Cult of Sir Kartheart Organization in Tariek Rough Collection | World Anvil

Cult of Sir Kartheart

"Together brothers and sisters! Stand together. Our lord Sir Kartheart will shield us from the Joten!!!" The priest cried out, hands to the sky, gripping his holy symbol so tightly his hands turned white. The wind howled. Bits of steel and ice suddenly swirled around all of them, the air whipping, snapping, almost as if the whinnying of horses. As the ogre came forward, club swinging, the weapon clunked hard against the company's knight...but as if a wall, it came to a halt. Stopped dead. "See my friends, my lord watches us, wishing us to press forward, to continue our quest. Now CHARGE!!!" Roared the priest, his voice seeming to thunder through the sky and echo all around them.
Seat of Power: Armúr an Cheartais, Geata-Iariann, nation of Suranth
Head of the Cult: Storm-Father Níosgruam Axe-hand Árthachmac
Primary Orders: Ord na Lancers Stoirme, Ord na Sléibhte
Major Festivals: 1st of Jundar, the Winter Solstice, Month of Jundar, The Final March.
Popular Holy Books: Way of the Lance, Code of the Storm, Hymns of the Courageous
Popular Holy Symbols: White War-Boar, Frost-tipped Lance, Winter Storm Peak

Structure

WORSHIPPERS
Sir Kartheart, one of the Ascended Heroes, is the one who led Valarain Forces northward side by side with Sigmar, though he himself worshiped and followed Ulric , and as such is oft championed by the old world's cult. Fierce, fearless, and brave beyond reason is how hes oft described, and his faith encourages such behaviors. Many across Valerick may not worship the dwarven Knight-Lord as their first choice of Deity, but in their most desperate moments, he is the name most invoked when seeking courage and bravery. Soldiers and other military men and women about to go into a battle they know or expect to be a violent and horrifying experience, be it outnumbered, a risky but desperate gambit or breakout against overwhelming odds. When in such positions, regardless of nationality or beliefs, you will oft find them whispering small prayers in Sir Kartheart's name.
 
The cult of Sir Kartheart has a handful of varied Ords, or Orders in the common tongue. These are a pretty even balance between the churches military arm, the largest of which is Ord na Lancers Stoirme, or Order of the Storm Lancers in the common tongues, the sworn protectors of Geata-Iarainn and Suranth as a whole. They are unique within the faith, as they are the Exemplaris, the military elite of throne and faith. That is they are of the church, but loyal to the throne of Suranth as well. On the other side, the monastic orders, the caretakers of the temples and holy sites, along with the faithful. The largest and most prominent are the Ord na Sléibhte, or Order of the Mountains in ore common tongue. This order are solely of the faith, no political ties, none directly at least, though their representative on the Ascended Conclave is of Suranth, which comes with obvious unspoken crossing of interests. Those of a military bent or life, they are common followers, as are those who dare to set foot into wild or dark places, whether to hunt the darkest horrors, or to plea for protection. Also any whom must travel long distances overland in dangerous, mountainous or arctic territory.
One easily can tell when they come upon members of the cloth or exemplaris orders of this faith, for they dress in stone grey chain, white bear hide gambeson, and wear robes of simple silver trim, white with brown and black runes and iconography, the front a simple stark image of a cliff, a wave breaking against it, with a Frozen Lance centered in the cliff.
 
HOLY SITES
Armúr na Cheartais or the Armory of Justice in Geata-Iarainn stands as the Cult's most prominent temple, its Grand Cathedral. Temples to him can be found in most dwarven clan cities in Suranth, and smaller chapels and shrines can be found in ever settlement in Suranth, and many others across the continent.

 
PENANCES:
Penances from Sir Kartheart often involve slaying Greenskin filth in some way, but also often comes in way of being ordered to take upon an oath journey to reclaim long lost Viid heritage and lands, long forgotten clan-holds and fortress cities, along with long lost Viid secrets and treasures.

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

The Lanckoth (The Code of Iron)
 
1: Protect, serve, and stand fast with those whom you swear loyalty
2: Your oath should be your currency
3: Courage in the face of all danger
4: Mince not words, but those you do speak, speak with weight
5: Be a willing teacher/mentor to willing minds and bodies whom seek to serve.
6: Community is key, become a pillar of it.

Ethics

It is the sworn duty of any knight, priest or war priest who follows Sir Kartheart's beliefs or the Lanckoth, to find a community worthy of their protection and loyalty. Serve how you can, to honor your oath. Honor your oaths, but remember, the community comes above all else. If an oath conflicts with your oath to the community you've found, you must stand with the community. Community Above all else. Loyalty above all else.

Worship

Daily prayer, a promise at dawn to honor The Lanckoth, that is the Code of Iron, and a prayer at night, worded in form to tell thy liege how you honored the Lanckoth this past day. These are the only real daily prayers most would engage in. That is because Deeds, not words is what makes a member of Sir Kartheart's flock. Regular everyday practices would include getting involved and engaged within the community. Helping with construction perhaps, putting in sweat equity within the community for the betterment of all. The warrior side is only a sliver of the faith, and those take part in all the ways you would expect. But also in this day to day as well. You are meant to be a pillar of your community. So do so in every way you can.

This does not mean one must work for free. But one cannot command a knight's wage for helping brick a house. You are to haggle no pay, merely offer aid for whatever pay is offered, and seen as reasonable for the help you can provide.

