Cult of Cormaq Thunderhand
"Alright lads, glory stands before us, we all have to die one day, so only one way to insure part of us lives forever. And that is to insure history cannot forget us. Our names have been erased from history, but our legacy, the brave few who stood and insured this caravan of refugees, these women and children, make it to Nightvale. We will be sung of in legend!! SO Forward, for The Empress, for kin and country! Forward for Glory!!! CHARGE!!!!"
Seat of Power: Grand Librarium of Knowledge, Rydan, Waston
Head of the Cult: Master Artificer Yennigan Volsia
Primary Orders: The Devil Dogs, Order Constructos.
Major Festivals: 1st of Fenrok, Imbolc, Month of Fenrok, Festival of The Theses
Popular Holy Books: True Divinity; the gift of Curiosity, The Divine Writ of Intellect. Hymns of Invention
Popular Holy Symbols: Smokepowder rifle on a work-bench, Bubbling vial of unknown chemical. Eye of Curiosity
Seat of Power: Grand Librarium of Knowledge, Rydan, Waston
Head of the Cult: Master Artificer Yennigan Volsia
Primary Orders: The Devil Dogs, Order Constructos.
Major Festivals: 1st of Fenrok, Imbolc, Month of Fenrok, Festival of The Theses
Popular Holy Books: True Divinity; the gift of Curiosity, The Divine Writ of Intellect. Hymns of Invention
Popular Holy Symbols: Smokepowder rifle on a work-bench, Bubbling vial of unknown chemical. Eye of Curiosity
Structure
WORSHIPERS
Cormaq Ironhand, of the Ascended, is known as the Craftsman of heroes, and for good reason. It was he whom crafted his fellows weapons that would eventually become as legendary as they would. He himself favored muskets, pistols and his war-hammer. Though a brilliant craftsman, he was a tactically simple man, putting his faith in superior equipment more than tactics and strategy. His worshipers of course are much like him, officers whom value the gift of technology more than the gift of strategy, military men and women who rely on having top of the line gear, and of course many craftsmen and artisans of all ilks. They seek the glory and fame being masters of creation or technology on the battlefield can offer them.
Their militant orders are many and varied but the main one of course, are the Devil Dogs. This band of crazy men and women have no fear and a foolish bravado beyond reason. "Who want's to live forever!?" is their words and battle cry. They aren't afraid of anything at all. They owe allegiance to both the church and to the nation of Waston, their home and the center of manufacturing for all their advanced and fun weapons and toys. Of the cloth, monastic, or as monastic as such a temple will have, the Ordos Constructos stands as the largest. They worship and pray through crafting and worship through prayer and construction. The temples and churches are as much buildings of prayer as they are prayer buildings.
Those of this cloth, this clergy and faith wear hardy, thick and solid workman's clothes, armored jackets for the more militant, and thick many pocketed aprons, and tool belts often for those of the more monastic bents. All will have the sigil of a craftsman's hammer with a musket crossed over a jungle tree.
HOLY SITES
The Grand Librarium of Knowledge in Rydan in Waston is the birthplace of Cormaq himself, so it makes sense this is their Cathedral. Temples and chapels and churches built in his name can be found in any major settlement in Waston. Indeed, such projects are always under renovation, additions, or construction or re-construction across the nation. Sites of major victories of technology be they civil or military, are also such places, the monuments built and watched over by those of the monastic orders.
PENANCES
Penance for Cormaq Ironhand normally revolves around either hunting and slaying dastardly Joten, or seeking and recovering long lost technological knowledge, or being told to seek to improve an aspect of a design of something that currently exists, if the transgression was small enough to warrant such an easy penance.
Cormaq Ironhand, of the Ascended, is known as the Craftsman of heroes, and for good reason. It was he whom crafted his fellows weapons that would eventually become as legendary as they would. He himself favored muskets, pistols and his war-hammer. Though a brilliant craftsman, he was a tactically simple man, putting his faith in superior equipment more than tactics and strategy. His worshipers of course are much like him, officers whom value the gift of technology more than the gift of strategy, military men and women who rely on having top of the line gear, and of course many craftsmen and artisans of all ilks. They seek the glory and fame being masters of creation or technology on the battlefield can offer them.
