Feydor is the god of rage, anger, battle, smithing, orphans, children, blood lust, and berserkers.
Titles: Red-Axe, Father of the Fatherless, The Unbridled Rage, The Blood Burner, Father of Orcs, The Orphan Maker, Twiggle’s Ravager
Death does not follow Feydor, death revels in his presence. Feydor does not bring malice with an agenda, or the seeking power through killing of one’s rivals. The death Feydor brings is of the strong destroying the weak because they can.
Unlike many of the other gods, Feydor is rarely openly worshiped or followed. To put it plainly, he is not a god many want to spend time around or interact with very much, however, he is also not a god that a warrior would want to be on the wrong side of. So it is typical that warriors will pay respect to Feydor before a battle–thus keeping on his good side without inviting him to visit your village and leave a wake of destruction.
Before the first God War, Feydor was aligned under Twiggle; rage, berserkers, and anger are more agents of chaos than they are of order. However, when Twiggle was imprisoned for his role in the Fae uprising in the God War, Enoth stripped him off all his followers, including Feydor. Feydor has since sworn to Twiggle, as he had men decide which path was the true path for him. Unbridled rage and chaos, or order and death innumerable. Rage won the day.
As a follower of Twiggle, Feydor rarely lives more than a year, often dying in battle, before the mantle passes to a new Feydor. The exact nature of how the next Feydor is chosen, or how the mantle passes, is unknown to any but the gods. Who knows what the path ahead has for Feydor, for Twiggle is just as likely to repeat the past as he is to rebel against it.
While many groups follow Feydor, there are four main groups who follow Feydor are: The Jara’hem barbarians in Garresh, the various disunited barbarian tribes in the Wild Plains, the orcs of the Wild Plains, and the ogres of the Wild Plains. Typically followers recognize Feydor’s power with chants and dances–often those that highlight their own abilities and strive. Honoring Feydor is less about following him and more about proving yourself worthy of him.
In tribal culture, the berserker holds a revered and feared position. While some societies have honorable knights or learned mages, the tribal societies prefer the shock that comes from five well-placed fighters who can rage and cause panic to overcome their enemies, and usually it works with all but the bravest running from the battle–and then the tribe overwhelming the few who remain. The berserkers then typically fall upon their allies until the berserkers can be contained or killed.
Generally tribes that have berserkers also have a number of powerful spirit mages, or shamans, and elemental mages who are able to keep the berserkers contained and help heal their spirits after successive rages–as it pulls on the spirit. The shamans, the most important part of the tribal societies, typically make the decision on whether or not the berserkers will be used–especially as any problems they cause will fall on the shaman to fix. As followers of Enoth, they understand that even rage needs balance. The berserkers have started to fail to heed the call of their shamans, as balance restrains them, and Twiggle is now the source Feydor pulls his strength. Some say the age of the shaman is coming to a close.
Smiths of Feydor reject Reghasting’s teachings, preferring to use more on-hand ingredients rather than seeking the best that can be done at all times. They are known for finding creative, or intimidating, ways of incorporating the bones, blood, and flesh of their enemies in their weapons. For Reghasting, a tool is done when it’s perfect or as perfect as it can get–and if it’s less good, you still respect it. For a follower of Feydor, if it doesn’t kill good enough, throw it away and start again, but don’t waste time on perfection.
Followers of Feydor also sometimes run orphanages, especially for troubled children. Sometimes those orphanages are used as vehicles to build up armies of berserkers. Many see that as a poetic counter to the fact that followers of Feydor are often the most responsible for the creation of orphans.
Barbarians on Azkon
Of the various barbarian tribes on Azkon, there are two groups.
The Jara’hem of Garresh were devastated by decades of war with the Thorns and Hazon. They live in the northern part of Garresh, sharing what little land they have left with Hazon settlers. The Hazon invasion during the Second Dynasty War, left them with fewer than a thousand people across only three tribes.
The barbarians of the Wild Plains typically live south of Wood Elf territory. Their recognition of Feydor allows them to live somewhat in peace with the goblins, orcs, and ogres of the middle Wild Plains. There, they are somewhat more numerous, but still only a handful of tribes roam their limited territory.
Both groups of barbarians follow similar cultural traditions, the only big difference being that the ones in Garresh also engage in farming–a sore subject whenever they encounter their plains cousins. Insults, if not fists, often flow freely when the two groups meet, “lapdog,” “feral,” and “weak-knees” being some of the more appropriate words used.
In barbarian society, the three top positions are that of the shaman, war chief, and berserker.
