul was with a greater restoration spell cast on the Plane of Shadow itself; on the Material Plane, they needed no less than a wish or miracle.[3]

Shadar-kai that were affected by the shadow curse were forced to struggle all their lives to avoid it or fend it off, just to stay on the Material Plane.[3]

In order to avoid being affected by the curse, shadar-kai lived extreme lifestyles, embracing strong emotions and peak experiences.[12] Most of them used pain to keep their focus, decorating their bodies with tattoos, scarification, and body piercings, in extremely sensitive parts of their bodies. Likewise, some of them engaged in self-flagellation, to the point of injuring themselves if they felt that they were being overtaken by the curse.[17]

However, these temporary fixes also made shadar-kai cruel to others, and their propensity toward cruelty and violence increased with every generation. Shadar-kai who had already lost a chunk of their souls felt their hearts grow cold and empty and were disturbed. Inevitably, they surrendered and departed for the Shadow Plane.[3]

Shadar-kai ItemsEdit

Shadar-kai of all kinds favored the exotic spiked chain as a weapon, and warriors tended to wear studded leather armor.[3][13]

The shadow curse could be better resisted with a gal-ralan, a cold iron armband with needles piercing the skin. It kept the shadar-kai's soul and body connected but also caused constant pain. Despite this, many shadar-kai wore them.[3][22]

Shadar-kai often carried blackstone runes, which allowed the bearer to plane shift to and from the Plane of Shadow and the Prime Material Plane. Shadar-kai weakened by the shadow curse used these to take respite in the Plane of Shadow.[3]

A vial of the liquid night extract would, when smashed open, reduce ambient lighting to that of a starry night, letting shadar-kai conceal themselves with ease.[3]

Netherese Shadar-kaiEdit
Shadarkai4e

A Netherese shadar-kai.

After the Year of Blue Fire, 1385 DR, some shadovar humans and the children they gave birth to, as well as other humans across Toril that were somehow tied to the Shadowfell, were affected by the Spellplague and transformed into shade-like creatures, otherwise identical to shadar-kai of other origins.[14][15][7] Some people associated the birth of this new race with the decline of the krinth, as the numbers of the latter dwindled while those of the "newborn" race thrived. Some scholars among the Netherese speculated that those events were related, and that somehow the shadar-kai were evolved forms of the failed krinth.[7]

To avoid chaos among the shadovar, Prince Rivalen Tanthul said that they had been blessed by Shar, and called them "shadar-kai" (meaning "Those of Shadow's Gift", in the ancient Netherese language).[7] Prince Rivalen even devised a ritual to change a human into a shadar-kai, similar to the ritual used to produce shades.[14]

Netherese shadar-kai became a race unto themselves in the generations that followed the Spellplague.[7] Some remained in Netheril, working as information gatherers to improve Netheril's standing in Faerûn. Most of those agents aimed at eventually becoming true shades.[14] Others, mostly those that weren't originally shadovar, went to the Shadowfell, the Underdark, or to live across the lands of Toril.[17] They were more easily disposed toward evil than shadar-kai of other origins, but shared the thrill-seeking behavior and affection for the macabre possessed by their cousins.[14]

Shadar-kai are a Dungeons & Dragons creature where you really have to specify what edition you're talking about. Both versions have a gothy sadomasochistic theme (imagine a whole race of Cenobites from Hellraiser), but the difference between 3e and 4e really couldn't be much greater.

In 3rd Edition

An obscure beastie, the 3.5 shadar-kai is a species of Fae that has been dwelling on the Plane of Shadow for generations. This has caused them to suffer a magical affliction where they steadily fade away into nothingness, unless they can stimulate themselves. The most easy way to do this is via torture and self-mutilation, to the point that their iconic gear are arm-bands with cold iron spikes on the inside, which they drive into their own flesh to keep them "anchored" into reality. They hate all mortals for not having to put up with the same effect, blaming them for their choice to live in the Plane of Shadow in the first place.

In 4th Edition

Debuting in Dragon Magazine #372, the shadar-kai of the World Axis became both a humanoid race and a playable species. Basically, they're the descendants of humans who migrated to the Shadowfell in pursuit of immortality. They got it… of a sort. If they can keep themselves active, amused and interested in life, they can live forever. If they succumb to ennui, they start fading out of existence. Their culture is thusly dedicated to stimulation of all sorts: carnal experimentation and sadomasochism, boasting contests, athletic contests… in essence, they're a race of "live for the moment" loudmouthed jocks, with a tendency to cut themselves when things get boring.