Their militant orders are many and varied but the main one of course, are the Devil Dogs. This band of crazy men and women have no fear and a foolish bravado beyond reason. "Who want's to live forever!?" is their words and battle cry. They aren't afraid of anything at all. They owe allegiance to both the church and to the nation of Waston, their home and the center of manufacturing for all their advanced and fun weapons and toys. Of the cloth, monastic, or as monastic as such a temple will have, the Ordos Constructos stands as the largest. They worship and pray through crafting and worship through prayer and construction. The temples and churches are as much buildings of prayer as they are prayer buildings.
Those of this cloth, this clergy and faith wear hardy, thick and solid workman's clothes, armored jackets for the more militant, and thick many pocketed aprons, and tool belts often for those of the more monastic bents. All will have the sigil of a craftsman's hammer with a musket crossed over a jungle tree.
HOLY SITES
The Grand Librarium of Knowledge in Rydan in Waston is the birthplace of Cormaq himself, so it makes sense this is their Cathedral. Temples and chapels and churches built in his name can be found in any major settlement in Waston. Indeed, such projects are always under renovation, additions, or construction or re-construction across the nation. Sites of major victories of technology be they civil or military, are also such places, the monuments built and watched over by those of the monastic orders.
PENANCES
Penance for Cormaq Ironhand normally revolves around either hunting and slaying dastardly Joten, or seeking and recovering long lost technological knowledge, or being told to seek to improve an aspect of a design of something that currently exists, if the transgression was small enough to warrant such an easy penance.
Mythology & Lore
The forging of the world, by the Elemental Children. And the Draconic Wars.
Divine Origins
This faith, as with all the worship of the Ascended, comes from the Draconic Wars, the nine heroes whom united and pulled the seven races together to stand against the Dragons, both sides. By sheer numbers, eventually the dragons fell. But the cost. We know not much of the time. But we do know that none of the nine legends survived the war. Nor did any of dragonkind. Our nine champions ascended into godhood. They were welcomed home by Mother and Father and the seven Children of Creation, the first of each race, the Elemental Children
After the Draconic wars came an age of happiness and enlightenment. Our heroes became gods. So we worshiped, we sang, we prayed. But though it was a boon of an era, a time of great discovery and invention and regrowth.....darkness was to return. Some discovered things that should have been left lost. The darkness and temptation of the Abyss. The Black Mists. Daemons, the worst embodiment of our own desires, talents, dreams, twisted into nightmares, dark twisting abilities and our desires turned to horrifying dark obsessions. The eldest of the beings of creation, the things the Mother of Creation and the Father of Time, blessed unto them, locked away when they birthed the first of each race, the elemental beings, our ancestors. But some discovered lost knowledge and magical rituals....and cults began to form until things reached a boiling point. That is when the Sundering occurred. That is when the Twisted Forms, the Ruinous Powers, The Daemon Lords, once again began storming the gap between our plane and the Abyss. And they've closed the distance. We are entering a new age, an age where faith and strength are our only hope. Chaos, the Abyss has returned to Valerick. We pushed back and recovered, indeed we continue to attempt to advance.....but they will not stop. The Black Mists will not stop. And we must stand fast.
Cosmological Views
As with all followers of the Ascended, they believe that Mother of Creation and Father of Time gave birth to seven children, the Elemental Creators, the first of what would eventually become Valerick's seven 'civilized' races, though none know what the Tieflings used to be before the Abyssal taint crippled and twisted the very fabric of their race. But it is believed the world was forged by these seven. They used their own energy and elemental power to forge a companion being. Their other half. And so our species began, each of our species.....However, the twisting began at that moment. long forgotten powers, ancient, thought dead beings of chaos and blood and slaughter, they followed the trail of energy, and at the moment of forging, insured they tainted the world, and these partners the Children of Creation built for themselves. These tainted mirrors slowly lost control to long forgotten beings, monsters, nightmares. And they twisted and twisted, and brought that infection with them. It manifested in goblins, kobolds, giantkin, mind flayers, all manner of other monster and beast.
