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Chapter 4: Religion:
Deities
Kratos
God of War |
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| Gender:
Male |
Rank:
Major |
| Avatars:
Khagresh the Dark, Therod Bloodeye, Baldr the Brave |
Consort(s):
None (though he was seduced by Selene, Goddess of Beauty, and
begat Erato, God of Love) |
| Nature:
Harmonious |
Ethos:
Malign |
| Domains:
Fire, Travel, War, Glory |
Favored
Weapon: Two-handed sword |
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Spontaneous Casting:
Battlecry |
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Principal Creative/Concern Attribute:
War
Other Concerns:
Courage, Weaponsmithing, Loyalty
Allies:
Cthos, God of the Underworld; Alecto, Goddess of Pain
(sister); Bellona, Goddess of Wealth; Mulciber, God of the
Forge; Podarge, God of Destruction and Drowning; Thallos, God
of Strength; Tisiphone, Goddess of Vengeance; Zelos, God of
the State; Phlegethon, God of Tyranny; Fides, God of Oaths.
Foes:
Dagon, God of Fire and Evil (father); Vortumnus, God of Honor;
Clementia, Goddess of Mercy; Innus, God of Friendship. |
Other Information
Dwelling
Place: The Citadel of Iron
Weapons:
Kratos may be depicted as holding any hand-held weapon, but he
always either wears or wields Orphanmaker, his two-handed sword.
Armor:
Kratos is always depicted in the most advanced armor available in
the culture that he appears, typically bedecked with spikes and
ornate dragons. This armor, Geremarn, is reputed to protect Kratos
from injury by all save Lord Ptharos himself.
Attendants:
Gadreel, the Warbringer, is Kratos' chief lieutenant and an
Archangel, but he is also served by Balor of the Evil Eye, K'Ordun
the Heretic, Lord Marakus the Bold, Lord Dunvar the Black, Lord
Croven the Wise, Lord Karga and a multitude of other past heroes of
his religion.
Descriptive
and Miscellaneous Information: Kratos is typically depicted as
wearing Geremarn, his spiked gold and red armor, and wielding
Orphanmaker. As Khagresh the Dark, he wears black armor and appears
as an orc of indeterminate age. As Therod Bloodeye, he wears only a
short tunic over a heavily painted body. As Baldr the Brave, he
wears a bear-fur cape, a long, blonde beard and a winged helmet.
Priesthood and Worship
Requirements
for Priesthood: The Priesthood of Kratos is divided into five
different sects. The Crusaders are the priests of the Order, the
Clerics are essentially monks who study warfare, Champions are
roughly equivalent to paladins of other Churches, Myrmidons are
those monks who study strategic warfare and often command armies,
and Men-at-Arms are monks who wander the countryside alone seeking
employment as advisors and mercenaries.
To
join the Priesthood, an applicant must first be tested for physical
prowess. Only healthy individuals (P Trait of 80+) are admitted to
the Order. If he passes these tests, the applicant becomes a
Recruit. Recruits are trained relentlessly in personal combat and
other survival skills which are important to armed conflict. Some
25% of those who train as Recruits do not survive the training due
to the strenuous exercise, accidents in practice and the severe
punishments meted out for failure. The Test of Mettle is given to
all Recruits who wish to advance in the Priesthood. The Test is not
mandatory; those who elect not to take the Test return to private
life and may henceforth bear the title "Blooded." Those who do elect
to take the Test, which involves physical stamina as well as martial
skill, must pass it; those who fail are slain (assuming they did not
die as a result of the Test itself).
Those
who succeed in passing the Test of Mettle may then elect to become a
Crusader, Cleric, or a Man-at-Arms. Those who decide to become a
Crusader are granted the rank of Serjeant and are assigned to a
military (often mercenary) force attached to the Church. Those who
become a Cleric are granted the rank of Herald and are also assigned
to a military unit as a standard-bearer. Those who become
Men-at-Arms gain the rank of Serjeant and strike off on their own to
spread the word of Kratos and engage in warfare whenever possible.
Serjeants and Heralds may elect to take the next Test, the Test of
Steel, at any time during their appointment. The Test of Steel tests
not only the worshipper's skill at weapons, but also his tactical
experience. Those who pass may ascend to the next level of
responsibility; as before, failure means death.
