Arrax
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Chained Swords of Arrax
Clawed Hand of Arrax

Arrax the War-Father

Arrax is the god of War and Strength, and the creator of giantkind.

Arrax the Chained Lord of War

Arrax is the God of War and Strength. His domain is that of fair and honourable warfare; warfare with rules and a purpose. Warfare must be fair and sensible, with the possibility of peace without the enemy's utter destruction, for it to granted the favour of Arrax. His domain is also that of Strength. Warfare is a contest of strength, yet so is combat, overcoming difficult challenges, and perseverance. Arrax is most commonly worshipped by soldiers and warlords, but many common people also pray to him to grant them the strength to overcome.

Arrax is known the Chained Lord of War. The god is a known lycanthrope, his form half changed into that of a werewolf. This beastly form serves as a reminder to all soldiers and warlords that war is a savage beast when left free to rampage. The Lord of War is also chained however, the codes of war keeping the beast in check. His chains are not meant to keep him in place but only to contain his lycan form, to contain the savagery of war.

The Chained Lord of War resides over Acheron as its highest god. In Acheron, the souls of soldiers and warlords fight in endless wars, gaining the strength and service of those they kill. It is said that Arrax once resided in Ysgard as its most powerful god. He held its throne and helped shape the plane into one of heroism and adventure, rewarding feats of strength and codes of honour. However, during the early ages of the cosmos, when the forces of Good and Evil clashed in titanic battles, Arrax moved his realm to Acheron. Nowhere were the battles of Good and Evil more fierce than in Acheron, where the Upper Planes met the Lower. Arrax would reside over this field of battle, fighting on the side of law and against chaos. After the War of the Gods, when Acheron began attracting the souls of dead warriors, he would watch over and govern the warring dead.

Arrax the All-Father

Arrax is the God that sired the giants. In the Age of the Ancients, Arrax had nine children with the primordials who would become the progenitors of the kinds of giants that now exist in the worlds. As the God of War, the giants were the favoured race and instrument of Arrax, but he disowned them when he saw that they failed to live up to his expectations. Some say Arrax now watches all battles in search for his new champions. Many giants still venerate Arrax and await the time when he will again grant them his favour. Such giants are strict in their adherence to the laws of the All-Father.

Titles

Chained Lord of War

The Chained One

The Hound of War

The Chained Wolf

Fenrir (Eír Gods)

War-Father

The All-Father

The Butcher (Derogatory)

Known Aspects

Domain

War, Strength, (Giants)

Alignment

LN

Plane

Acheron

Adjective

Arraxian

Ideals & Tenets

Be Fearless. Face war and combat with a stalwart heart. Live and die by your arms. Trust that war is the true test of your resolve and the outcome is as it must be.

Be Strong. Be strong of body and mind. Harden your arms and your resolve.

Face any Challenge. When faced with challenge, trust in your strength and resolve and meet it. A test of strength is an act of worship.

Obey the Codes of War. A fair contest is the only true true way to measure the might of one side to another. It is vital to uphold the rules of the contest, for else it is trickery and no true test. War must have its rules and a purpose. It must not devolve into senseless killing nor wanton destruction. The honourable war is a sensible war, fair, and with the possibility of peace.

Arrax' rules of war:

  1. Face your foe in a head-on challenge of strength.

  2. Stand strong in your oaths and loyalties.

  3. Do not trick or deceive.

  4. Do not use the arcane to overcome another's strength.

  5. Allow surrender and retreat in honour, for you have already won.

  6. Treat your foe with respect and honour in battle, victory, and defeat, for they chose to face your challenge.


Worship, Faiths, Symbolism

Symbol

Three crossed swords wrapped in chains.

A clawed hand imprint with an eye in the palm.

Personification

A giant with a wolf's head clad in plate armour wrapped in chains.

Avatars

A large black wolf

Divine Beasts

Wolves

Colour

Red, Black

Worshippers

Soldiers, Giants, Lycanthropes

Arrax is most commonly worshipped by soldiers and warriors. His domain is war and strength, and those who are engaged in either pay their respect to him. It is common to pray to Arrax before a battle, both for victory and for the absence of trickery. Holy orders devoted to Arrax are filled with paladins and war clerics who bring their arms to bear for their chosen side. Soldiers and warriors often believe that to fight under a full moon is bad luck as the savagery of the Hound of War is stronger then.

Arrax is strongly connected with wolves, and it is said that if a black wolf appears before a battle, it means that the Chained Lord of War is watching.

For common folk, it is normal to pray to Arrax for strength, whether this be physical or the strength to persevere. "Arrax grant me strength" is a common saying both when doing physical tasks and when dealing with fools.

All giants pay their respects to Arrax as their All-Father. The giants respect the Ordning put in place by the Arrax and most adhere to his tenets. Those giants that venerate Arrax often pray for a champion to reunite the giants under the grace of Arrax.

