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.
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