In Dragon Magazine #391, the article "A Legacy in Shadow" officially canonized/examined the presence of shadar-kai in the Forgotten Realms, saying they began to spontaneously arise as a result of the Spellplague touching the shadowborn humans brought back to Toril by the Shadovar of Returned Netheril. This not only provided a number of new racial feats, but also included the subraces/alternative powers for shadar-kai descended from shades and krinth, represented as a pair of Heritage Feats:

Krinth Heritage: +2 to Intimidate, become Insubstantial until the end of your next turn when you suffer a critical hit from an enemy, replace Shadow Jaunt with Demonic Aggression (1/encounter, as an immediate reaction to being damaged by an enemy within 3 squares, teleport to an unoccupied square adjacent to that enemy and gain combat advantage until the end of your next turn).
Shade Heritage: Vision becomes Darkvision 5, +2 to Stealth checks (so +4 total), replace Shadow Jaunt with Shade Stride (1/encounter, teleport either to any square within 5 squares or to any dark or dimly lit square within 10 squares as a move action).

Krinth are a race of half-fiends native to the Plane of Shadow, or at least that part of the Shadow Plane that borders the Forgotten Realms setting of Dungeons & Dragons. They were bred as a slave-race by the Shades descended from those survivors of Netheril that escaped into the Plane of Shadow. They debuted in the splatbook "Champions of Ruin" as a PC race for Dungeons & Dragons 3rd Edition.

In Dungeons & Dragons 4th Edition, the article "A Legacy in Shadow" in issue #391 of Dragon Magazine stated that the Krinth died out after the Spellplague, as their race began producing Shadar-kai children instead of true krinth. However, shadar-kai with krinth ancestry do have unique racial abilities, and thus Krinth Heritage was introduced as a feat-based subrace in that same article.

Champions of Ruin Fluff

For the past two thousand years, the City of Shade has existed on the Plane of Shadow, kept in good condition by slaves captured from that plane as well as from Faerûn. The Netherese wizards who rule the city also trafficked with demonic creatures made of the same tenebrous substance as the plane itself. On occasion, these demons would force themselves on the slaves; the offspring from these couplings are a unique race known as the krinth.

Krinth are known for their physical endurance, their singlemindedness, and their quick tempers. They make excellent warriors and servants because of the first two traits, but the third often means they are short-lived at both roles.

Racial History: The krinth came into being shortly after the City of Shade found itself trapped on the Plane of Shadow. The powerful Netherese arcanists of the floating city regularly held congress with the shadowy fiends of the plane, and often the demons demanded to know the secrets of human pleasure. From these unions came a race of half-demon beings that came to be called the krinth. These are the facts.

However, the krinth themselves do not ascribe to this rather unflattering origin, instead insisting that they had always lived in the shadow world and that they were offered as slaves to the Netherese in return for treasure and knowledge of the Material Plane and its magic. They point to colonies of krinth in the Plane of Shadow as evidence for this theory, although in truth these are simply escaped krinth who have managed to carve out a niche for themselves in their dark home.

The first krinth were born of unions between Netherese and demons. These krinth were unable to reproduce, making them a rare occurrence and little more than an interesting curiosity to both the shades and the demons who spawned them. For a short time, the krinth even enjoyed an elevated status within the city, where they were viewed as an expression of the union between the realm of shadow and its new residents. They were given well-appointed living quarters and allowed to study under the best teachers and mages in the city. The Shadovar secretly hoped that the krinth would somehow give them the added knowledge and power needed to dominate the plane and its denizens.

It did not take long before krinth began to pop up among the slaves, however. This development led quickly to the reassignment of all krinth as slaves of the royal family. Some krinth escaped enslavement by appealing to those who had become close to them, and even those who were enslaved were often given preferential assignments. The rulers of Shade feared that abusing the krinth could bring down the wrath of the shadow demons, although in truth these demons cared little for their spawn.

