Shields of Suranth {Sir Kartheart}

We are the shields of these lands, and the lances of the Ascended. We do not falter, we do not show mercy! We are the ones the nightmares are afraid of.

Those of the faith of Sir Kartheart are perhaps the most militant, besides maybe those of the faith of Vosana Falconhand, of all the faiths. They oft refer to their entire faith as the Shields of Suranth, protectors of the tip of civilization's borders. They are warriors, masters of martial prowess, and count military service as a direct service of the faith, protecting the lands and peoples of the civilized societies of Valerick. They are leaders by natures, leading through action, deeds of Valor and Bravery, inspiring those around them on the field of battle through action. They stand against the foes arguably most dangerous and surely most prominent. Greenskins, Bestials, Joten, the sorts referred to as the Children of Madness, those races of semi sapients whom worship the Ruined Gods of the Void. Semi-organized foes such as this, they believe, are some of the biggest threats to society, and arguably they aren't incorrect.


Divine Powers of the Shields of Suranth

Domains: Every faith has domains, and these manifest in many ways. A priest or other religious figure so inclined to have such ability will actually be wielding power based on these domains as well as the unique powers listed here. The domains of Sir Kartheart are; Forge, Tempest, Protection, Unity. The domains do not change from 5e.

Divine Power: Those of strong enough faith and trusted by their dieties on Valerick can directly wield divine power, entrusted with it by their God/Goddess and heralds directly through prayer. Every diety offers these war hymns, prayers and litanies tucked away in the vast library of scriptures and hymns that come with religion as an institution. These should take form to fit the diety, especially limitations on summoning spells and their ilk, tied only to the realms, planes and domains that the diety controls or influences. But this is more a matter of roleplay than anything else.

Components and tools

Below is listed some information that anyone playing a character of faith whom worships Sir Kartheart would know. Note when it comes to the Religious Ordos, that the three listed are not the only ones for their respective class, nor are they class exclusive. It merely is to note which of the three classes of those whom are blessed with Divine power you will find most frequently. In fact you don't need to wield Divine Power directly to be a member of the Ordos in any religion. Though you do to become any sort of high ranking official or leader.

Popular Religious Symbols: Frost-wreathed winged spear, Boar Head, Mountain with Storm Clouds

Most Notable Religious Ordos: Storm Lancers (Templars), Stone Boars (Rangers), Frostspeakers (Priests)

Most Notable Holy Texts: The Final March, Faith and Battle, Born of the Storm

Grand Temple/Seat of Power: The Armory of Valor, in the city of Geata-Iarainn, in the nation of Suranth.


These three names given below again would be names well known to anyone of Sir Kartheart's faith, even if they've never met or seen any of these people, which is likely. They would know their names and positions.

Heads of the Cults: Storm Father Noisgruam: Dwarf, Priest, Head of the entire church and the Frostspeakers. Twaren Storm-Born: Koltani Human, Ranger, 3rd in authority, head of the Stone Boars. Mountain Lord Morgrym Ironcliffe: Dwarf, Templar, 2nd in authority, head of the Storm Lancers.


Those whom worship Cormaq Thunderhand have the following tenets. Like all faiths on Valerick, one must consider their Ordos within that faith, their position as a Priest, Templar or Ranger, to understand how they might interpret these into a personal code of behavior and conduct that is the contract of faith between you and your god. However very broadly, here are the principles of the Seekers of Progress;

1) No Fear, No Surrender
2) Valor and Honor
3) Shield those less able than you
4) Bravery is in execution, not foolishness
5) Calm and calculated as a Sword-tooth
6) But with the power of a Nor'Westor.


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