Kord (KOHRD)

Intermediate Powers

(The Brawler), CG intermediate god of Athletics, Sport, Brawling, Strength, and Courage

Kord (KOHRD) is an incredibly powerful Suel god, second only to his grandfather, Lendor. Son of Phaulkon and Syrul, he is shown as a hugely muscular man with long red hair and beard, wearing dragonhide gauntlets (white), boots (blue), and fighting girdle (red these items form his holy symbol, although a star composed of spears and maces is popular. He fights with his intelligent dragon-slaying greatsword Kelmar, and when wounded he often enters a blood rage so intense only Lendor can control him when he succumbs; because of this, a cleric of Kord will always defer to a ranking cleric of Lendor. He is reputed to have dallied with beautiful humans, elves, or even giants, and tales are told of the great heroes who are born of such liaisons.

The strong and fit should lead the weaker. Bravery is the greatest quality in any ruler. Scorn cowardice. Kord loves physical challenges and contests, and it is this love that inspires many barbarian tribes to use nonlethal sports as a method for resolving disputes.

Kord's clerics are expected to be leaders. They train people to become stronger, organize athletic tournaments, and participate in challenging physical activities. Doubting their fitness is a grave insult, and they go to great lengths to prove their physical abilities (although they realize the difference between difficult and suicidal challenges). Wearing of dragon-hide by a cleric is a blasphemy, unless the wearer is a descendant of Kord. Clerics believe magic should be used to enhance allies rather than strike directly at foes.

Domains Chaos, Good, Luck, Strength; Weapons greatsword(m), bastard sword(e)

 

Kord the Brawler is a Suloise Power appearing in two aspects: as a mighty, sword-wielding barbarian with powerful weaponry and armor, and as a muscular wrestler, brawler, and athlete. He is thus a Power of combat and strength. Not widely revered, Kord has a following among the barbarian peoples, parts of Ulek, and among Suel folk in Aerdi. Despite his power as a god of struggle and strife, few turned to him during the Greyhawk Wars, since he has no protective aspect.

Kord's Priests

Priests must be strong, well armed and trained, and able to maintain fitness and readiness for combat. This is a warrior priesthood, but it does not have aims of conquest, dominion, or strategic goals, since the Power is chaotic. Possession of a magical edged weapon is a major goal for many. If nonweapon proficiencies are used, those such as swimming, running, jumping, and blind-fighting are allowed to this priesthood.

Requirements: AB Str 16, Con 15; AL CG, CN; WP any; AR any metal; RA red with white trappings; SP All, Combat, Creation*, Healing*, Summoning, War*, Weather*; SPL none; PW 1) + 2 to saves vs. fear; 4) strength (W2 7) + 2 to saving throws versus spells cast by lawful-aligned enemies; 9) may use Elemental (earth) spells.

  Link to explanation of Priests abbreviations

priest of Kord

Kord's realm is the Great Wheel: Hall of the Valiant (Ysgard) or World Axis: Celestia

Son

Phaulkon
100
Kord
100

Son

Kord
100
Syrul
100

Friendly rivalry

Kord
100
lydia
100

Allies

Nazarn
100
Kord
100

Lendor's Grandson

Lendor
100
Kord
100

Allies

Kord
100

Member

Shares traits

Garyx
50
Kord
50
Garyx shares some traits in common with Kord and Erythnul, but has no interest in alliances.

At War

Kord
-100
Hextor
-100

At War

Dragon
-100
Kord
-100

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