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Kaladas, the stolen lands, 193 AN

Korak,God of the Forge and Artisans

Lord of Wrights, Grand Wright, Forger of Souls, King of the Crucible, Master, Hammer Hand, Clever Handed   Korak (CORE-ack) is the neutral good god of smiths, artisans, carpenters, masons, and laborers of all variety. He is the champion of the dwarves, the god of hard work, and the defender of cities, and other great symbols of mortal endeavor. Korak’s appearance varies from culture to culture. He, along with his cousin Darmon, traveled among the mortal races in disguise, and taught them many tricks and wonders, so each race represents him as one of their own. Regardless of racial appearance, he always looks powerfully muscled, with a great smith’s hammer in his hand, and has deep, black eyes like coal. In some statues and paintings, he wears glittering armor as he did in times of war, long ago. The elves most often show him holding up some fantastic creation—a swan made of silver, or a crown of pearl and emerald—while dwarves usually represent him toiling away at the forge. Korak wields a forge hammer that’s as heavy as a mountain. Those who follow him and must fight wield any kind of hammer—warhammers, light hammers, even hooked hammers—to emulate the god. Some use mauls with enormous heads of metal on thick wooden shafts, but they must be strong to swing such a weapon.   The symbols of Korak are his hammer and the anvil. They can be shown together, or an adherent might use just one of them. When a symbol must be made simply or quickly, such as when it must be stamped on a sword’s pommel, an outline of the hammer is sufficient. Oxen, the mule, the horse, and other beasts of burden are associated with the god, but the bull is the strongest of his animal affinities. Its strength can be harnessed by those who treat it well, and its horns await those who treat it badly.   People also associate Korak with creatures made from metal, particularly mighty gorgons and metallic golems. Korak, like his cousin Darmon, is universally popular among the mortal races. All mortals make things with their hands, build monuments to their societies, and create wonders from metals and gems. Among the mortal races, though, the dwarves hold him dearest, for Korak taught them many crafts.  

Make Wonders

The greatest builder of the sphere, Korak’s accomplishments with metals, stone, and wood rival even the creations of the Nameless One. He makes perfect things—weapons, homes, halls, even furniture—and is tireless in his efforts. His only distraction is his desire for Thellyne, the goddess of the hunt. He woos her still, though none know if he has influenced her heart. Although he hails from the lawful side of the gods’ family, Korak slumbered for many years with the chaotic blood of his aunt Zheenkeef coursing through his veins.   He exhibits traits from both sides of the family, and has no patience for the petty struggles of his parents and their siblings. He often stays out of such conflicts, or calls for peace. It is perhaps this very neutrality that makes him such a popular god among mortals. From time to time, Korak visits his half-brother Maal, in the Kingdom of the Dead, and reforges a few souls who have demonstrated potential despite living through many flawed incarnations.   He places them in his great crucible and with his mighty hammer, bangs out their worst flaws. In doing so, he makes great heroes and renowned leaders. One who walks an especially extraordinary path in life, a great hero or a noble ruler, is often said to have been “forged in the King’s Crucible.” Most of the time, however, Korak dwells in Heaven with his family, the Lords of Good, making for them wondrous things of the richest materials. On his throne in the City of Gods, he watches over those who work with their hands, delighting in their efforts to make great and useful things.  

The Guildhalls of Korak

Koraketh worship in the guildhalls of Korak, also known by members as the Halls of the Grand Wright. Nearly every artisan who worships the gods of the tree belongs to a guildhall. Most who make their living through works of the hand (see below) consider their guildhall their “home” church, even if they pay respects to other members of the pantheon.   Thus, guildhalls are cornerstones of every community. The guildhalls, and the entirety of the Koraketh faith, exist to do: to work, and make things. The guildhalls aid those who need advice to complete massive projects, and offer supplies when possible. They provide mediation between artisans in professional disputes, make sure apprentices aren’t abused by their masters, and collaborate with community leaders on public works.   The Koraketh keep clear of political struggles, and anything else that might distract them from their work. Dedication to actual work in their community, and an intimate involvement in the goings-on of local artisans, make the Koraketh so popular that many towns don’t have individual guilds for coopers, thatchers, masons, smiths, or other trades. Instead they all meet within the guildhalls of Korak, which happily makes space available for such purposes. Korak favors the guildhalls, and goes to them when he walks the mortal sphere, when he’s not wooing Thellyne.   Although the Compact forbids him from directly teaching his faithful or giving them great powers to pursue his ends, nearly all the gods communicate with their churches through signs and portents. Thus, Korak delivers guidance as a blind old man, or a young artisan hoping to be taught a lesson or two. In this fashion, he observes the Koraketh and teaches them lessons through parables and hands-on examples.   Korak dearly loves those who live for artisanship. He believes Koraketh serve the highest calling any mortal can: perfecting the works of the hand. Therefore, the most powerful of Koraketh receive aid from their god in times of need, and the Forger of Souls always watches over them.

Type
Religious, Organised Religion

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