Kratos

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Kratos, the Lord of War, is the patron of weaponsmithing, loyalty, courage and, most prominently, the act of war itself. Despite having sprung from one of the wounds of Dagon at the conclusion of the First Battle, Kratos is accepted as a grim necessity in most human cultures and tends to only be prohibited in regions where the worship of Vortumnus, his rival, is dominant.

Kratos is a deity of great dichotomies. He encourages great passion among his followers, but also demands strict discipline. He is a bloody god of war, yet also serves as patron to those who create weapons of war. Despite demanding the deepest of loyalties from his followers, he does not discourage his warriors from fighting in the name of other deities, even those he stands in opposition to. He does not encourage war for its own sake and recognizes the need for periods of peace... though typically this is viewed more as a time to prepare for future wars rather than a lasting state.


Kratos
God of War
Descriptive Info
Gender: Male
Avatar: 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)
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.
Spiritual Info
Rank: Major
Nature: Harmonious
Ethos: Malign
Major Influence: War
Minor Influence(s): Courage, Weaponsmithing, Loyalty
Spheres: Fire, Travel, War, Glory

Depictions

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.

Kratos may be depicted as holding any hand-held weapon, but he always either wears or wields Orphanmaker, his two-handed sword. 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.

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.

Dwelling Place

The Citadel of Iron

Servants

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.

Doctrine

No information available on the doctrine of Kratos


Mission

No information available on the mission of Kratos


Geography

No geographic information available on Kratos

History of the Church

No historic information available on Kratos

Organization

No information available on the Organization of the Church of Kratos


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 (Strength or Constitution of 12+) 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 worshiper'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 advisers. 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 worshiper 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.

Garments

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.

Religious Practices

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.

Calendar

Lord Karga's Day

Original article: Lord Karga's Day

Lord Karga's Day is the holiest day to followers of Kratos the Steelhand. 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, 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! Ironically, fighting on a battlefield is forbidden on this day and enemy soldiers will often call a truce for the day to join in Lord Karga's Day celebrations with one another.

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.

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.

 
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