Kord
the Brawler
Kord
the Brawler
Greater God (Suel)
PORTFOLIO: Athletics, Sports, Brawling
PLANE: Gladsheim
CLERIC ALIGNMENT: Chaotic—any (C)
SYMBOL: White Gauntlet or Crossed weapons
Kord (kohrd), deity of Strength, appears as a hugely muscular man with long red hair and beard, wearing white dragonhide gauntlets, blue boots, and fighting girdle of red leather. A hedonistic being, he is known for tackling physical challenges of all sorts just for the fun of it. He is also reputed to have dallied with beautiful humans, elves, or even giants, and tales are told of the great heroes that are born of such liaisons. He fights with his intelligent dragon-slaying greatsword Kelmar, and when wounded he often enters an intense blood rage.
Kord is the son of the lesser gods Phaulkon and Syrul. He has taken little from either of his parents, instead becoming greater than either of them only Lendor can control Kord if he goes berserk.
Kord is quite the fool for a pretty face. He favors elven and human women, but has also consorted with other humanoids and even giants. The world is full of his sons and daughters, but few, if any, of them can claim demigod status (less than 1%).
Any figures who can make that claim must have scores of 18 to 20 in two of these three ability areas: Strength, Constitution, and Dexterity.
To determine whether an offspring of Kord is entitled to demigod status, roll 2d6+6 for each of the character's ability scores. Two of the results must be 18 (rolls of 12, modified), and the numbers must be assigned so that the character has scores of 18 in two of the three physical abilities: Strength, Constitution, and Dexterity. If this criterion is met, roll d4 for each ability score of 18: a result of 1 or 2 means no adjustment, a result of 3 raises that ability score to 19, and a result of 4 raises it to 20. Only those characters who pass all these tests and end up with two scores of 19 or higher among Strength, Constitution, and Dexterity can dare to claim their birthright and openly profess Kord as their father.
Kord will not deny such a claim; instead, on the child's 17th birthday Kord will come forth to give the young warrior a great task based almost entirely on fighting ability. Those who pass this test will acquire limited special powers. Although passing this final test does qualify the character (in Kords eyes) to call himself or herself a demigod, the overriding power of Lendor keeps Kord's offspring from dominating the Prime Material plane.
The clergy of Kord dress in bright red, white, and blue vestments, but none may duplicate the exact pattern that Kord wears on his girdle, gauntlets, and boots. Only his sons and daughters who join the clergy may dare to don dragon-hide armor as Kord does. Kord's clergy are either Chaotic Neutral (3 in 6), Chaotic Good (2 in 6), or Chaotic Evil (1 in 6).
Kord's clergy must show bravery and leadership in battle at all times. To foster their fulfillment of this role, Kord strengthens his clergy with a bonus on saving throws involving fear and special spells attainable at higher levels.
At levels 1-3, clerics of Kord can only wear white. They get a +1 bonus on saves vs. fear attacks.
At level 4, they can wear white and blue robes, the save bonus is +2, and they receive access to the protection from lawful spell.
At level 7, clerics can wear red, white, and blue garments. They get a +3 save bonus vs. fear and the new spell detect lawful.
At level 10, Kords clerics wear a red girdle with blue and white trim, they get a +4 bonus to saves vs. fear, and the ability to cast enlarge (on self).
At level 16 and above, clerics wear white boots, a red girdle, and blue trim. Their save bonus is +5, and they can cast strength (on self).
Saving throws vs. fear apply to all forms of fear, including the auras of demons and devils, fright caused by undead, the effects of very high or very low Charisma, and so forth.
Bonus spells are granted cumulatively, so that a 7th level cleric of Kord would have access to both protection from lawful and detect lawful. These bonus spells are simply other choices, in addition to normal cleric spells, and do not increase the spell-carrying or spell-casting capacity of the cleric.
They are prayed for the same way that regular cleric spells are received, counting protection from lawful and detect lawful as 1st level spells and enlarge and strength as 2nd level spells.
All the bonus spells are cast at the level of experience of the cleric.
Protection from lawful works like protection from evil, except that it serves as proof against those of Lawful alignment (while keeping out chaotics as well). The material component is holy water (sprinkled in a circle) or holy incense (burned in the air).
Detect lawful works like detect evil, except that it discovers emanations from those of Lawful alignment.
Enlarge and strength work the same as the [...] magic-user spells of the same names.
Access to these abilities requires a cleric spend 5% more experience points per level for advancement and this must be selected during character creation.
Kord is worshipped more than any other Suel deity. Thriving churches dedicated to him can be found in the Barbarian States, northern Ulek, Almor, the Great Kingdom, Hepmonaland, and on Lendore Isle. Small isolated churches may be found among peasants over the entire route of the Suloise migration (see the WORLD OF GREYHAWK Fantasy Setting).