Passing
the Test of Steel advances the Crusader or Cleric to the next level
of responsibility. Crusaders become Leftenants and may now take
their Vow of Priesthood. Clerics become Serjeant Majors. Leftenants
are given command of a small unit of soldiers and returned to the
battlefield. Serjeant Majors are responsible for the training of
recruits. At any time, Leftenants and Serjeant Majors may elect to
take the Test of War, wherein their martial and tactical skills are
again tested as well as the applicant's loyalty to the Church and
his fellow soldiers.
Crusaders
who pass the Test of War are granted the rank of Major and are given
command of a Chapterhouse (Temple). Serjeant Majors who pass the
Test attain the title of Master Serjeant and are given
administrative and record-keeping duties within the Church. Though
many Master Serjeants choose to join the periodic conflict to keep
their skills honed, it is not considered dishonorable to retire
completely from warfare. Those Majors who seek further advancement
may elect to take the Test of Marakus, which examines the applicants
martial and tactical skills, his loyalty to Church and comrade, as
well as his strategic skills.
Those
who pass the Test of Marakus are granted the title Tribune and are
responsible for the administration of the Chapterhouses in a
specific region (a Battalion or Legion) as well as leading the armed
forces of their Battalion in times of Crusade. Above the Tribunes is
the Warpriest of Kratos, the high priest of the religion. A Tribune
who wishes to challenge a Warpriests right to rule declares his
intention to take the Test of the Warlord; this challenge can only
occur when there are no Crusades currently underway (which is more
often than one would think for the religion). The Tribune assembles
an army not to exceed 1000 troops at a location over 500 miles away
from the Citadel of the Warpriest. No other Tribune may assist or
interfere in the Test of the Warpriest. The challenger then marches
his troops to the Citadel of the Warpriest (the location of which
changes with each Warpriest) and sets siege to the castle. Whichever
leader is the first to die loses. To lift a siege is considered
sacrilege, punishable by death, but the Warpriest may elect to
surrender without a loss in honor. He then becomes known as Hierarch
to the Warpriest, an advisor to the Crusader he surrendered to. When
a Warpriest dies outside such a challenge, the Test of Arms is
called by the Tribune who officiated the death of the Warpriest. All
Tribunes who wish to answer the Test of Arms must meet in the
Citadel of the Warpriest and agree on a battlefield. Once this is
determined, each takes his army to a location at least 500 miles
from that battlefield and begins marching toward it. As the armies
arrive, they begin fighting until one Tribune has defeated (i.e.
killed) a majority of the contestants. It is rare that a Tribune
will be victorious before all of the other Tribunes are dead, but it
sometimes happens that he is able to defeat a majority of his
enemies before the others engage him in battle. An individual who
has succeeded in killing a majority of his opponent Tribunes before
the minority can engage him are known as Great Warpriests and are
insured a place at the Table of Kratos after their deaths. Only six
individuals in recorded history have attained this honor, K'Ordun
the Heretic, Lord Marakus the Bold, and Lord Dunvar the Black, among
them.
Those
individuals who have attained the rank of Leftenant (or higher) may
elect to take the Test of Gadreel. This Test begins with the
applicant running to a remote location in full armor, surviving a
week in this wilderness and then defeating a dozen trained soldiers
(including two Majors). Those who succeed in the Test of Gadreel are
admitted into the elite ranks of the Champions of Gadreel. These
Champions are feared and respected opponents on any battlefield, and
are often able to command the highest price as mercenaries and
advisors. Those Champions who have survived at least twenty-five
battles as a Champion may be promoted to the rank of Master and
given a Chapterhouse of the Champions to command. Masters are
commanded by the Grand Champion of Kratos, an individual elected
from the ranks of the Masters by all available Champions.
Any
worshipper or priest of Kratos may request of a Tribune the Test of
the Myrmidon. This Test, which takes place once every five years,
pits each applicant against one another as commander of an army that
he has raised himself. Each army meets at a battlefield designated
by the Tribune of the region and fights to capture and hold a
designated area, such as a hill, ford or fort. After five days of
such conflict, whoever holds the designated region is admitted to
the ranks of the Myrmidons and is given an army outfitted by the
Church. Those who survive but are defeated must depart the
battlefield, never again to take the Test, or else be slain, in the
case of priests who take the Test. They may thereafter purchase
goods needed for war from the Church and use Church facilities to
train their men. Mercenary companies lead by a Myrmidon are paid the
highest price and are in demand even in those places where the
worship of Kratos is forbidden. Those Myrmidons who are also priests
and are victorious in more than twenty-five battles may be promoted
to the rank of Myrmidon of the Battalion for a specific region.