But this is our world, and we are here. We cannot falter, for where can we turn. So we will stand strong against the madness. We will not falter. We will take our world back. We will stand against the darkness, the insanity, the madness, the sin, the excess. So stand strong!!! Take heart!!! Our ancestors care for us and shield us from on high!!!
But this is our world, and we are here. We cannot falter, for where can we turn. So we will stand strong against the madness. We will not falter. We will take our world back. We will stand against the darkness, the insanity, the madness, the sin, the excess. So stand strong!!! Take heart!!! Our ancestors care for us and shield us from on high!!!
Tenets of Faith
Bravery's Code:
1. Fear is the enemy. You control it. Do not let it control you
2. We are of a higher purpose. You seek Glory, not riches
3. Death is an acceptable price for eternal glory
4. Retreat is treason
1. Fear is the enemy. You control it. Do not let it control you
2. We are of a higher purpose. You seek Glory, not riches
3. Death is an acceptable price for eternal glory
4. Retreat is treason
Ethics
You pray through glorious battle, glorious victory, and singing the praises of your patron's deeds, and those you intend to accomplish, daily. A litany, a promise to your patron.
Worship
You pray through glorious battle, glorious victory, and singing the praises of your patron's deeds, and those you intend to accomplish, daily. A litany, a promise to your patron.
Priesthood
Priests of this order are brutal militant people, oft commanders of a sort, but not the most liked officers. Tactically they aren't the brightest, to obsessed with 'glory' they will never go backwards, believing that cowardice of the highest order, even if its a situation where it tactically makes sense. They care not how many dies, so long as the legend of their glorious victory lives forever. They see death as an acceptable price for such bardic immortality.
This is not to say they are not inspiring, they most definitely are, and when put in command of the right kind of soldiers, men and women with a similar mindset, they are a force nigh unstoppable.
This is not to say they are not inspiring, they most definitely are, and when put in command of the right kind of soldiers, men and women with a similar mindset, they are a force nigh unstoppable.
Granted Divine Powers
Priests/Nuns/Warpriests whom select this diety upon character creation are considered proficient with any and all weapons and armor.
Domains
The four domains of Cormaq Thunderhand are Battle, Creation, Fire, and Glory
Domain of Battle Domain Passive If chosen by an appropriate character, the Domain of Battle blesses you in melee combat. You automatically confirm critical hits with any melee weapon you are proficient with, so long as you have rounds of Battle Hymns remaining for the day.
Domain Active Battle Hymns This domain lets you rally yourself and your allies, focusing them, drawing the best out of them. For 4+1/level rounds per day you can grant your allies Advantage on all attack rolls. You do not need to use these rounds all at once, but it does burn an action to activate or deactivate. However there is no roll you need to make for this action, though it consumes an action slot.
Domain of Creation Domain Passive Those wielding the mark and power of this domain are always at Advantage to any Craft checks they wish to make, so long as they have uses of Divine Armament left for the day.
Domain Active Divine Armament As a swift activation, you may immediately grant yourself the blessing of the Grandmaster of Arms, blessing your weapon or armor with an enchantment of equivalent power to a +1/4 levels (so things like Flaming, or Holy, or Spell Resistance, etc.). This brief moment lasts the round, and then you must declare it again if you wish, but you get 4+1/level rounds of this you can use per day.
Domain of Fire Domain Passive You are blessed of the forge, blessed of the workshop of the gods. Fire and flame, the tortured burn marks of a devoted craftsman no stranger to you, they are badges of honor in fact. You have 10 fire resistance so long as you have uses of Furnace Burst available to you.
Domain Active Furnace Burst You are a master of the forge of the gods, and all the world is your workshop. You know how to cause a sparking and searing eruption from almost anything, so long as you have a metal object to strike, or to strike with. You may use this 4+1/level times a day. It bursts out 1/4 levels meters from you and does 1d6+1/2 level fire damage to everyone around you they must make a Fortitude Save (DC 12+1/level) or be blinded for one round.
