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Cor Angar is the leader of the Templars in the Swamp Camp. He is the third most important figure in the Brotherhood of the Sleeper, after head guru Y'Berion and Y'Berion's deputy Cor Kalom.
The Templars
The Templars are the Brotherhood's warrior caste. Where the gurus handle magic and ritual and the novices handle labour, the Templars are the camp's sharp end: bodyguards, enforcers, and elite fighters. Cor Angar commands them and answers to Y'Berion through Cor Kalom.
Brotherhood Leadership
Figure | Role | Relationship to Cor Angar |
|---|---|---|
Head guru. Religious and political authority of the Brotherhood. | Final authority over Cor Angar. The Templars exist to defend Y'Berion's project. | |
Y'Berion's deputy and the Brotherhood's senior alchemist. Handles ritual and Sleeper-research duties. | Cor Angar's day-to-day peer. The Brotherhood's structure has the warrior and ritual sides reporting up to Y'Berion through Cor Kalom rather than directly. | |
Cor Angar | Commander of the Templars. The Brotherhood's warrior caste. | Self. Translates Y'Berion's authority into physical force inside the swamp. |
Brotherhood novice and the camp's outer diplomat. | Below Cor Angar in rank, but a recurring counterpart on the diplomatic side of the admission arc for new Heroes. |
Role in Brotherhood Politics
As the head of the warrior caste, Cor Angar is the figure responsible for translating the Brotherhood's religious authority into physical force inside the swamp. He sits inside Y'Berion's inner circle of trusted senior members and shares the cult's belief that fully awakening The Sleeper will free the Colony.
Templar Duties
Camp defence. The Templars hold the swamp's defensible chokepoints against Old Camp Guards, Outlaws, and wildlife.
Ritual security. Major Brotherhood rituals are conducted under Templar guard. The warrior caste's job in those moments is to keep the gurus' work uninterrupted.
Minecrawler expedition. In Chapter 2, Cor Angar tests the Hero against Gor Na Dun before the Old Mine expedition. Stay on the platform and leave the opponent alive. After the duel, Angar teaches Extract Secretion.
Late-campaign push. In the preserved storyline, the Templars are the muscle behind the Brotherhood's contribution to the late-campaign push toward the Sleeper's temple.
Path for the Hero
Initial admission requires level 5, recommendations from at least four of the five Gurus, and Cor Kalom's final approval. Lester explains the recommendation routes. See Side Quests and Main Quests for the admission tasks and later expedition.
Training ground and lessons
Cor Angar stands on the far-right platform of the Swamp Camp training grounds. From Baal Tondral's tent, follow the weapon sign toward the stairs, climb them and turn right. His two-handed lessons require Templar membership in Chapter 3; he also trains Strength and Dexterity.