These individuals answer directly to the Tribune of their Battalion
and act as his lieutenant. Out of these is chosen the Great
Myrmidon, who protects and serves the Warpriest directly.
Customs:
The followers of Kratos obey the Rule of Steel, the ancient text
which details the proper conduct of a warrior on the battlefield and
in life. The Rules of Steel dictates that a follower of Kratos may
never back down from a fight in one-to-one combat, but may order his
men to retreat from a battlefield should more than half his troops
be dead or dying. It also details the conduct of a mercenary; the
basic tenant of which is that a follower of Kratos must obey the
letter of any contract he makes for war, unless his contractor
betrays him. If his contractor does betray him, he must be willing
to give his life in his attempt to kill his betrayer. The dearest
tenant of the Rule, however, is that a warrior must constantly test
himself in battle to be of any worth. A follower of Kratos who has
not fought and defeated an enemy in at least a years' time (five
years for Clerics) must move to a new Battalion and seek conflict
there. If a follower of Kratos is dishonored or seriously fails to
follow the Rule, he must throw himself on his sword if he has any
hope for redemption in the afterlife.
Followers
of Kratos must tithe to the Church once a month. If spoils were won
in battle, a fourth of these spoils must be given to the Church.
Restrictions/Taboos:
Failure to follow the orders of one's superior, whether it be on the
battlefield or in the halls of the Chapterhouses, is one of the most
grievous sins listed in the Rule of Steel. Those who disobey are
tried and executed if found guilty of a crime. Conversely, obeying a
command that is cowardly or dishonorable is also a sin against
Kratos, as warriors are expected to be able to make the distinction.
Cowardice in battle is, of course, similarly proscribed, and
conditions under which a tactical retreat is allowed are very
exacting.
Followers
of Kratos must carry their chosen weapon, preferably one they forged
themselves, on their side at all times (keeping it within arms'
reach when carrying a weapon, such as during sleep, is acceptable).
If their weapon should break, they must atone for the sign of
failure as prescribed by their confessor. While ranged weapons are
not forbidden to the followers of Kratos, those who rely over-much
on such weapons are considered cowardly and must atone if they seek
the good graces of Kratos.
Champions
of Kratos are forbidden to fail in combat. Should they fail to
defeat an enemy in one-to-one combat and survive, they must throw
themselves on their sword (before their colleagues kill them) if
they have any hope of pleasing Kratos.
Symbols:
The symbol of Kratos is a gray two-handed sword piercing a white
skull vertically. Steel is, of course, the most important metal,
though the ruby is the most important stone. Yarrow, or Woundwort,
is the most significant herb and is the central ingredient of many
poultices and potions made by those of the Church capable of doing
so. Five and ten are the two most significant numbers of the Church,
and most military units will be arranged with these numbers in mind.
Important
Holy Days: Lord Karga's Day (the 28th of Mudens/Septilis) is the
holiest day to followers of Kratos. It is on this day every five
years that the Test of the Myrmidon is conducted. Whether the Test
is being conducted or not, followers of Kratos gather on this day to
test their skills in a great fair in those cities where Kratos is
honored. Contests include gladiatorial-style combats, combats on
horseback and even axe-throwing and archery contests. The most
significant competition, however, is ironically the Kratai
tournament. Kratai is a board game, played by two people, that
relies on knowledge of tactics and strategy. The victor of the
Kratai tournament is Master of the Feast for the night and must be
served at a feast that follows by the others in attendance
regardless of rank, even if one of those in attendance is the
Warpriest himself!
Garments
and adornments: Adherents to Kratos wear gray, black and red
garments, including their armor. The more fearsome the outfit, the
more respect a follower has, unless he has not earned the right to
in the eyes of his peers. Each warrior of Kratos also wears trophies
and medals from past battles on his armor, including scalps, teeth,
plates of armor from his enemies or anything else significant.
Crusaders are required to wear red somewhere on their person,
Clerics must wear gray, Champions black, Myrmidons maroon or blood
red, and Men-at-Arms wear red and black stripes to signify their
station.
Laity:
The laity of Kratos are numerous, perhaps moreso than any other
Dagonian deity. Among the laity of Kratos are mercenaries, soldiers,
weapon-makers and generals. Even in nations where other Dagonian
deities are harshly proscribed, the worship of Kratos is typically
permitted as long as adherents obey other local laws. Those few
nations that forbid the worship of Kratos often find themselves
lacking of experienced warriors, unless they dedicate themselves to
another warrior deity, such as Vortumnus.
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