Domain of Glory Domain Passive You are blessed with a Glorious Presence, you stand out, and are intimidating in your towering presence in such a way where assaults against you seem to falter at the power you have. So long as you have uses of Glorious Assault left for the day, your Strength Modifier is added to your AC
Domain Active Glorious Assault A warrior of true glorious purpose, you understand that the moments that make a legend are those when outnumbered, or those where you can make yourself count above and beyond the acts of a normal warrior. 4+1/4 level times per day, you may activate this ability. You may engage in a glorious assault, attacking as many foes as you have points of Strength Modifier with a single attack roll, so long as they are within reach or range if you are using a ranged weapon capable of shooting more than once, as a single action roll, though you roll damage for each seperately.
Litanys of Cormaq Thunderhand
These powers are the options for the Blessings that those of the faith of Cormaq Thunderhand can call upon, should they have such an ability. They will be laid out as follows;
Litany Name
Praying DC
Range:
Target:
Duration:
Brief Descriptions, effects, and applicable saves.
Litany of the Hardy
15
Range: 5+1/level meters
Target: Self and AOE
Duration: 1+1/level rounds
You and any allies within range to hear gain Fast Healing of 1+1/4 levels for the duration.
Litany of Aggression
15
Range: 5+1/level meters
Target: Self, AOE
Duration: 1 round/level
Calling upon the glory of the charge, and of champions of blade and bullet, you call for a display of Violence of Action. You and any allies in range to be effected during the duration have Advantage on all attack rolls.
LItany of Steel
15
Range: 5+1/level meters
Target: Self, AOE
Duration: 1 round/level
Calling upon the power of your Grandmasters Forge, you imbue yourself and any ally in range to be effected with the protection of steel. You call gain a Natural Armor bonus of 1/4 your level, minimum 1.
Prayers of Cormaq Thunderhand
Those so blessed by their god can even, on occassion, call upon great divine gifts through prayer, hymn, dirge, ode or some other form worshipping call. Below are those such gifts that those whom offer worship and prayer to the Grandmaster of the Forge can call upon. They will be laid out thusly;
Prayer Name
Praying DC
Range:
Target:
Duration:
Brief description, effects, and applicable saves.
Hymn of Conviction
19
Range:5+1/2 level meters
Target: AOE, Self
Duration: 6+1/level rounds
You sing a glorious litany of the demise of your enemies, praising the glory of your lord's teachings. Cormaq rewards such devotion, such bravery. Your eyes gain a supernatural fiery flickering glow, a promise of violence and glorious battle, the air around you seeming unnaturally chilling to your foes, but warm and welcoming to the brave whom stand with you. You and all allies in range of you during the duration are immune to fear and at Advantage on all D20 rolls. Any foes in range are subject to Fear, Will save negates, and are at Disadvantage to all D20 rolls as doubt fills their hearts.
Call to Glory
20
Range:5+1/2 level meters
Target:Self, AOE
Duration: 6+1/level rounds
You let out a divine call to arms, roaring to inspire yourself and your allies to new heights of glorious victory, to stir hearts, and get the battle fervor pumping. All allies in range gain +4 Strength and Agility for the duration.
Hymn of Battle Fervor
26
Range: 5+1/level meters Target: Self, AOE
Duration: Immediate
Singing to your lord in a fervored pitch, you call upon the master craftsmen to bless you all with his relentlessness and energy. You and all allies in range of you immediately remove all negative conditions (stuns, slows, poisoned, fear, etc) and heal for 1d8/4 levels. Any health this would give any of you above returning you to maximum become temporary hit points.
Ode of the Forge's Protection
18
Range: Touch
Target: 1
Duration: 1 minute/level
You call upon the blessing of the Grandmaster's Forge, and he hears and honors your call, blessing the person you touch to bestow this gift. They are at Advantage on all saves for the duration, and gain a +1/4 levels Deflection Bonus to their AC.
Dirge of the Broken
21
Range: 10+1/level meters
Target: Self, AOE
Duration: Immediate
You call upon Thunderhands disgust for the fearful, the cowardly, singing a dirge of their demise. Any target within range of you that is under the effect of any sort of Fear (Shaken, Frightened, etc) immediately has their fear kick up one level, and takes 1d6/4 levels damage, Will save applies to avoid fear condition upgrade and to take half damage. If a target was already at Panicked, they must instead make a Fort Save to avoid becoming immediately unconscious and dying, as they suffer a heart attack. If passed, they remain panicked, and take 1/2 damage.
