KORD - THE BRAWLER

STAT

Intermediate Power

ROR

S

AL

Chaotic Good

WAL

Chaotic Good, Chaotic Neutral, Neutral Good, Neutral

SoC

Athletics, Sport, Brawling, Strength, Courage

SY

Dragon hide gauntlets (white), boots (blue), and a girdle (red) or a star composed of spears and maces

SX

Male

MAN

Young, very handsome barbarian human male with red beard and hair either as a sword-wielding character with powerful weaponry and armour, or as a muscular athlete

CR

Red and white

PN

Gladsheim

ALL

Llerg, Norebo, Lendor (deference)

ENE

Bralm, Pholtus, Evil Dragonkind

Kord (known as The Brawler, or Inguz in ancient Suloise) is the Suloise Power of athletics, sports, brawling, strength, combat excellence and bravery in battle. He represents physical fitness, freedom of spirit, and the enemy of oppression and evil. It is believed that Kord had Greater Power status prior to the Invoked Devastation, but has diminished in power in recent times. Some texts state that Lendor is Kord’s father, evidenced by the influence he has over Kord’s behaviour. In other religious treatises, Lendor is his grandfather, and Kord is actually the son of Phaulkon and Syrul.

Kord is always portrayed in one of two ways: as a mighty, sword wielding barbarian with powerful weaponry and armour; or as a muscular wrestler, brawler, and athlete. The sword shown is normally a bastard sword called Kelmar, the destroyer of dragons. Typically he is depicted wearing white dragon hide gauntlets, or blue dragon hide boots, or a red dragon hide girdle, or any combination of these. Regardless of his form, many legends describing Kord’s epic battles against his foes provide testament to the beserker nature of this god, for he always enters a blood rage when severely wounded. After entering this state only Lendor can restore him to sanity before he kills all friends and foes nearby. This ferocity endears him to barbarian people, particularly the frost, snow and ice barbarians in north-eastern Flanaess.

The tenets of Kord’s belief promote combat skills and fighting spirit, and he despises cowardice. However, Kord does not advocate undirected and senseless killing, though this does not mean they are afraid to kill. Though he revels in the glory of combat, he does not feel that death of an opponent is a necessary conclusion to some contest or battle (unless the opponent is an evil dragon - see below). He teaches that it is better to overpower your opponent in battle and gain the satisfaction of rubbing their nose in it than having a quick and fleeting victory. Consequently, much of his religion revolves around athletic or martial competitions where the faithful and the populace at large may “battle” each other in non-lethal events. Such beliefs have also led to his followers being used as bounty hunters in cases where it is preferable that the target be captured alive.

Despite being a deity of struggle and strife, few turned to him during the Greyhawk Wars as he lacks a strong protective aspect. Notwithstanding this, he has thriving churches in the northern Barbarian states, parts of the Ulek nations, Hepmonaland and among Suel folk in Aerdi. Kord’s followers are actively seeking converts to counteract the downturn in service attendances during the wars. They do not force the issue however, as such activities are despised by Kord.

Kord’s followers are greeted with some apprehension throughout the continent. Though they are generally friendly souls and good companions, the number of taverns they have trashed in brawls (not started by them but usually finished by them) is legendary. Wise tavern owners put away the more expensive glassware when identifiable worshippers of Kord walk in the door.

Kurell has a mutual respect and understanding for the Suloise deities Llerg and Norebo. Both are powers that emphasise the importance of free will and the individual. Llerg’s aspect of strength and his hatred of slavery, tyranny, and the Scarlet Brotherhood has resulted in a close bond with Kord. Norebo’s aspects of luck and risk taking also appeal to Kord and his followers. Kord’s special relationship with Lendor, whatever its exact nature, is copied by their respective followers, and Kord’s priests will normally defer to a higher ranking priest of Lendor, despite their philosophical differences.

Bralm, the patron deity of the Scarlet Brotherhood, is the major religious opponent of Kord. This religious order represents the tyranny and evil that Kord combats. Both Kord and Llerg have opposed Bralm’s activities since before the Invoked Devastation. There has always been enmity between Kord and Pholtus as well. Though not evil, Pholtus’ religion is so inflexible, demands so much conformity, and is so intolerant of other beliefs, that Kord has become naturally hostile toward him. The geographical proximity of Kord’s barbarian followers to the Theocracy of the Pale (the country where Pholtus worship is concentrated) has not helped relations between the two powers.

Above all other enemies, Kord holds evil dragonkind as the most implacable of foes. Where this antipathy comes from is unknown even to Kord’s high priests. Most representations of Kord show him wearing various pieces of apparel made from dragon skin (eg. breastplate, girdle, gauntlets, boots, scabbards, quivers, and so on), trophies of vanquished dragons. Some of Kord’s followers consider the wearing of dragon hide armour as being blasphemous unless the wearer is a descendant of Kord.

