Kord is the storm god and the lord of battle. He revels in strength, battlefield prowess, and thunder. Fighters and athletes revere him. He is a mercurial god, unbridled and wild, who summons storms over land and sea; those who hope for better weather appease him with prayers and spirited toasts. He gives few commands:
1.Be strong, but do not use your strength for wanton destruction.
2.Be brave and scorn cowardice in any form.
3.Prove your might in battle to win glory and renown.
Battle brings violence, bloodshed, and loss, but also glory. Full of bold and beautiful chaos, combat claims even the most careful or craven in the end. So what do you have to lose by making a bold stand? Indeed, battle is the surest way to determine who is most worthy of life. If you conduct yourself bravely on the battlefield during life, you earn a place of honor at your deity’s table after death. And if you fall short of that goal, you can always return to the Material Plane in a new form to try your luck once more.
To the members of Kord’s church, the Mighty Arms of Kord, battle represents the best way to revel in physical prowess and approach the perfection of the Brawler. Just like the multiverse itself, a fight is unpredictable, wild, and deadly. No outcome is sure, even for the most powerful of warriors. Thus, the struggle between two combatants is a microcosm of all creation.
But although the members of this church worship physical perfection, strength of mind is nearly as important to them. A fighter might be able to cleave a mighty giant with a single blow of his greatsword, but if the spell of the least wizard can make him a bumbling fool, he has no place on the battlefield. Given a choice between magic and brute force, however, a member of the Mighty Arms of Kord relies on physical prowess once battle is joined. He isn’t averse to using the best tools to defeat any given foe, swinging a silvered sword at a lycanthrope or hacking with an adamantine axe at an iron golem.
A temple to Kord typically resembles an arena. Areas where members can practice the fighting arts fill the interior, surrounded by galleries where others can observe their favorite combatants. Battles within the temple are rarely to the death. Differences between members of the church are always resolved here in some sort of athletic competition, game, or duel. Services often consist of members’ recitations of their glorious victories and accomplishments. More than simple boasting, they are songs of praise to the deity, honoring Kord with the battles fought in his name. Such praise is usually reserved for the temple, but some boisterous members so honor their deity wherever they find a receptive ear. Most members of the church keep a tally of the powerful enemies they have killed, as well as other notable achievements in the arena or on the battlefield, and add these achievements to their songs of glory.
Members of the Mighty Arms of Kord hold bravery in the highest esteem. Those who flee from battle are often excommunicated publicly, displaying their cowardice before the entire community. Thus, even if the odds are against her, a follower of Kord is likely to take the field. She would rather go down in a blaze of glory, singing hymns to the god of battle, than suffer the public humiliation accorded to cowards.