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The House of Ferrrox

The main body of the church of Ferrox. This unconventional and secretive society has wandered among the people of Avalonia and New Rodor since the beginning. Few are accepted in, and those inside seldom overtly express their involvement with the queen of the wilds.

Mythology & Lore

In the Elder age, when Novus sundered into six major pieces, one was believed to be that of Novus' protective drive to presurve all that it had created. With qualities of nurturing, creation, kindness and understanding this shard became a god, and came to rule over the world of mankind. Many came to follow and worship her fierce and simple ways, becoming advocates of the natural order and the cycle between life and death.

Divine Origins

Originally known as The Roaming Mothers of Ferrox, the tribe of worshipers under her were seen as crude and barbaric when they continued hunting and gathering far into the bartering era of man. These people where matriarchal in nature, selecting leaders among them through ritual to serve as shaman and mediums to communicate between them and their goddess. The tribe relied on the bounty of Eldarvan to sustain them, believing that humans were always meant to exist and serve in that form of free, nomadic living.

Eventually, with the founding of small human communities and settlements across Eldarvan friction brewed within the tribe, as many wanted to adopt new, more stationary life fueled by trade and community. Two Shaman sisters called Tiana and Dia who ruled over major sections of the clan found this point of tradition vs. society a dividing factor. It is said that five days of thunderous argumentation occurred between them upon the highest mountain, overlooking their domain. The fight was so loud that Mildrith became jealous of Dia's (sister shaman of the old ways) violent voice, and took her tongue from her and her people in spite. These aggressive individuals were exiled by Ferrox and splintered from the rest of the tribe. They built great ships and sailed East from their homes but Mildrith blew their fleet in a storm to a new land in the bitter north.

The rest of the tribe, unified by Tiana, the younger of the two sisters, begin to transition into the crude society life of the Elder Era. They interact peacefully with other tribes and religions, but find themselves ax outsiders to these new systems. The original matriarchal system soon dissolves with the introduction of the first male Shaman by the name of Odrin who helps the clan acclimate to non nomadic life. The House of Ferrox is established officially with a strong hold in the great Fogfall Lakes of southern Avalon, heavily influencing the people that would come to be the Aggols.

Tenets of Faith

Ferrox and her followers are strong believers in the power and necessity of individualism. This belief extends to their codes and tenets of belief, making the existence of such rules a hypocrisy. Members of the church do not hold themselves to a holy book or commandments but rather acknowledge a set of rules that define the natural world around them. These guidelines are not taken as oath but as a way to discern right from wrong or establish hierarchy. While these words may be spoken or explained to others outside the church, a follower may refer to these rules in their passed down tongue from the tribal days of old to keep their true meanings away from the common person.

Words of the World

  • Darr- A gift for a gift.
  • Tobb- A take for a take.
  • Cly-coo- All is of the cycle.
  • Ra-no- Do not fear the cycle.
  • Borra tat- All are beasts of the wild.
  • Hin- The world has power.
  • Din- Your words have power.
  • Forca-arr- The physical is important and it's soul must be complete.
  • Sha- Death is no undoing.
  • Innta- All that is spiritual whole is divine.
  • Rogh-Mik- All actions impact the universe and all must take responsibility for those impacts.

Priesthood

Shamans are individuals of the faith blessed with further sight and connection with their goddess Ferrox. They are gifted intense visions of the future and past through strict, meditative journeys. Any devout member of the church has an opportunity to be selected as a new regional shaman, however Mediums are most often selected for the role, as their connection with Ferrox is most strong.

Granted Divine Powers

Like all the other faiths, Ferrox grants power and magic to those willing to worship her ways and hold her as their patron of choice. Physical powers and abilities very wildly between orders and sects but as with her domains her followers hold life, creation, precision and companionship above all else. Rangers, Mediums and Shrouds all receive a 'spirit animal' upon indoctrination into the church. These spirits are said to be reincarnations of other past faithful worriers, shaman or druids and offer advise, pass along news or omens for their companions.
  • Rangers often call upon the divine powers of the unseen wilds to summon hails of thorns, accuracy in battle or aids in traversing difficult terrain when they need it most. In addition to these gifts, special rangers who have proven themselves and live in the wild reaches of the world obtain the ability to call upon their spirit animal and summon a physical embodiment to aid in their quests.
  • Mediums often have more of a connection to the world than to their spirit animals. Ferrox grants favors and powers to them as long as they uphold her wishes and preform specific rituals or sacrifice to renew their abilities. Ranging from shape shifting, to simple sensory illusions. Mediums also find themselves more in tune with horticulture and the implementation of brewing and alchemy over the other sects.
  • Shrouds seldom use divine magic in their efforts to carry out Ferrox's will. Skill and unrivaled speed take center stage in such a profession. Not to say that occasionally a Shroud has been spotted entangling enemies in vines or lighting buildings on fire if caught in a corner.

Sects

There exists three major sub-sects or 'orders' of the church of Ferrox.
  • The first being groups of Rangers, who move in small teams under the command of wise shaman to slay monsters and seek to end the spreading corruption of New Rodor. These ranger orders are each tasked with overseeing and protecting the lands they have been assigned but keep to themselves socially and politically.
  • Mediums (also known as Druids or Seers) make up the main bulk of the House of Ferrox, being the most in tune with nature and all of the god's creations. Residing in the wilds and fringe settlements of the world these often quiet, mysterious and wise individuals aim to not only protect the holy order of nature but are also tasked with interpreting Ferrox's teachings and commands through rituals, sacrifice and alchemy.
  • Shrouds are the most introverted and infamous amung the orders of Ferrox. These devout followers act as an arm of the house out of the public eye. They work in the shadows or hide in plain sight, awaiting orders sent to them from shaman that govern their territory. In urban towns or cities these assassins, envoys and rouges reign supreme and wreak havoc on those who seek ill against the wilds, mankind or Ferrox herself.
Type
Religious, Organised Religion

"Par rogg ku-too tecka min drun frac-hin mantu brin kay."

"The wind in the trees whisper her beautiful name, the rivers feed her flawless heart, and the leaves shy her imperfect face."

-Ancient House Proverb


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