Glory's Flames "Now that our time has come to fight, with the Northlands we must unite! We'll make a stand on Suranthi ground! To put a challenge to their crowns. We are one, we have come. We're here to break and end the Void incursion! We have our nations' fate in hand. It's time we make a final stand!!"
Range: You
Target: You
Duration: Fellowship Bonus Rounds
You sing prayers and litany's of Cormaq's brave deeds, and his victories with his monstrous warhammer, Vulcanus. If wielding a warhammer or greataxe, it now counts as Magical, causes additional damage equal to SLs of pray test to manifest this miracle, and any living creature struck must make an Endurance test at (-20) or gain a Blind condition. Further more, struck targets take an extra 3+WPB fire bonus damage from your strikes, but also lose any Bleeding conditions, as the heat of the metal cauterizes the wounds. Because of this, your hammer or axe can also not cause any Bleeding conditions in this state
Domains
The four domains of Cormaq Thunderhand are Battle, Creation, Fire, and Glory
Domain of Battle Domain Passive If chosen by an appropriate character, the Domain of Battle blesses you in melee combat. You automatically confirm critical hits with any melee weapon you are proficient with, so long as you have rounds of Battle Hymns remaining for the day.
Domain Active Battle Hymns This domain lets you rally yourself and your allies, focusing them, drawing the best out of them. For 4+1/level rounds per day you can grant your allies Advantage on all attack rolls. You do not need to use these rounds all at once, but it does burn an action to activate or deactivate. However there is no roll you need to make for this action, though it consumes an action slot.
Domain of Creation Domain Passive Those wielding the mark and power of this domain are always at Advantage to any Craft checks they wish to make, so long as they have uses of Divine Armament left for the day.
Domain Active Divine Armament As a swift activation, you may immediately grant yourself the blessing of the Grandmaster of Arms, blessing your weapon or armor with an enchantment of equivalent power to a +1/4 levels (so things like Flaming, or Holy, or Spell Resistance, etc.). This brief moment lasts the round, and then you must declare it again if you wish, but you get 4+1/level rounds of this you can use per day.
Domain of Fire Domain Passive You are blessed of the forge, blessed of the workshop of the gods. Fire and flame, the tortured burn marks of a devoted craftsman no stranger to you, they are badges of honor in fact. You have 10 fire resistance so long as you have uses of Furnace Burst available to you.
Domain Active Furnace Burst You are a master of the forge of the gods, and all the world is your workshop. You know how to cause a sparking and searing eruption from almost anything, so long as you have a metal object to strike, or to strike with. You may use this 4+1/level times a day. It bursts out 1/4 levels meters from you and does 1d6+1/2 level fire damage to everyone around you they must make a Fortitude Save (DC 12+1/level) or be blinded for one round.
Domain of Glory Domain Passive You are blessed with a Glorious Presence, you stand out, and are intimidating in your towering presence in such a way where assaults against you seem to falter at the power you have. So long as you have uses of Glorious Assault left for the day, your Strength Modifier is added to your AC
Domain Active Glorious Assault A warrior of true glorious purpose, you understand that the moments that make a legend are those when outnumbered, or those where you can make yourself count above and beyond the acts of a normal warrior. 4+1/4 level times per day, you may activate this ability. You may engage in a glorious assault, attacking as many foes as you have points of Strength Modifier with a single attack roll, so long as they are within reach or range if you are using a ranged weapon capable of shooting more than once, as a single action roll, though you roll damage for each seperately.
Litanys of Cormaq Thunderhand
These powers are the options for the Blessings that those of the faith of Cormaq Thunderhand can call upon, should they have such an ability. They will be laid out as follows;
Litany Name
Praying DC
Range:
Target:
Duration:
Brief Descriptions, effects, and applicable saves.
Litany of the Hardy
15
Range: 5+1/level meters
Target: Self and AOE
Duration: 1+1/level rounds
You and any allies within range to hear gain Fast Healing of 1+1/4 levels for the duration.