Priesthood

The priesthood of Sir Kartheart all travel with not staves but simple boar spears, their attire that of thick hide cloaks, and clothing, ancient dwarven symbols and images all over them. A large pendant around their necks, the image of the metal disc masterful etched and dyed; A frost kissed silver tipped boar lance, on crashing ocean coastline.

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 Battle
Range: 6 meters
Target: 1
Duration: 6 rounds
Your target gains +10 WS
 
  Blessing of Community
Range: 6 meters
Target: 1
Duration: 6 rounds
Your target gains +10 Fellowship

  Blessing of Courage
Range: 6 meters
Target: 1
Duration: 6 rounds
Your target gains +10 Willpower

  Blessing of Faith
Range: 6 meters
Target: 1
Duration: Instant
Your target may remove one condition

  Blessing of Law
Range: 6 meters
Target: 1
Duration: 6 Rounds Your target is restrained and unable to act unless they make a Routine (+10) Cool test. Must be made every round for full duration.

  Blessing of Loyalty
Range: 6 meters
Target: 1
Duration: 6 rounds
Your target's weapon counts as Magical

  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 Sir Kartheart
  Thundering Earth "As the ground rumbled, the sound of the shrieking Irontusk Boars, the howling war cries of the Viid filling the air, they struck with the fury of Domhan himself, and like wheat the Greenskin cowards fell and crumbled, and even their Wrathful masters in all their otherworldy presence, trembled and froze in fear."
Range: Will Power Bonus meters
Target: Area of Effect (Centered on you)
Duration: Instant
As if a horde of cavalry charging out in all directions from you, the earth itself shakes from your conviction to your Lord. All non believers in the radius must succeed an Endurance test, or a Dodge test, or be knocked prone. The target can choose which test to roll. For every +2 Success Levels, apply a -10 to their test target. They also drop anything they are holding, regardless of success or failure on the Endurance or Dodge test.

    Outrider's Aid "My lord, I beg of you, to lead, to guide, to provide me with knowledge of my surroundings as if an outrider was in allegiance with me. Provide your humble servant with knowledge so I may know how best to proceed with your will."
Range: Fellowship Kilometers
Target: You
Duration: Fellowship Bonus Hours
You call on Sir Kartheart for aid, and he provides, as a ghostly outrider races out from behind you. You see through his eyes, and can smell through his boar's nose, but not both at the same time. He cannot be harmed, nor can he effect the natural world. Your vision is acute, giving you (+20) on Perception Tests. However whilst looking through his eyes, or taking in what the boar smells, you cannot see through your own eyes, leaving you vulnerable.

    Fury's Call "I ask thee now, Knight-Lord, Lance of the North, to lend your fury and steel to myself and these humble allies, so we may push forth and take the fight to our most hated foes!"
Range: Fellowship Meters
Target: Int Bonus Allies
Duration: Fellowship Bonus rounds
Your thundering and passionate prayers rally and pull forth a fury from your allies. All allies gain +1 Hatred psychology against any foes engaging them in combat

    Inspiring "And so the warriors held fast, defending the pass, having faith in their lord's plans. They held fast, unbent, unbroken. As they were, so we shall be. For we too are of unshakeable faith.
Range: Fellowship Meters
Target: Int Bonus Allies
Duration: Fellowship Bonus Rounds
Your rousing prayers inspire discipline and coordination within the ranks. Affected allies gain the +1 Drilled Talent

    Shield of Suranth "And their stout faith was answered, as the tundra, the stone, earth and snow, rose forth with the arctic wind, defending the faithful from the murderous Joten. 'The faithful are to be the spear and the lance', so our lord spoke upon his Ascension. 'So long as their faith holds then they need not fear, for I shall provide their shield.'
Range: Fellowship Meters
Target: Int Bonus Allies
Duration: Fellowship Bonus Rounds
Your thundering and stalwart prayers incite and inspire Sir Kartheart to defend your allies. A silvery, icy wind hugs them, but does not chill them, as bits of ice and flecks of steel surround them, warding enemy blows. All those effected gain +WPB AP on all locations.

    Lance of the North "As promised, my spear, my lance stand ready my lord. I shall follow your example, my Knight-Commander. As you promise to be my shield, I shall be your lance!!!"
Range: You
Target: You
Duration: Fellowship Bonus Rounds
If wielding a lance (or spear), it gains the Impact and Fast Qualities, and counts as Magical.

    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 Sir Kartheart's case, as with them all, this manifests in one of two ways.

    Offensive: Your power functions with all the assumed degrees of success. Also bonus effect, Rally Call: From the heavens above and all around you, you and your allies hear the thundering of hooves and a booming voice. "Alright lads!!! One more push and they'll break! CHARGE!!!!!" You and your allies are inspired, you all gain +3 meters of movement and 1 extra attack for one full round (until the end of your next turn)

    Defensive: Your power functions as you rolled. Also Bonus effect, Rally Call: From the heavens above and all around you, you and your allies hear the thunderous voice, a commander's voice. "We can hold em, lads, help is coming soon. Just a little longer, we can hold 'em! Now SHIELDS UP, HERE THEY COME!!! STAND FAST!!" You and your allies gain +3 AP on all locations as holy energy surrounds you all. You may all also remove 1 condition. This lasts for WPB rounds.

    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.

Blood and Stone, Iron and Bone!!

Type
Religious, Organised Religion
Deities
Related Ranks & Titles
Related Professions
Controlled Territories

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