Arrax is represented by two symbols. The Chained Swords represents war and the codes that one must follow. The Clawed Hand of Arrax represents strength and is an invitation for Arrax to observe you. Many warriors adorn themselves with the Clawed Hand so that Arrax will watch their exploits and may paint an eye in their palm so that he will watch over their weapon.

Mythos & Deeds

The Father of All Giants

In the Age of the Ancients, Arrax would travel upon the face of the Material Plane. He was the tallest and strongest of all beings, eager to face any who would challenge him in a contest of arms. Only the Elemental Primordials were truly able to match him, and for this he would fall in love with them. From this union, nine children were born of Arrax and the primordials, who would become the progenitor for each of the kinds of true giant.

Once all his children were grown, Arrax chose for them a place in the Mortal Realm where he built them an enormous city in the far north. Before their were granted access to it however, Arrax decreed that his children must create and Ordning between them. A fair contest of arms should be held between each of the giants to determine who held power over the other. This ranking would become known as the First Ordning and determined that the Jotun stood strongest, the Hill Giant weakest, and the Ettin who cheated would be banished. The city that Arrax created would span from the cavernous depths of the world to plains, hills, and mountains, and reaching both into the sea and into the clouds. Each of his children were given a portion of the city to rule as their own and to populate with their children in turn. Thus the storm giants ruled the seas, the hills giants ruled the hills, the frost giants ruled the frozen tundra, the mountain giants ruled the mountains, the fire giants ruled the volcanoes, the stone giants ruled the caverns, the cloud giants ruled the sky, and the jotnar ruled the open plains. From this city, the giants would in time form the largest kingdom to have ever existed in the Material Plane.

The Giants Disowned

The giants would not be the only race to make their mark on the world. Just as the kingdom of the giants reached its peak, it was met by the first Draconic Empire. At a time following the Splintering, while Bahamut and Tiamat were occupied fighting eachother, a Conclave had united many of the world's dragons into an empire. They now met the giants and war began. The war lasted for a thousand years and devastated both the giants and the dragons. It only grew into a stalemate as both sides were diminished and both kingdoms lie in ruins. As the dragons were drawn into the conflict between Bahamut and Tiamat, which would divide the metallic and chromatic dragons, the giants retreated to their only remaining city, the capital built by Arrax.

With the Giant-Dragon war having ende in a stalemate, there was an eagerness in the giants to reaffirm their strength to Arrax the All-Father. Many giants would seek this through feats of arms or craft, but one would take it further. Ymir, the First Jotun, was the strongest and largest of the giants, a titan among them. Yet even he could not defeat the dragons. To deal a finishing blow, Ymir instead hatched a plot to defeat them. In the war he had learnt the secret magics of the ice dragons and the fire dragons. Together with his sons Surtr and Thrym, Ymir now planned to create a powerful spell that first freeze the world, killing half its dragons, then burn it to finish the rest, leaving the giants as the victor with him to rule them.

Arrax would learn of this dishonourable plot however, a plan that stood in stark violation of his rules of war. Unwilling to let this stand, Arrax sought out Ymir in the capital of the giants and confronted him about his plans. There, in the great city, a fight broke out between Arrax and Ymir and his sons. Ymir was severely wounded by Arrax in what would have been a killing blow. Instead, however, Ymir unleashed the first part of his spell in an effort to shield himself. Ice mixed with his blood on the ground and began to spread. Further and further. In the confusion, Ymir then fled, pursued by Arrax all the way into Acheron. There, Arrax the All-Father would slay his oldest son and from his body create his domain. Meanwhile, Surtr and Thrym fled the Material Plane, reaching Ysgard and creating their own realms, those of Muspelheim and Jotunheim. The sons of Ymir would swear their vengeance on Arrax and vowed to burn the world and to freeze it.

The ice that Ymir had unleashed did not stop to spread and began to cover the capital of the giants. Arrax had gone to pursue Ymir and would not return to contain the ice, and so the other giant progenitors gathered to find a way to stop it. For a long time they quarrelled over any plan, none seeing eye-to-eye. Some wished to combat it with force, others to seek out magic. Some hoped to seek the aid of Arrax, while others cursed him for abandoning them. In the end, it is believed the Children of Arrax quarrelled so long they were in time all encased in the ice. While this happened, the other giants fought amongst themselves, seeing betrayal in the others, as ever more of the city was lost to the ice. After a century of this constant infighting, Arrax had had enough. He banished the giants from the city, forcing them south as he destroyed the lands behind them, turning it into the White Sea. Arrax the All-Father then disowned the giants, saying he would not grant them his favour again until one of their kin had reunited all giants and called his name.

In the ages since, the giants have lived without the grace of the All-Father. While the first of their number had been immortal, each new generation now lived shorter lives. Many giants now curse the All-Father, while others live in hope that one day his favour will grace them once more.

The Hound of War

One story tells that when Arrax broke his own codes of war, he was cursed by Manirse, goddess of peace, to be transformed into the lycan form he now holds.

