Cult of Feyheart

'Come, revel, and enjoy life! Pass the joy along. Smile, for that's the point of it all. The simple pleasures!!'
Seat of Power: Hall of Tales, Adra, Rohara
Head of Cult: Lore-master Jehnoa Alister.
Primary Orders: Order of the Dragoon, Order of the Way-finders
Major Festivals: 14th of Acrom, Lammas, Month of Acrom, Festival of Tales.
Popular Holy Books: Way of Wandering, Keeper of Tales, Hymns of the Road
Popular Holy Symbols: Rapier dancing in the waves, a winding road, a Compass Rose.

Structure

WORSHIPERS
The ascended champion perhaps most well known but least well understood, he stands as an example of the most fulfilling way to acquire wisdom. To use your youth to travel, to experience as much as one can. Born of Rohara twas he who lead the many travelers of all that rallied to the cause in the wars. Their is no clear story of his fall, but it is known that he Ascended upon his death. Those who worship him are those who pursue wisdom and stories. Those of the road. Adventuring types especially. The militant orders, of them the largest are the Dragoons, the famed swift and light armored skirmisher cavalry of Rohara, loyal to church and country. The monastic side, the largest are the Order of the Wayfinders, keepers of tales, maps, and stories. Those of this order dress garishly, often bright colors, enjoying life with a zest and zeal many cannot hope to equal. Their robes are oft marked with a rapier dancing in the waves.
HOLY SITES
The Hall of Tales in Adra, Rohara is the center of this faith, their Cathedral. Temples and churches can be found in every larger town in Rohara of course, shrines and chapels dot the smaller settlements. But outside Rohara's borders, this faith has innumerable small chapels ad shrines, as those whom travel crossroads oft enough will often help sponsor such projects as they believe it will help keep the road a bit safer.
PENANCES
Often this faith's penance will involve finding out or discovering the truth of some far flung legend, or hunting troublesome Dark Fey assailing roads and routes.

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!!!

Tenets of Faith

One of Joy
1. Lead those who know not how to find joy, let them drink of your cup of joy
2. Revel in life, and be an example to others as to how.
3. Everyone deserves the chance to taste of joy. Let none or nothing take that away.
4. Embrace experiences. All we have is this life. so live it.

Ethics

To insure all have the chance to drink deep the joy that is life. To be an example of such things. And to defend that chance for everyone.

Worship

Enjoy life, have fun and drink deep from the joys this world has to offer. And always be One of Joy.
1. Lead those who know not how to find joy, let them drink of your cup of joy
2. Revel in life, and be an example to others as to how.
3. Everyone deserves the chance to taste of joy. Let none or nothing take that away.
4. Embrace experiences. All we have is this life. so live it.

Priesthood

The priesthood of Feyheart are colorful, fun seeking individuals, with a quick wit and quicker mind. Happy go lucky, they dress to stand out, bold outfits and bold colors, with their holy symbol, a Rapier in the waves, as if dancing, a central image within the outfit.

