Intermediate Power of the Heroic Domains of Ysgard
Symbol: Dragon hide gauntlets (white), boots (blue), and a girdle (red) or a star composed of spears and maces
Home Plane: Ysgard/Ysgard (Hall of the Valiant)
Alignment: Chaotic good
Portfolio: Strength, athletics, sports, brawling, courage
Foes: Heironeous, Lords of the Nine (Archdukes of Hell), Pholtus, Zilchus
Core Worshipers: Humans, Sueloise
Worshipers: Barbarians, fighters, rogues, athletes
Cleric Alignments: CG, LG, NG
Domains: Chaos, Competition* (CD), Courage* (CW), Good, Luck, Nobility* (CW, Ss), Strength.
Favored Weapon: Kelmar (+5 greatsword)
Special Notes: Divine spellcasters are not permitted to wear dragonhide of any kind unless they are descendants of Kord (which requires campaign documentation to claim this ancestry; for example, the Blood of Kord feat or an entry on an Adventure Record). Wearing dragonhide armor by non-descendants of Kord is a gross violation of the code of conduct.
Description: Kord (KOHRD) is an incredibly powerful Suel god, second only to his grandfather, Lender. Son of Phaulkon and Syrul, he is shown as a hugely muscular man with long red hair and beard, wearing white dragon-hide gauntlets, blue boots, and fighting girdle of red leather; 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.
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.
Kord loves physical challenges and contests, and it is this love that inspires many barbarian tribes to use as a method for resolving disputes among his followers. His teachings say that the strong and fit should lead the weaker, and that bravery is the greatest quality anyone can have, ruler and citizen alike. Everyone should scorn cowardice, says Kord.
“The strong and fit should lead the weaker. Bravery is the greatest quality in any ruler. Scorn cowardice.”
Clergy and Temples
Kord’s clerics are expected to be leaders. They value strength but not domination. 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). They favor attire in red and white. 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.
Cleric Training: Would-be clerics of Kord come into the faith one of two ways. Most succeed on some feat of strength (often at a local carnival or sporting competition), drawing the admiration of a cleric of Kord. Less often, a youth attains notoriety for his sickly nature, but a cleric of Kord notices how passionately the child craves strength. Either way, becoming a cleric of Kord involves rigorous physical training, including calisthenics, running, and practice in any number of specific sports.
Quests: Kord’s followers love any quest where they can prove their strength, especially if it involves direct competition with someone else. Winning in a gladiator arena, climbing an unassailable mountain, and slaying a great wyrm dragon are all pleasing to Kord.
Prayers: Kord favors rhythmic chanting and clapping, the louder the better. Many of his chants feature syllables that exist strictly to maintain the rhythm, such as “Ah re, ah tee, Kord the Mighty…”
Temples: Kord’s temples tend to be spacious and are often a sprawling dwelling open to the air. Some feature gymnasiums, fields for athletic competition, gladiator arenas and usually extensive baths. They invariably have adjoining fields for athletic competitions. They provide training for nearly every physical endeavor.
Rites: Kord’s rites are brief, lasting just a few minutes. They’re joyous, dancing ceremonies at the end of a battle or a long-term teat of strength, such as raising a barn or moving stones to form a hedgerow. Ceremonial garb includes white, blue, and red clothing.
Herald and Allies: A titan is Kord’s favorite herald. Allies are bralani eladrins, ghaele eladrins, and Huge earth elementals.
Relics: Belt of the champion, sword of mighty thews