Korak Character in Lorannis | World Anvil

Korak

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, 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.

Divine Domains

Forge and Artisans

Divine Symbols & Sigils

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.

Tenets of Faith

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.

Holidays

Holy Days

Most Koraketh holy days land when communities set aside to celebrate the work of laborers. Guildhalls organize such labor festivals, and sponsor the revels.   The high holiday of the Great Festival occurs once every ten years. The event always involves a grand competition, in which artisans from all traditions show off their wares and display their skill. Since the Grand Festival attracts skilled artisans from all across the land, the heads of the three orders choose the location two years in advance, to allow artisans time to plan and embark upon their journeys.   The Grand Festival awards three main prizes, called Golden Laurels, for Making, Building, and Masonry. While makers, and usually builders, bring their entries to the Great Festival, those whose entries are magnificent castles, monuments, or other great structures must often provide magical means to present their creations to the panel of judges, who will not travel more than an afternoon’s journey to assess any masterwork. This is normally accomplished through scrying, but sometimes uses magical means of travel.   Eleven elders of the faith judge the contestants. The panel members cannot compete, to remain impartial. But the heads of the three orders must compete, because the winner of each competition becomes to the head of its corresponding order. Thus, one must compete or retire from consideration for leadership. Theoretically anyone could be vaulted into a high position, but winners have always been powerful members of the Koraketh faith. This likely a comment on the judges’ “impartiality,” but many Koraketh are unsurpassed artisans, so it might not be a matter of bias alone. In truth, the Golden Laurels usually pit the head of each order against another member of great skill. Even losing works of craftsmanship may be among the finest examples of their kind ever wrought, however, and losers could still find clients clamoring for their wares.   The Great Festival offers several lesser awards, meant to praise less accomplished artisans who have achieved great things with limited resources, but in the end, all eyes gaze upon the contest for the Golden Laurels. If the head of an order dies, falls from grace, or otherwise leaves his duties before a Great Festival, the remaining leaders hold an election. They select candidates to fill the vacant seat based on their past Grand Festival performance. In each guildhall, the candidates’ order casts ballots. The candidate that receives the most votes in each guildhall contributes one vote for that candidate from the guildhall as a whole, submitted by its reigning guildmaster. The winner of the election holds their position until the next Great Festival, where they must defend it or resign.

Relationships

Korak

Cousin

Towards Darmon

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Darmon

Cousin

Towards Korak

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The Five Apprentices

Korak’s five principal servants work with him in his forge as apprentices. Recently deceased followers of Korak, they serve in his smithies (in Heaven and in the land of the dead, traveling with him) for a century. His mortal followers hope to find a place by his forge in death, for it is a great honor to be chosen. They recite over their labors, “If my hand is steady and my work is true, then I shall stoke the fires for the Grand Wright.” After serving in this capacity, the apprentices go on to become journeymen in Heaven, making wondrous artifacts for the gods. They are journeymen eternally, for there is no Master in Heaven for such crafts but Korak.   The five apprentices are named after the parts of the forge: Bellows, Fire, Hammer, Anvil, and Tongs. For the century in which they serve, they lose all other identifications, and do naught but perform their function.   Some great artisans taken before their time refused to return when called back by ceremonies of resurrection, because they became one of the apprentices. Anyone earning a place at  Korak’s side is unlikely to ever return from the dead.
Divine Classification
God
Alignment
Neutral Good
Church/Cult
Parents
Spouses
Siblings
Children

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