Kord
The Brawler

Greater God, Suel pantheon
God of Athletics, Sports, Brawling, Bravery

Symbol Amulet with white-gauntleted fist  
Alignment Chaotic Good  
Crusader Alignment CG (1/2), CN (1/3), CE (1/6)  
Plane Gladshiem  
Worshippers Fighters, barbarians, berserkers  
Race Any (virtually all human)  
Sex Any (mostly male)  
Attributes Strength 11, Constitution 13 -1
Proficiency Groups Warrior, Priest, General 5
Bonus Proficiency Pummeling (1 slot) 2
Preferred Weapon Bare hands, two-handed sword  
Allowed Weapons Any 10
Armor Chain mail or lighter armors, no shield -10
Primary Sphere Combat 10
Major Spheres All, Elemental (Earth, Fire), Guardian, Healing, Necromantic 42
Minor Spheres Divination, Protection, Summoning, Travellers 18
Additional Spells    
Abilities
  Normal priestly followers 5
  THACO and multiple attacks as Fighter 30
  Warrior constitution bonuses and exceptional strength (up to 18/75) 20
  Unarmed combat skills (wrestling, as described in Spells and Magic) 15
1st level +1 on saves vs. fear and mental attacks; white garb 3
4th level +2 on saves vs. fear and mental attacks; white and blue garb 1
  Able to memorize Protection from Lawful (1st level spell) 1
  Incite Berserker Rage 9
7th level +3 on saves vs. fear and mental attacks; red, white and blue garb 1
  Able to memorize Detect Lawful (1st level spell)  
10th level +4 to saves vs. fear and mental attacks; wears red girdle with blue and white trim 1
  Able to memorize Enlarge (2nd level spell, as 1st level Wizard spell but usable on self only)  
16th level +5 to saves vs. fear and mental attacks; wears white boots and red girdle with blue trim 1
  Able to memorize Strength (2nd level spell, as 2nd level Wizard spell but usable on self only)  
Limitations
  Reduced spell casting (1 less spell of each level, no 7th level spells) -15
  Must show bravery at all times -3
  Cannot use rods, staves, or wands -5
Raiment White, blue, and red, see above for allowed combinations. The combination of white gauntlets, blue boots, and red girdle is specifically forbidden, as is the wearing of any sort of dragon scale armor or clothing  
Holy Days Earthday each week, feasting, carousing, and brawling  
Notes
Kord is the most popular Suel deity, and is worshipped all along the path of the Suel migration. His worshippers are most concentrated in the barbarian states, northern Ulek, Almor, the Great Kingdom, the Hepmonaland, and Lendore Isle.
Kord's crusaders are a loud, boisterous lot. Their god does not permit much subtlety in their behavior, and they are expected to be valiant warriors and brave leaders. A priest of Kord who does not battle frequently will be stripped of his powers or slain.
Background
Kord is one of the most powerful Suel deities, and one of the few of major importance in the Flanaess. He is the main god of the barbarian tribes in the north -- his crusaders lead many of the tribes into battle, though they do not rule the kingdoms at this time. Kord's worshippers are also expected to show great athletic prowess, and seldom (if ever) turn down a challenge of strength or endurance.

Kord does not take a position on events in the Flanaess, preferring to let battle sort it out. If good triumphs, it is a sign of their valor and the justness of their cause; if evil wins it is merely a greater challenge to be overcome. It should be noted that the evil worshippers of Kord still honor the core tenets of his worship -- bravery, valor in battle, and triumph over all obstacles.