Kraken Society

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Far from being a benevolent faction, the Kraken Society is a group of spies, smugglers, slavers, and assassins. Only the society's leaders know that the founder of their organization is Slarkrethel, a magic-using kraken that lives in the depths of the Trackless Sea.

Krakens are forsaken creations of the gods, left behind after a cosmic war that ushered in the dawn of the civilized world. Ancient beyond reckoning, Slarkrethel longs to rejoin its creators in the heavens. For tens of thousands of years, the kraken has been searching tirelessly for a long-lost path to divine ascendancy. In the meantime, it stretches its tentacles across Faerun, laying low powers that might one day threaten it.

Worship of Slarkrethel began hundreds of years ago on the Purple Rocks. The humans who inhabit these islands cast their young into the sea as part of a ritual to appease Slarkrethel. These sacrificed offspring resurface and return to their villages years later as adults, albeit with piscine deformities. When they reach the end of their natural life span, they return to the sea and their fearsome master. The inhabitants of the Purple Rocks otherwise eke out quiet lives, unaware of the kraken's vast spy network on the mainland.

The Kraken Society's widespread organization wasn't born at the Purple Rocks, but in the cities of the North. The psychic abilities of the kraken are so great that it can reach out to creatures on land up and down the Sword Coast. Over the years, it has telepathically lured exiles, outcasts, and lost souls to its organization with the promise of a better life. Its agents are evil and grasping. When they are not gathering information for the kraken, they lurk in the shadows and indulge in activities befitting their evil nature.

Slarkrethel was old when the giants and dragons waged war against each other forth thousand years ago, and the kraken aims to rekindle that war and destroy the cities of the Sword Coast in the process. When Iymrith reached out for its agents for assistance, Slarkrethel instructed its devotees to humor the dragon by capturing Hekaton, the storm giant king, after slaying his queen. Iymrith wants Hekaton kept alive so that he can't be resurrected and so that he can be held for ransom if her plans are thwarted.

A seafaring Kraken Society wizard named Tholtz Daggerdark has turned his ship, the Morkoth, into a floating prison. King Hekaton lies bound and chained within, unable to escape without aid. The ship circles the islands of the Trackless Sea, far from prying eye.

Story Appearances
The Kraken's Gamble