Kradok Edit

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.

Description Edit

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.

Society Edit

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

Average 5 4 7 6 5 5 5 8 7
Maximum 10 10 14 12 10 10 10 16 14

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):

  • Architecture
  • Crafting (any three)
  • Engineering
  • Mathematics
  • Mining
  • Mechanics

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.


Hero's Guild d10 Player's Handbook Edit

Chapter 1 - Creature Kinds Edit

Chapter 2 - Base Characteristics Edit

Chapter 3 - Skills Edit

Chapter 4 - Traits and Foibles Edit

Chapter 5 - Physical Combat Edit

Chapter 6 - Mystical Combat Edit

Chapter 7 - Equipment Edit

Chapter 8 - Crafting Edit

Chapter 9 - Social and Movement Skills Edit

Chapter 10 - Optional ClassesEdit