Kradok are the ancestors to dwarves, gnomes, and possibly paidion on Loar. They are larger and far more powerful than their descendants but have many of the same cultural similarities. Kradok prefer crafts and knowledge to warfare, but they are highly skilled at both. They are tactical thinkers and even invented several games to hone this way of thinking, one of which bears their name long after The Sundering.
Kradok are powerfully built humanoids with slightly lower than human average height but usually twice the girth and all muscle. They have wide ears that taper to a point at the top some with lobes and some not. Their skin runs the gamut of human tones, but also that of stone and earthen colors. They are good at discerning sounds when surrounded by earth, stone, metal, or crystal, but have normal hearing in the open.
Kradok live under a powerful elected monarch, usually male, called the Paxe. They have developed a loose caste system based on technical knowledge and skills. Each caste has a different type of leadership and cross-marriages are encouraged. Strongly disposed toward a free-market, trade, and craftmanship, it is extraordinarily rare to see a poor Kradok - at least by human standards. These casts include War, Agriculture, Trade, Exploration, Diplomacy, Mining, and Priest. Priests are typically in charge of Artifice under Taphal's guidance.
Base Characteristics Edit
Character Creation Edit
Key Characteristic: Strength
Base Characteristics: +3 CON; +1 INT; +1 STR; +1 WIS
Skill Bonuses (BP):
+5 to the following (goes into the Misc. Bonus box on the Skill line on the character sheet):
- Crafting (any three)
Traits & Foibles:
- Resistant to Geomancy (3)
- Independently Wealthy (2)
- Inner Compas (1)
- Mazecrawler (3)
- Miserly (4)
As Heroes Edit
Kradok tend to hit the open road to advance their knowledge of crafting or to find new mines or materials. Less often, they will leave their work at home to champion causes, most likely Kradok-related causes. They are loyal, wise friends that tend to be tactically minded, but sometimes overthink things and get bogged down in planning when action is required. They tend to be excellent fighters or artificers, but generally do little with magic. The few who dabble in magic tend toward Geomancy.