“Ka mate ka mate, Ka ora Ka ora, Ka mate ka mate, Ka ora ka ora, Tenei Te Tangata, Puhuruhuru, Nana i tiki mai whakawhiti te ra, Upane upane, Upane Kaupane, Whiti te ra!” — Orcish ritual haka
Feydor is the god of rage, anger, battle, smithing, orphans, children, blood lust, storms, and berserkers.
Titles: Red-Axe, Father of the Fatherless, The Unbridled Rage, The Blood Burner, Father of Orcs, The Orphan Maker, Twiggle’s Ravager
Holy Animal: Badgers, as they are filled with fury. Feydor himself was once attacked by a badger, forever earning its place as his favorite animal.
Death does not follow Feydor, death revels in his presence. Feydor does not bring intentional malice or the desire for power through the death of one’s rivals. Feydor brings death to the weak because he can. And that is what he expects of his followers- strength that overcomes weakness.
Feydor appears most often to his followers as an orc, a people known for their rage, bloodlust, and unmatched love of battle. For all that he is an embodiment of unrestrained fury and bloodlust, he is the patron of many aspects of battle. He knows without smiths to create weapons, his people can not fight. He knows that every death in battle leaves his people diminished, and so he commands his followers to take in those orphaned by battle. There is strength in numbers, and anyone who can survive a raid and battle is, by Feydor’s reckoning, strong enough to learn to use a blade or strong enough to see their bloodline continue in their own children.
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 that 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. Recently, Feydor gained Teel’s dominion over storms when Teel’s favored servant Darren doled out his mantle. Feydor’s delight crackles across the sky and his laughter echoes with every thunderstorm, reminding Azkon of the joy and laughter of Teel, albeit in a terrifying and destructive fashion. And since then, storms across Azkon have raged fiercer than before.
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. For his part, Feydor delights in his death, believing that each time he dies he becomes stronger as his weaknesses are cut away.
Unlike many of the other gods, Feydor is rarely openly worshipped or followed. Too many fear Feydor to truly revere him. However, any warrior knows that appeasing Feydor is often a wise choice. Many warriors will pay respects to Feydor before a battle–thus keeping on his good side without inviting him to visit your village and leave a wake of destruction. Feydor’s few true worshippers are typically orcs and ogres. With the death of the last Jara’hem, there is no human culture who reveres him as their chief patron, though, upon the Wild Plains, he is revered in the remotest places.
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, though some of the oldest and most skilled have learned to sharpen and harness their rage and can stay their blades against their allies.
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. Perhaps they will find themselves drawn to other aspects of Feydor’s power, like the elemental fury of a storm.
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 and children who have lost their parents in battle. Some of these orphanages are nearly temples to Feydor, and the children learn the ways of the berserker, becoming fierce champions of Feydor in their own right. Whereas others see frequent visits from Peakians who take the children and see that they find homes in the Peaks, where there has never been an orphan. Much of Azkon sees Feydor’s dominion over orphans as poetic, seeing as his followers and teachings make so many of them. Feydor has no true weakness, but, attacking an orphanage would certainly bring the full fury of Feydor down to bear upon any who dared to do so.
Barbarians on Azkon
With the death of the last of the Jara’hem in Hazon this past winter, there are no true human barbarian cultures or tribes left. There may be those with Jara’hem blood and ancestry, but, the tribe has been broken and crushed. The days of the Jara’hem have passed, and their descendents have become part of Garresh, Hazon, and other human lands in Azkon. They might remember the call of Feydor, and the time before they settled down, but when the last of those who resisted civilization breathed his last, so did the age of barbaric humans.
Orcs and Ogres, however, continue to resist civilization and still keep their tribal ways. They have not given in and their cultures are roughly outlined below.
In orc and ogre societies, 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 in battle
- Strength, both physical and mental
- Never backing down in battle
- Protecting Children, and taking in those orphaned by battle
- Using magic to fight harder–nature, elemental, spirit, or bardic (but only very rarely, with war chants)
- The fury of a raging storm, Feydor truly enjoys his new dominion over storms.
- Testing one’s might against the followers of Noreis. There is a brutal, and not always friendly rivalry between followers of these two gods.
Actions/ideas that displease Feydor (and may result in the loss of magical abilities):
- Losing in combat, especially to tricks
- Forfeits (fight till your dying breath)
- Use of any magic besides the acceptable ones, or using magic to stifle rage and combat (unless used by a shaman to contain a berserker)
- Walking away from your frustration and anger–embrace it
- Killing Children
- Accepting resurrection unless one has unfinished business, but then one owes Feydor a death (and one does NOT want to be in debt to Feydor)
Holy Places and Holy Days
Feydor’s holy places are open plains and areas that have not fallen to the choking advance 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 rejoice under its red light. Typically these ceremonies involve rage and savoring in blood spilled upon the earth while blood reigns in the sky. This is a somewhat problematic holy time for barbarians as it can be quite destructive- destroying carefully crafted treaties with neighbors. Typically, battles between tribes are planned on eclipse nights, to ensure that Feydor is watching and will bless all who fall. 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 other tribes find even this to be too organized and prefer to have a general tribal rage. They 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 rises, the blood that has been shed glows in the dawn light, bearing witness to the events of the night before. This bloodshed is ta sacred 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 efforts to defeat all who challenged him and be named the strongest. His effort soon bore fruit, as Twiggle raised him to godhood as an example of unleashed fury, and unfettered life. He also granted Feydor the ability to rage in ways never thought possible. 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, chaining the Berserker god, and binding him. Now Feydor once again has his rage unleashed, and the world of men will bear this consequence for all time.
During the God War, on the fourth successive eclipse(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 origin 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. They have proven themselves strong enough to bear the gift of Feydor- his rage.
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.
- Rage. Giving in to your rage and fighting in battle is worship of Feydor.