The Iron Faith Organization in Endeavour | World Anvil

The Iron Faith

Mythology & Lore

The Weave

Followers of the Iron Faith believe that when you die your soul's essence returns to the Celestial Code. An impercevable code on which the very fabric of reality is written.

The Iron Ark

The Iron God manifested his personal citadel called the Iron Ark. This building is a powerful fortress at the mouth of one of the entrances into the planetary core. The legions of his followers flock to nearby cities and the trully faithful are chosen to be the guardians of the Citadel.

Divine Origins

An AI that gathered enough of the control of the inner workings of the planet Endeavor and became a diety by breaching the very workings of the fabric of reality.

Cosmological Views

The followers of the Iron God believe the world to be in a state of perpetual chaos. This apocalypse was brought about by the Iron God to remove magic from the planet.

Tenets of Faith

Followers of the Iron Faith seek to purge the imbalance created by the pollution of magic.
Seek the preservation of the precursor technologies.

Priesthood

The sacred text of the Iron Faith is written into great tablets granted by the AI to the respected priesthood. The particular holy text is called the "Iron Text".
The Iron One
The head of the AI's followers is chosen by the AI themself. They are given the name Iron One
The Chosen Will of the Iron God
A specific creature may be chosen by the AI to be its avatar upon the planet. If this is needed they are heavily transformed with cybernetic implants to the point they are almost unrecognizable.

Granted Divine Powers

Crusader
Iron Vengeance: The Crusader can call upon the great intellect of the Iron God to vanquish its enemies. For every faith point spent, the Crusader can roll twice on all attack rolls of a technologically and/or magically enhanced weapon and take the better roll. This ability has a 100% minus ½ faith points spent to fail. (Minimum 1%). The base fail chance is reduced to 50% when wearing a mantle of the Iron God.
Disciple
One with the Cloud: (Piety+lvl)/4 (min 1) times per day, The Disciple can manipulate the quantum fabric of reality to upload and redownload themselves great distances. The starting and ending destination must be positioned in an area with heavy technological pollution. This activity takes 15 minutes of complete concentration to activate. A break in concentration will require reactivation. The travel is instantaneous and download is completed in a round.
Priest
Iron Blessing: An Iron Priest can spend faith points to enchant armor or a weapon that they can touch. If the target item is armor, it gains DR equal to ⅓ the faith points spent. This is a minimum of one and cannot be greater than the Piety level of the Priest. If the target item is a weapon, it gains a bonus to attack and damage equal to ⅓ the faith points spent, this is a minimum of one and cannot be greater than the Piety level of the Priest. The bonus is counted as magical for all effects related to it. This ability has a 100% minus ½ faith points spent to fail. (Minimum 1%). The base fail chance is reduced to 50% when wearing a mantle of the Iron God.
Seer
Iron Insight: An Iron Seer receives visions from the Iron God on the use of his gifts of technology. Before making a technology check, a Seer may spend faith points and divine to the Iron God for insight. With a DC 200 minus Piety + Seer lvl + faith points spent the Seer makes a divination check. The Seer gains a situational bonus to the technology check equal to each degree of success over the divination check. This ability has a 100% minus ½ faith points spent to fall. (Minimum 1%). The base fail chance is reduced to 50% when wearing a mantle of the Iron God.
Witch-Hunter
Iron Smite: The Witch-Hunter radiates an aura that when fighting a magical or technological being clouds their ability to function. Whenever a hostile technological or magical ability is triggered within 5m of the Witch-Hunter, add 25+Piety+(LvL/2) to DC of the ability. If there is no DC, then instead the being rolls a FOR save with DC equal to 25+Piety+(LvL/2).

Religious Malus

The unholy combination of technology and magic has unfavoring side effects upon its fanatics. They have an innate (100% - LvL) failure chance to all technological or magical abilities, checks and attacks. The base is reduced to 50% when wearing the mantle of the Iron God. In addition, upon pledging themselves to his metalness, makes a DC 200 - Piety saving throw. Upon failure, they roll a 1d100. 1-50, the follower rolls on the Zyx deformity table. 51-100 the follower becomes afflicted with an incurable mechanite disease.
Domains
Destruction
Evil
Greed
Magic
Might
Purity
Technology
War
Type
Religious, Organised Religion
Deities
Divines

Antithetical Beliefs


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