- The shamans are the backbone of their society, leading negotiations, keeping the coolest head when tempers run hot, and standing always as the reliable, immovable pillar that supports the tribe in all things–even when it’s the unpopular stance. Even though the war chiefs decide when to go to war, it’s the shamans who decide if berserkers will be used, allowing them to sometimes keep the tribe out of war if they deny the use of berserkers. Shamans are also the healers, those who decide where the tribe will live, the chief negotiators with other groups, and the people who lead others in spiritual matters to resolve personal conflicts or difficult decisions.
- War chiefs typically decide when to go to battle and the terms those battles will have. They are the first and last voice in all things that involve battles, fighting, and war–including what weapons and armor are allowed and not allowed to be used by their tribe.
- The berserkers typically live somewhat apart from the tribe, holding a feared and revered position. They are the front line shock troops used in major battles, and very rarely do other barbarians want to fight alongside of them. The tribe typically showers the berserkers with whatever they desire. They do little else in their tribe beyond train and enjoy life, for every day could easily be their last. If a berserker is found to be too unreliable, or their spirit is too damaged from too many rages, they are pitted against an ever increasing number of monsters until they die–the ultimate showing of their prowess, often with bets on how many will fall to their blades.
Approbation and Displeasure
Actions/ideas that please Feydor:
- A warrior’s death is battle
- Strength is the most valuable trait
- Never back down in battle
- Protecting Children
- Using magic to fight harder–nature, elemental, spirit, or bardic (but only very rarely, with war chants)
Actions/ideas that displease Feydor (and may result in the loss of magical abilities):
- Helping others if it doesn’t help one’s self
Holy Places and Holy Days
Feydor’s holy places are the open plains and areas that have not fallen to the choking way of rules and order. Followers sometimes construct sacred arenas to display their abilities or resolve disputes.
Feydor’s day of celebration has no set day, but falls any time there is a lunar eclipse. When the “red moon” arrives, Followers of Feydor participate it the red light. Typically this ceremonies involve raging and savoring in blood on earth while blood reins in the sky. This is a somewhat problematic holy time for barbarians as it can be quite destructive to a tribe, or destroy carefully crafted treaties with neighbors, so typically battles between tribes are planned on eclipse nights so the bloodshed is fitting. Some tribes find this too organized, and prefer to only allow some of their members to rage and appoint others as guardians of the rest of the tribe, so those raging can show their respect to Feydor but in a somewhat controlled manner. Still some tribes find even that to be too organized and prefer to have a general tribal rage. These tribes typically do not survive long before most of the members are dead and the living remainders wander the plains looking for a new tribe and home. These wanderers are said to be “Twiggle-Touched”, and are considered by some to be a plague, others as the saviours of Feydor’s followers.
As the sun breaks into the sky the scene of trails of blood all over the lands gives the night its name. This bloodshed is their offering to Feydor.
Feydor was one of the first men. He was nothing more than a mere brute, but his strength granted him numerous victories. He was unbiased in his effort to defeat all and be named the strongest. His effort soon bore fruit, as Twiggle brought him up to godhood as an example of unleashed embracing of life–he also granted Feydor the ability to rage in ways he never thought possible before. However, Enoth also saw Feydor as a possible tool to use in forcefully keeping the balance and wished to have Feydor for his own. After the imprisonment of Twiggle, Enoth acted on this desire. Now Feydor once again has his rage unleashed, and the world of men will bear this consequence for all time.
During the War of the Gods, on the fourth eclipse in a row (called by some the “Blood Moon”), it is said that Feydor single handedly put down the rebellious lesser gods with the use of his rage. This is the grounds for the “red moon” rituals today.
Many have sought recognition from Feydor in their pursuit of strength and power. Some are consumed by the strength, others are able to take a small bit of Feydor’s power and channel it into their rage. The followers’ use of this rage, and the honor they give, lend strength to Feydor.
Correct Worship and Rites/Rituals/Requirements
Followers of Feydor typically engage in:
- Before battle, followers of Feydor will generally perform a ritual dance, chant, or other ceremony to heighten their blood lust and inspire others around them
- Followers of Feydor typically kill all prisoners and wounded after a battle if they will not join them in allowing their rage to flow forth. Some do it quickly without words, others allow the captured one last battle, usually against undefeatable odds, so that they may die with a weapon in their hand.
- If prisoners could be a useful slave, followers of Feydor have also been known to take them for that–usually with a long road to freedom.
- The “Red Moon” Ceremony takes various forms depending on the tribe, but all involve combat
- Followers of Feydor have a rite that reveals Feydor’s most hated mortals, child-killers. It is a holy duty of Feydorians to seek out child-killers and deny them an honourable death (a weaponless death), and cleanse the world of their taint. They will take the head of child-killers and burn it in offering to Feydor.