For a reason unknown to them or their masters, the krinth became fertile about one thousand years ago and started reproducing among themselves. This quickly created two different castes of krinth - the trueborn, or full krinth, and the halfbreed demonspawn. The demonspawn, once having been favored by the Shadovar, now found themselves outcasts in their own community. The trueborn krinth treated the demonspawn with cruelty and contempt, forming a deep division in the krinth community that lasts to this day. The number of demonspawn has dropped dramatically since Shade's return to Faerûn, but plenty of demonspawn children remain within the city. Many demonspawn krinth have turned informant, attempting to help the Shadovar crush the growing krinth underground movement before it can become a true threat.

The true story of the sudden fertility of the krinth reaches all the way back to one of Faerûn's oldest struggles. The goddess Shar, having been systematically defeated by her sister Selûne at every turn, found herself looking elsewhere for ways to win their eternal battle. She saw in the krinth an opportunity to create a race of servants who could bridge the gap between Faerûn and the Plane of Shadow. Shar is secretive and subtle, and so she did not reveal herself to the krinth, instead choosing to watch them develop from afar. She was disappointed that the Netherese could not find their way back to Faerûn, however, and largely gave up on the krinth until Shade's recent appearance over Anauroch. Now she is once again interested in turning the krinth to her.

For their part, the krinth have adjusted well to life as slaves under the Shadovar. Their natural tendencies are to work hard and play hard, so the erratic and often grueling schedules they keep as slaves do not bother them. The number of krinth quickly outstripped the royals' need for them, and so they can now be found working for any number of patrons around the city. They have steadily climbed back up to favored-slave status, and they usually choose to keep the company of other krinth rather than spend time with slaves of other races.

Since the city's return to Faerûn, the krinth have been restless. Shar has sent agents to infiltrate the city, and to whisper thoughts of freedom and promises of her rewards into the ears of eager krinth. With the number of krinth who have escaped the city rising steadily, under the influence of Shar as well as their own desire for freedom, the Shadovar have tightened the reins on the City of Shade. The krinth are still alien to every culture in Faerûn, and even in places where they have proven their value, they still arouse curiosity and suspicion.

Outlook: Krinth are not philosophers. Their natural inclination is to only think about what they are doing at the moment, and perhaps what they will be doing afterward. On the Plane of Shadow this outlook helped them immensely, allowing them to thrive even under the yoke of their Shadovar masters. It also means that they have difficulty with long-term planning of any kind, and function best when matters of strategy are left to others.

Now that they have reached Faerûn, the krinth find that they have more opportunities open to them than ever before. Some krinth have seen the beauty of the forests and caverns of Faerûn and wish to live there, rather than in the city above the desert. This desire led to many escape attempts during the early Shadovar excavation projects, and the shades have since put tight controls on any krinth that leave the city. Some krinth are finally awakening to the reality of their slavery, and it is frustrating to them that they cannot leave the City of Shade to explore this new world around them. While there is nothing close to a full insurrection brewing, a burgeoning underground movement helps krinth escape into the world at large, and fights for krinth interests within the city.

Krinth mature more quickly than the Shadovar. To the Shadovar, this simply means that their slaves can take on more responsibilities at an earlier age. This trait does give the krinth some insight into the true nature of those around them, since people act much differently around children than they do around adults. Krinth children excel at sports, and spend most of their free time playing and inventing new games. They do not experiment with different interests as the children of other races do, because the krinth mind does not worry about finding and pursing its passion. Occasionally a krinth will show some artistic talent or skill with mathematics or spellcraft, although the Shadovar generally frown upon such diversions.

The only way a krinth in the City of Shade is likely to learn magic or art is through a clandestine teacher, or perhaps with the encouragement of the krinth underground, who seek to develop a loyal cadre of mages for the time when they attempt to break free from the yoke of slavery.

Like their children, krinth adults prefer rigorous activity in their leisure time, often playing sports or training in combat. During the rare holidays in which they have more than one day off at a time, krinth stay up all night long drinking large quantities of beer, wine, and other festive libations. Aside from the rift between demonspawn and trueborns, krinth treat one another and others with respect. Even though many are now longing for freedom, they do not actively hate the Shadovar who rule them.

Personality: Krinth are seen as dour and humorless by most other races. When they are working at a task, they rarely allow themselves to become distracted from it. The krinth are said to work as hard at leisure as they do at laboring, drinking copious amounts of alcohol, enjoying food to gluttonous proportions, playing games of chance, and taking physical pleasures as often as possible. Members of this race work hard and play hard, and they never seem to rest.

