Not so much a character entry, but a bestiary for the swarm, along with a few terms.
Karish "servant" in the language of the Kyorl'zuraj, are aberrant giant vermin that form basic societies in the form of giant hives. The karish obey the mental commands of nearby kyorl'zuraj, or otherwise they work following basic instincs and orders from their queens. All karish in a given hive are the spawn of a single Hive Queen, and all Hive Queens in a given world are the spawn of a single Mother Queen.
Karish are highly mutable, and creatures within a single genus, but of different hives, might present different abilities, depending on the surroundind environment and the preferences of Kyorl'zuraj overseers. Larval karish are all identical, their extreme variety of shapes only arises after they exit their pupa stage.
Species: Species will be added as characters meet or are told of them.
Power Level: 5
Base Creature: None.
The Mother Queen is the single largest being of the karish hive, reaching several stories in heigh and weighting several tons. The spawn of the Mother Queen are invariably larger and stronger than those of lesser Hive Queens.
There is a Mother Queen in Acro, she is housed within the Hive Engine created by Yaza for Anom'Lie. The Hive Engine sustains the Mother Queen without need for her hive to constantly feed her, and gives Anom'Lie a greater deegree of control over her spawn.
Power Level: 4
Base creature: None.
Hive Queens are gargantuan monsters that spend most of their long lives constantly laying eggs, all karish, of all the varied genus found in a hive, are the spawn of a single Hive Queen.
Hive Queens are not very mobile, but quite capable of defending themselves, still, a queen is invariably found only in the deepest point of a Karish hive, and is protected by the strongest of the hive's soldiers.
Power Level: 1 to 3
Base Creature: Giant Wasp.
Wasps are the primary aerial soldiers and scouts of the hive. Numerous, strong, agile and vicious, wasps will attack any intruders without any care for their own safety.
All wasps have poisonous stingers, their poison causes paralysis.
Power Level: 3 to 4.
Base creature: Megapede.
Burrowers are titanic centipedes. Their main function in the hive is to dig tunnels and rooms. Burrowers are extremely large, strong and resilient, but usualy lack more advanced offensive abilities save for their powerful bites and lethal poison.
Burrowers are also capable of sensing creatures in contact with the earth at a very wide radius, and serve as living security devices to their hives.
Power Level: 1
Base Creature: Giant Termite Worker and Giant Ant Worker.
Laborers are the small, ever-working minions of the hive. Laborers avoid fighting, for it is not their duty to defend, leaving such a work to the soldiers who will quickly and invariably rush to their defense. They are plentiful and incredibly numerous, tasked with an infinity of non-specialized duties. The larger workers are usualy found where heavier duties are needed, but otherwise act much like their smaller cousins.
Power Level: 2 to 3
Base Creature: Giant Praying Mantis.
Reapers are incredibly dangerous, quick and versatile attackers, their work is to quickly and brutally eliminate threats to the hive, and often these monsters are used to form assault teams on enemies of the kyorl'zuraj.
It is highly unlikely, considering that these creatures are as irrational as other karish, but the reapers appear to exhibit an innately cruel behaviour towards their victims.
Power Level: 4 to 5.
Base Creature: Siege Beetle.
Battletitans are gargantuan tanks with extreme resilience to attacks and massive strength. These creatures are as uncommon a sight as they are terrible to behold when at work. A battletitan will crush and trample everything in its path, dissolve anything that presents a threat with its acidic breath and level structures with its massive mandibles.
Power Level: 1 to 2.
Base Creatures: Giant Ant Soldier and Giant Termite Soldier.
Legionnaries are the basis of karish armies, and even within the same hive, they exhibit a variety of abilities unmatched by other groups. When legionnaires march, they march in the hundreds or in the thousands.
Power Level: 2 to 4.
Base Creatures: Giant Spiders.
Karish Hunters are a genus specialized in, as their name suggests, hunting. These creatures are usually followed by a retinue of laborers to colect their victims. Karish Hunters capture additional food for the hive, and sometimes, are used to support in the elimination of highly mobile threats. Their tactics are varied, some go after their prey, while other ready a lair as a giant trap for the curious.
Larger hunters usualy work alone or in small groups. Smaller hunters tend to form large swarms.
Power Level: 4 to 5.
Base creature: None.
The Mastermind is a large, tick-like karish of extreme intelect and cognitive ability, capable of working in unisson with its kind to create a truly potent entity.
Furthermore. While no other Karish, of the kyorl'zuraj themselves, have any innate psionic powers, the Masterminds are true powerhouses of psychic prowess.
Masterminds are the karish that work most closely with the Overseer of the hive. The masterminds serve as advisors and living computers, capable of storing inordinate ammounts of information and help direct its less intelligent brethren in combat.
Power Level: 1-3
Base Creature: Giant Dragonfly.
Assailants are fast aerial soldiers of the karish hive. The assailants usualy swoop in with their superior speed and mobility, carrying smaller creatures or objects to drop into the battlefield. They are not as resilient as wasps, but their speed compensates for that.
Power Level: 2-3
Base Creature: Giant Roach.
Power Level: 2-4
Base Creature: Giant Spider.
Power Level: 4-5
Base Creature: Remorhaz.
Power Level: 1-4
Base Creature: Ork.
Power Level: 3-4
Base Creature: Elizabeth.
Power Level: 3-4
Base Creature: Peter Raven.