Litany of Aggression
15
Range: 5+1/level meters
Target: Self, AOE
Duration: 1 round/level
Calling upon the glory of the charge, and of champions of blade and bullet, you call for a display of Violence of Action. You and any allies in range to be effected during the duration have Advantage on all attack rolls.
LItany of Steel
15
Range: 5+1/level meters
Target: Self, AOE
Duration: 1 round/level
Calling upon the power of your Grandmasters Forge, you imbue yourself and any ally in range to be effected with the protection of steel. You call gain a Natural Armor bonus of 1/4 your level, minimum 1.
Prayers of Cormaq Thunderhand
Those so blessed by their god can even, on occassion, call upon great divine gifts through prayer, hymn, dirge, ode or some other form worshipping call. Below are those such gifts that those whom offer worship and prayer to the Grandmaster of the Forge can call upon. They will be laid out thusly;
Prayer Name
Praying DC
Range:
Target:
Duration:
Brief description, effects, and applicable saves.
Hymn of Conviction
19
Range:5+1/2 level meters
Target: AOE, Self
Duration: 6+1/level rounds
You sing a glorious litany of the demise of your enemies, praising the glory of your lord's teachings. Cormaq rewards such devotion, such bravery. Your eyes gain a supernatural fiery flickering glow, a promise of violence and glorious battle, the air around you seeming unnaturally chilling to your foes, but warm and welcoming to the brave whom stand with you. You and all allies in range of you during the duration are immune to fear and at Advantage on all D20 rolls. Any foes in range are subject to Fear, Will save negates, and are at Disadvantage to all D20 rolls as doubt fills their hearts.
Call to Glory
20
Range:5+1/2 level meters
Target:Self, AOE
Duration: 6+1/level rounds
You let out a divine call to arms, roaring to inspire yourself and your allies to new heights of glorious victory, to stir hearts, and get the battle fervor pumping. All allies in range gain +4 Strength and Agility for the duration.
Hymn of Battle Fervor
26
Range: 5+1/level meters Target: Self, AOE
Duration: Immediate
Singing to your lord in a fervored pitch, you call upon the master craftsmen to bless you all with his relentlessness and energy. You and all allies in range of you immediately remove all negative conditions (stuns, slows, poisoned, fear, etc) and heal for 1d8/4 levels. Any health this would give any of you above returning you to maximum become temporary hit points.
Ode of the Forge's Protection
18
Range: Touch
Target: 1
Duration: 1 minute/level
You call upon the blessing of the Grandmaster's Forge, and he hears and honors your call, blessing the person you touch to bestow this gift. They are at Advantage on all saves for the duration, and gain a +1/4 levels Deflection Bonus to their AC.
Dirge of the Broken
21
Range: 10+1/level meters
Target: Self, AOE
Duration: Immediate
You call upon Thunderhands disgust for the fearful, the cowardly, singing a dirge of their demise. Any target within range of you that is under the effect of any sort of Fear (Shaken, Frightened, etc) immediately has their fear kick up one level, and takes 1d6/4 levels damage, Will save applies to avoid fear condition upgrade and to take half damage. If a target was already at Panicked, they must instead make a Fort Save to avoid becoming immediately unconscious and dying, as they suffer a heart attack. If passed, they remain panicked, and take 1/2 damage.
Glory's Flames "Now that our time has come to fight, with the Northlands we must unite! We'll make a stand on Suranthi ground! To put a challenge to their crowns. We are one, we have come. We're here to break and end the Void incursion! We have our nations' fate in hand. It's time we make a final stand!!"
Range: You
Target: You
Duration: Fellowship Bonus Rounds
You sing prayers and litany's of Cormaq's brave deeds, and his victories with his monstrous warhammer, Vulcanus. If wielding a warhammer or greataxe, it now counts as Magical, causes additional damage equal to SLs of pray test to manifest this miracle, and any living creature struck must make an Endurance test at (-20) or gain a Blind condition. Further more, struck targets take an extra 3+WPB fire bonus damage from your strikes, but also lose any Bleeding conditions, as the heat of the metal cauterizes the wounds. Because of this, your hammer or axe can also not cause any Bleeding conditions in this state
Type
Religious, Holy Order
Deities
Related Professions
Comments