12

Dec

by admin

Brother of Gorm

Prime Requisite: STR
Requirements: CON 9
Hit Dice: 1D8

In the darkness of Hyborea Nova there is a bright beacon. The light of Gorm the lawgiver shines upon those who choose to hear his call. The Brotherhood of Gorm once had great prestige. They were the arbiters of the law, emmisaries of the Great Spirit Gorm, who rides the sky in the shape of the sun disk. Now, however, Gorm has been mostly forgotten. Zargon rules, and the people of Hyborea Nova have fallen into lawlessness and drug fueled apathy. The Brothers of Gorm cling to the old ways with grim determination. New recruits are trained in the both the Laws of Gorm and the Laws of Battle. This creates powerfully devoted warriors, who are mystically protected by the Great Spirit himself. The Gormites are rightly feared in battle, but their unwillingness to embrace change may be their greatest weakness…

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