Physical Description: A krinth appear similar to an average specimen of the nonfiendish half of their bloodline. Krinth are generally born to human, orc, or dwarf parents - the most common slave races in the City of Shade. Krinth with dwarf ancestry are shorter and more stout than those of human or orc ancestry, but they are not as short as true dwarves. Krinth range anywhere between 5 and 7 feet tall and usually weigh between 150 and 250 pounds. All krinth, regardless of their ancestry, have straight black hair, black eyes, and dusky gray skin. Krinth reach adulthood at age 20 and live between 100 and 125 years.

Relations: Although the krinth are slaves in the City of Shade, they still occupy a higher social stratum than the other humanoid slaves of the city. The Shadovar generally give them better positions and treat them with less cruelty than their other slaves. Since krinth are related to the shadow demons of their adopted home plane, some Shadovar fear that mistreating them would risk making enemies of the demons and their offspring.

The krinth regard the city's other slave races as beneath them. They often treat their fellow slaves with more contempt than their owners do, and their violent tempers often cost them dearly when they take the life of, or disable, another slave. Krinth who have escaped the City of Shade and made their way onto the continent usually maintain this haughty attitude, although they realize that they must soften it somewhat if they are to get along. Most escaped krinth become mercenaries and seek to join a larger organization. Several have joined with the Zhentarim through caravans moving through Anauroch, and others have gone into the Underdark and now fight for the drow. On rare occasions, a krinth joins a more traditional community and learns to live alongside normal races, even hiding his true nature from his new neighbors.

Alignment: Krinth are very chaotic in nature, despite their single-mindedness in duty. They also tend to favor the evil of their sires, although some have shown the capacity to break out of this mold, and even to do good. Those who escape the City of Shade are more likely to lean toward neutrality, which might have been the cause for their flight in the first place.

Krinth Lands: Most krinth are slaves in the City of Shade, performing high-level tasks as well as menial labor for their Shadovar masters. They tend to reside in subterranean lairs even on the floating city, since they prefer to live in isolation from other races. Krinth who escape the city often retreat to the Underdark if they can find entry; otherwise, they simply travel as far from Anauroch as possible. They consider open terrain to be indefensible and uncomfortable, and the entire race suffers from a mild case of agoraphobia. Thus, in cases where they cannot find their way into The Night Below, krinth often take up residence in heavy forests, jungles, or in mountain valleys hidden away from the sun and other humanoids.

Religion: Krinth have no common racial deity; instead, they tend to worship powerful demon lords, especially those from their home plane. A krinth rarely worships the demon who spawned him unless the demon is a powerful lord that calls his spawn to him. Krinth who escape their servitude and take up a life outside the City of Shade often adopt native gods in order to better fit in. The deities discussed below are the most common choices of worship for krinth who have left their old lives behind through virtue or chance.

Those krinth who take up with the Zhentarim via one of the caravans that run through the Anauroch generally worship Bane. The Black Lord rules his people through power and fear, much like the demons that the krinth are used to worshiping. Those krinth who find their way to the Underdark often take up the worship of whatever god is prevalent in the community in which they find themselves, most commonly Lolth or Laduguer.

Shar also maintains her interest in these new Faerûnians, and has directed several of her cells to actively recruit those krinth who labor in the City of Shade as well as those who have left it.

Language: All krinth speak Common and Halruaan. Krinth who have lived with the Shadovar might also know Netherese, the dead language of the dead empire. Although krinth often have contact with their sires, not all of them learn to speak or understand the Abyssal tongue. Individual krinth who escape the City of Shade might learn other languages appropriate to their new region or the peoples who live there. All krinth are literate, except for barbarians.

Adventurers: Most krinth are happy with their roles as the favored slaves of the Shadovar. They secretly believe that the shadow demons that spawned them will elevate them someday, but their decent treatment at the hands of their masters is enough for now. Those who are not happy are either rooted out and killed, or they escape out of the floating city and find a new life on - or under - the surface of Faerûn. A krinth's stubborn will to finish the job often helps him stand strong in the face of the sorts of horrors that adventurers meet on a regular basis.

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