After Ymir had betrayed Arrax and his curse of ice began to encase the capital of the giants, Arrax slew the fleeing Ymir and drove the giants from their homeland. In so doing, he broke his own codes of war. He did not allow the surrender of Ymir and his sons. He did not allow the giants to live in peace after their war with the dragons reached a stalemate. For this, Manirse took pity and saw fit to intervene. She cursed Arrax to transform into a gigantic wolf the light of the full moon. For those that break the bonds of ware are cursed by wrath under the light of peace. For years to come, the god of war was wild and savage, ferocious were he had once been honourable. Under the light of peace, Manirse's full moon, he was forced to time again break his own code.

It is said that for centuries to come war across the cosmos became savage and destructive, until Arrax at last accepted the nature of his curse. Until then he had fought it, and so it continued to ravage him. But when the Hound of War saw this form for what it was, when he understood the savagery that lurked beneath war, he learnt control. Committing himself fully once more to his codes of war, they became a divine chain that would contain the savagery of war.

Though now in control of his curse, some believe that the first mortal werewolves were created by Arrax, raiders and murderers cursed by the Chained One for breaking the codes of war.

The Chained Wolf

Many followers of the Eír Gods and deities of Ysgard tell a different story, calling Arrax by the name Fenrir the Chained Wolf.

After slaying Ymir and disowning the giants, Fenrir was cursed by the sons of Ymir, changing him into a gigantic wolf. For years after, Fenrir raged round the lands of Ysgard, killing countless heroes that came to face him. For each he slew, the rage and size of Fenrir only grew. At last, the time came that the gods themselves saw fir to intervene. The gods went to the rampaging Fenrir and were able to talk with him. Beseeching the god that Fenrir had once been, they challenged him to feats of strength, to which the Hound was eager. First, they had him wrestle the strongest among them, who Fenrir easily beat. Then, they raced around the cosmos, Fenrir leaping and bounding over the upper planes and the lower. Lastly, they challenged Fenrir to be bound and escape his chains. Now, at last, he grew suspicious. Not wanting to be tricked into captivity, Fenrir would only allow this if one of the gods placed his arm in his jaws so he may bite it off if displeased. The gods all refused, except Tyr, who saw that this request was only just. Fenrir was bound in the chains of Gleipnir and when Fenrir found he could not break free, he bit off the hand of Tyr. The Hound of War pulled and heaved against his chains in a great rage, until at last he calmed. Becoming himself once more, Fenrir saw the savagery that he had wreaked and would gladly contain the Hound in its chains. Gleipnir then moved, allowing Fenrir to rise while it kept around him. For his chains are not there to bind him in place, but to restrain the savage beast of war.

After this, Fenrir would stay in Ysgard no longer. He looked into the cosmos and there saw the chaos of war raging in Acheron. Leaving the heroic Ysgard behind, Fenrir would instead reign over war. He would contain its beasts and enforce the codes of honour. It is said that when Ragnarok approaches, the chains of Fenrir will hold no longer and the savage beast of war will unleash chaos and destruction once more.

Divine Relations

Manirse

As the god of war, Arrax is naturally opposed to Manirse, the goddess of peace. The two are in a constant state of fluctuation, as each their domain to bear on the other's. Even so, Arrax does not consider her as his enemy, for only with the hope of peace can an honourable war have meaning.

Asmodeus

Before his fall, when Asmodeus was an angel of the The First Dragon (according to one tale), he argued to the high gods that only by certain cruel and wicked means could they defeat the demons. Later, he would argue that only by having the consequence of being punished for their sin would living good lives have meaning for mortals. In both cases, Arrax would agree with the law of what Asmodeus argued yet disparage the evil and cruelty in it. While his domain is one of death and cruelty, it is important to limit it, not embrace it.

Later, the Lord of the Hells would kill the Elemental Primordials, who were once the lovers of Arrax and with him birthed the giants. In so doing, Asmodeus would forever make an enemy of Arrax. When the War of the Gods raged, Arrax would fight alongside the forces of Good and Law, against the Evil of Asmodeus. Ever since, his realm of Acheron has stood as a barrier between the Upper Planes and the Hells.

Saints and Chosen

Saint Machai.

Holy Orders, and Organisations

Order of the Chained Sword. A holy order of warriors, paladins, and clerics devoted to warfare and its codes. The members follow and teach a strict adherence to the codes of war. When they take part in a war, they only aid a side so long as it follows the codes of war. As the Order lends its strength to a warlord only so long as they follow the codes of war, they are able to enforce the will of Arrax on the battlefield.

Company of the Chained Wolf. A company of warriors devoted to Arrax. They are known as ferocious warriors and infamous for allowing lycanthropes into their numbers.

Order of the Broken Blade. A holy order composed of warriors, paladins, and clerics who can no longer fight at their best. Members of the order now serve Arrax by tending to his shrines and temples and by working as educators and clerks.