Kord’s holy texts are littered with examples of his sense of freedom and individuality landing him in hot water, but he always manages to win through as a result of his courage, determination, fitness and training. These same texts are also full of stories in which he becomes distracted by a comely female face. He seems to have a romantic and lusty streak, and although he seems to prefer humans and elves, he has also had amorous relationships with other demi-humans and with giants. It is rumoured that many powerful heroes claim Kord to be their father.

As a result of Kord’s rather carefree and individualistic nature, many of his follows can be found spread throughout the Flanaess in groups of two or three, and shrines may be as simple as a tent at the side of the road outside a city. Major temples are usually constructed as arenas to allow for physical training and competitions. Services include physical exercise, discussions of combat tactics, and organisation of upcoming competitions.

 


KORD’S PRIESTHOOD

 

AB

12 Str, 12 Dex, 12 Con, 12 Cha, 9 Wis

PAL

Chaotic Good

WPN

Any (Battle Axe and Bastard Sword 1st)

AR

Any + Shield

RA

Red tabard with white trappings and the emblazoned symbol of five dragon horns

SPH

Major  All, Chaos, Combat, Creation, Healing, Summoning, Travellers

Minor  Animal, Divination, Weather, War

XPT

D

SPL

Berserker, Animate Sword

ADD

Remove Fear, Cloak of Bravery

RAC

Human

TU

No

PW

1) +1 to constitution score (18 max), may possess percentage strength and bonus hit points for high constitution as if a warrior, base movement rate of 15, may select non-weapon proficiencies from the warrior table without penalty, considered to be proficient in wrestling – furthermore the priest may improve wrestling skill levels up to master level provided the CP cost and level requirements are met (the priest is considered to be a multi-class fighter in these respects); 3) +1 to strength score (18 max), +1 to save versus fear, poison, and diseases (where relevant) - improves by additional +1 for every three levels after 3rd; 5) +1 to dexterity score (18 max), Strength (W2), weapon specialisation in a single weapon of the priest’s choice; 7) Cloak of Bravery (P3); 9) Enlarge (W1)

PEN

Extreme hatred of evil dragons; extreme hatred of cult of Bralm (Scarlet Brotherhood)

PROF

1) Swimming

FOLL

Standard

Kord’s priests are not known for their intellectual pursuits, but must be strong, well armed and trained, and able to maintain fitness and readiness for combat. His is a warrior priesthood, but it does not have aims of conquest, dominion, or strategic goals due to Kord’s chaotic nature. In their spare time, priests train in a plethora of sports for the sheer pleasure of it, and on holy days they gather together to compete amongst themselves and whoever else wants to try their hand at such events. Priests do not mind if an outsider bests them, for it provides them with a challenge to overcome.

Priests of Kord are known for their bravery, kindness, compassion and generosity, but also for their ability to cause trouble. Doubting their fitness is a grave insult, and they go to great lengths to prove their physical prowess (although they realise the difference between difficult and suicidal challenges). They prefer to use their fighting skills in combat, though this is not mandatory. When they resort to magic in combat, they prefer to use it to enhance themselves and/or their allies rather than in a direct strike against their opponents. They often seek out heroic quests, and are thus ideal adventuring priests. Possession of a magical edged weapon (bastard swords and battle axes provide the most kudos) is a major goal for the priests. Kord’s priests have the following goals: show bravery and leadership in battle at all times; accept challenges and seek out heroic quests; resist authoritarian rule; take enemies alive where possible; compete in contests of athletic or sporting prowess; learn and disseminate new sports and combat techniques; defy the machinations of the Scarlet Brotherhood; destroy evil dragonkind wherever possible.

Priests of Kord must lead by example, and must show bravery and leadership in any battles they undertake. Some consider them foolhardy, stupid, or suicidal, but they are none of these. They may take any preparations they deem necessary, and can ponder problems or challenges before acting. They sometimes go berserk when those they are sworn to defend are being harmed, but this is usually a conscious decision on the part of the priest as being the best course of action. Any priest who displays cowardice (through conscious choice – influence from magical fear does not count in this respect) is immediately stripped of all powers, including the loss of all but 1st and 2nd level spells, and must seek out a higher level priest for atonement. The offending priest will most likely be sent on some heroic quest to prove their worth to Kord and the priesthood.

Acceptance of challenges and heroic quests is seen as suitable behaviour for this priesthood. If such quests further other goals such as resisting tyrannical and restrictive regimes then so much the better. Impossible missions do not have to be accepted by the priests. So long as there is some chance of success, and the promise of glory exists, then the priests will be in it.