Granted Divine Powers

Blessings are minor manifestations of divine will, not even discernible from good fortune without the Holy Visions talent. If you are a priest following this lore you gain full access to all six of his blessings listed below.
  Blessing of Freedom
Range: 6 meters
Target: 1
Duration: 6 rounds
Target gains +10 Agility
  Blessing of Good
Range: 6 meters
Target: 1
Duration: 6 rounds
Your target's weapon counts as magical
  Blessing of Love
Range: 6 meters
Target: 1
Duration: 6 rounds
Target gains +10 Fellowship
  Blessing of Luck
Range: 6 meters
Target: 1
Duration: Instant
Your target may roll their next skill test twice, taking the better result
  Blessing of the Sea
Range: 6 meters
Target: 1
Duration: 6 rounds
Your target gains +10 intelligence
  Blessing of Travel
Range: 6 meters
Target: 1
Duration: 6 rounds
Your target gains +10 Initiative
  Along with the basic blessings, each deity offers true divine powers to their faithful. These are called miracles by most, and that term is actually fairly accurate. These powers require a Pray skill test to manifest.
  Miracles of Feyheart
  A Joyous Invitation "Perhaps tis but all in our minds, this idea of doors and locks, a lot like this rhyme of mine. Who is to say what paths should have roadblocks after all, when in truth, the flow of the world shocks us all."
Range: 1 meter
Target: 1
Duration: Instant
You simply smile, spinning a riddle, a joke, a story designed for humor. One that questions the very idea of doors and portals. Does it exist if its closed? The door or window you've targeted has one method securing it just come undone. A lock unlocks, or a latch unlatches, or a rope unties. For every +2 Success levels you may target another method of securing a door, window, or hatch.
  Like a Bird, a Flight of Fancy "Now I'm waiting in the corner at the back of you're mind. It's a lonely place to live, and I got nowhere to hide. 'Cause you told me that you'd never be afraid of heights again. Nobody ever thought that we could make it this high. You're the only one I'll follow until the end of time. If we fall, we fall together baby, don't think twice again!"
Range: Fellowship Kilometers
Target: you
Duration: Fellowship Bonus Hours
You riddle and wonder with delight what would be the joys of flight. What you would see, how the world would appear. Feyheart answers, sending a Divine Servant in the form of an albatross. The bird is just a normal albatross, but it cannot be harmed in any way. Whilst this Miracle is active you perceive everything the albatross perceives. Sight, Sound, Touch. And you control its movement. Your senses are as sharp as the bird's, but you do not gain access to any of its sense based talents. While this Miracle is active, you cannot perceive anything with your own senses, leaving you vulnerable.
  Feyheart's Grace "Wouldn't it be great if there was a war and nobody came? Peace man. Cause we're to busy makin' love to play their insane game. They just wanna work you to death and say 'Arbeit macht frei!' Well fuck them and fuck the rules and we'll just dance until we die!"
Range: Touch
Target: 1
Duration: Agility Bonus Rounds
You call on Feyheart to aid the target in the dance through life. They gain +10 Agility, +10 Stealth, and +1 Catfall Talent for the duration of the Miracle.
  Wealth, does it mean Joy? "So tell me, is it truly wealth the brings joy? Are you so confident?
Range: Special (Person you are talking too)
Target: 1
Duration: Fellowship Bonus Minutes
You smile at Feyheart as you cheekily ask others, wealth, does it truly make one happy? For each target affected choose one option:
-The target's purse appears empty
-The target's purse appears full
-The target's attire appears cheap and unremarkable
-The target's attire appears rich and finely crafted
-A single valuable item is impossible to perceive
  For every +2 SL you may select an additional effect for one of your targets.
  Better Lucky than Good "Maybe I'll change my wild ways, Stop taking shots one of these days! I'll settle down, I'll rearrange. Stop breaking hearts, forgetting names. I'll settle down, and act my age. One of these days....But not today!
Range: You
Target: You
Duration: Special
Crossing your fingers, you pose Feyheart an enigma. What exactly is luck? Gain +1 Fortune Point. For every +2 SL gain an additional Fortune point, which may take you beyond your normal maximum. You may not invoke this Miracle again until you reach 0 Fortune points.
  We are the Wild and Free! "Break us free, there is no return! Its the start of our rebirth. But as I glow just like a firefly, time creates a vortex ride! Let it out, of our sanity! It's a source of our serenity! We aren't half the men we used too be, but still resent the limits of our sanity!"
Range: Fellowship Meters
Target: Fellowship Bonus Meters AOE
Duration: Instant
You call upon Feyheart requesting he grant favor to you and your allies. Joy, adrenaline and energy overtakes those affected. Any negative conditions are removed and they gain +2 to their movement score on their next turn
  Special Rule: Will of the Gods. This is the opposite of Wrath of the Gods. If on your Pray roll or other cast check, roll 01-05% you not only get the obvious massive degrees of success, but your god smiles their favor upon you. In Feyheart's case, as with them all, this manifests in one of two ways.
  Blessed are the Lucky: Your power functions as you rolled it. But then you and your allies all hear a titillating chuckle and the sound of bells, and the smell of the sea. "We've a saying out on the waves me bucko's. Sometimes fortune favors the bold and the lucky! Enjoy!" You and your allies all gain one of the following two sets of bonuses based on a d100 roll:
  01-50%: +10 to any characteristic roll, any skill test, any other sort of roll that uses d100. This lasts for rounds equal to your WPB
  51-100%: You all have your Fortune points restored by an amount equal to your WPB. This can cause them to go over their maximum. All effected cannot be effected by this until their fortune points hit 0.
  Favored are the Skilled: You all gain +3 damage on all attacks, and +3 AP to all areas. This lasts for rounds equal to your WPB
  If this event comes to pass however, you are magically shredded temporarily from being a conduit of direct magical influence and energy of your deity. You are at -10 to your next attempt to manifest a Miracle.
Type
Religious, Holy Order
Deities
Related Professions

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