Resistance of authoritarian rule, and in particular evil authoritarian rule, is a major goal of these priests. They disdain restriction of choice, and rule by might and fear. Any nation or area in the Flanaess controlled by a lawful and evil sovereign or warlord is considered an appropriate area for their activities. They infiltrate such territories and attempt to cause as much mayhem as possible by disrupting commerce, ambushing patrols, and by mocking officials. Assistance to mistreated locals is provided where required, particularly when they are planning to overthrow the tyrant making their lives a misery. A common thread in such activities is the priests’ opposition to the machinations of the Scarlet Brotherhood. This secret organisation of assassins, thieves, and spies has overthrown so many legitimate governments, and has involved itself in so many evil activities, that Kord’s priests have become a natural enemy of the Brotherhood. The priests of Kord are not alone in their sentiments. The alliance with Llerg’s priesthood, already a staunch supporter, has been strengthened by the mutual hatred of Bralm’s religious followers.

Taking enemies alive where possible is a skill highly prized by these priests. Though it is not an essential requirement, great kudos is bestowed upon a priest that can defeat a powerful opponent through non-lethal combat techniques. This custom is a source of income for the priests, for they are sometimes employed to capture evil criminals where the employer prefers that the quarry is brought to justice alive. Priests only accept such commissions where the crime was particularly onerous, and especially where it involves the loss of freedom or free will (eg. slavers, kidnappers, and rapists)

Wherever the opportunity presents itself, the priests will compete in contests of athletic or sporting prowess. This is sometimes a source of frustration to their companions, for such challenges can distract the priest from more pressing matters, and they can only be dragged away from them with much complaint. Furthermore, Kord’s priests mimic their power’s romantic nature when attractive members of the opposite sex are encountered – this can also annoy their companions, as it can bring unwanted attention upon the priest and his/her companions.

In their travels, priests are expected to learn and disseminate new sports and combat techniques. Some priests will settle in a particular area for many months if it has a culture promoting physical competition and plays sports unknown to the priest.

Evil dragons are the mortal enemies of the priests of Kord. They are taught to identify the five basic evil species of dragonkind (i.e., white, black, green, blue and red) when encountered, though they have no special training in the strengths and weaknesses of these creatures (other than knowing the breath weapons of each). If evidence of evil dragons is found, the priests are expected to confirm the existence of such creatures, and then destroy them where possible. If a priest ignores such a possibility, it is likely they will lose all special powers for a week, unless the priest is obviously not powerful enough to defeat the dragon, or a more pressing task is being undertaken at the time. The priest does not have to destroy the beast personally, and may use assistance in the task, just as long as they are involved in the battle and make sure the dragon is slain.


SPECIAL SPELLS

Berserker (Alteration, Invocation)

Level:

2nd

Duration:

1 round/level

Sphere:

Combat

Casting Time:

2

Range:

0

Area Of Effect:

Caster

Components:

V

Saving Throws:

None

This spell enables the priest to enter a berserker rage starting from the round following that in which the spell was cast. In this state, the priest gains a +4 bonus on all saving throws against mind influencing attacks, and gains an armour class bonus of +1. Offensively, the priest has two attack options: the priest may either choose to make one additional attack over and above the normal number of attacks, with all attacks in the round at +1 to attack and damage rolls; or to make a single attack at +3 on the attack and damage rolls (foregoing any additional attacks in the round due to weapon specialisation etc). The attack option can be changed from round to round, but must be stated before rolling for initiative. The drawback of the spell is that once berserk, the priest must stay in combat if opponents are still in sight, and cannot retreat or withdraw until the spell expires or all opponents are defeated and/or fled. The spell can only be cast once per day, due to the strain it places upon the priest’s body and mind.

Animate Sword (Alteration)

Level:

5th

Duration:

5 rounds + 1 round/level

Sphere:

Combat

Casting Time:

5

Range:

0

Area Of Effect:

One sword

Components:

VSM

Saving Throws:

None

This spell allows the priest to temporarily enchant a sword so that it may be loosed to fight by itself. Once the spell is cast, the sword will attack by itself for the duration of the spell as if wielded by the priest (no bonuses for strength or specialisation are added to attack and damage rolls for the sword). The “wielding” of the sword requires only minimal concentration, and the priest may carry out other combat action they care to while the spell is functioning. This also means that the priest may be paralysed or held and still be able to make the sword attack. If the priest falls unconscious, the sword will hang in midair until the spell has expired, unless the priest wakes up and regains mental control of the sword. The sword cannot move any further than 30 feet from the caster. The material component for the spell is a specially prepared and blessed bastard sword (costing 500 gp) and a vial of holy water. The sword is consumed by the spell. A new sword can be prepared by a player character priest, but the priest must be at least 9th level, the sword must be prepared in a suitable temple, takes three days to prepare, and costs 500 gp (for encumbrance reasons it is rare for more than two of these swords to be carried by a priest at any one time).