Odin, the Ruler of All & the Tenoric-Norse faith
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Odin, the Ruler of All & the Tenoric-Norse faith
Well this forum does not seem to be getting much love.
I started a campaign long ago based in Yggsburgh. When TLG released the East Mark Gazetteer Folio I set upon fully using the deities of the East Mark in the game. The gazetteer gave the best indication of the religion that permeated the lands surrounding Yggsburgh. It was hard to not notice all of the Norse deity references in CZ1, so I ingrained the Tenoric-Norse (as named by E. Gary Gygax) religion in the game.
Religion always plays a pretty big part in the games I run, even if the characters themselves are not religious. To the normal man in the setting, religion is very important and runs through the general behavior of a great many people. Such a large element of this cannot, and should not be passed over in a fantasy campaign. This creates a deeper, more visceral RPing experience IMO.
When Of Gods & Monsters was announced, one of the pantheons to be included was the Norse gods. I waited until this book came out to use its gods at a template for the ones in my East Mark campaign. Gary Gygax already included a nice little blurb in the East Mark Gazetteer Folio about the gods. And with Of Gods & Monsters I would be set for all things religion wise for this campaign. Well, that campaign pretty much died out but when OG&M was released I began writing up more detailed versions of the Tenoric-Norse faith in an attempt to revive it. Perhaps one day I will be able to do so. In the mean time, here is what I wrote up for Odin, the All Father of the Tenoric-Norse faith:
CAVEAT: The writing is directly based on and, at places, taken directly from the East Mark Gazetteer and Of Gods & Monsters. The format in which the information is presented is based on Of Gods & Monsters, and a template that Serleran posted on these message boards, or the old TLG boards (I can't remember which one). So this material and presentation is not wholly based on my ideas.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ODIN
Ruler of All, All-Father, The Throne upon Chaos
Odin is the Celestial deity of Chaos, chief of the Gods, heroes and of the afterlife. Odin is usually depicted as a tall, lean, muscular, and one-eyed man swathed in a concealing cloak and seated on a great throne. The Throne of Odin is depicted in various ways depending upon the particular division of the faith. Some see the Throne of Odin as a massive, dark stone edifice topped with the horns of a great beast. Some say the Throne of Odin is silver and bejeweled with ever changing colored gemstones that represent fallen heroes passing through the Gates of Vahalla. Beside Odin on his great throne, he is flanked by his raven servants Huginn and Muninn. At the foot of Odin are his great wolf guardians, Freki and Geri.
Odin is known to ride a great eight-legged horse called Sleipnir, who was given to him by the god Loki. This great horse can move from the ground to the sky as if they were one. When not riding this horse, it is said that from time to time Odin walks the whole of the Urth appearing as a one-eyed beggar, checking the way people treat strangers.
Odins holy men range from warriors to barbarians and even wizards who claim Odin presides over magic and more scholarly pursuits. Odins most notable holy men are his strong-willed, and wise clerics who as easily give themselves to battle and death as they do to study and enlightenment.
Odin is the ruler of Asgard, the deific realm of the Gods. Only the chosen mortals who die or learn the secrets of immortality can ever get to Asgard.
Odin rules Asgard from the enormous and majestic hall called Valhalla where he sits upon his throne. Chosen by Odin, half of those that die in combat travel to Valhalla led by the valkyries, while the other half go to the goddess Freya's field Folkvangr. In Valhalla, the dead join the masses of those who have died in combat known as Einherjar. To his worshippers, this is the greatest of gifts that Odin can bestow upon his faithful. Those who do not die in combat wander Asgard as spirits waiting for the final battle of end times, known as Ragnarok. At the end of Ragnarok, these spirits will empty Asgard, and join with the Urth to renew and fertilize the broken land for the prophesized last two mortal survivors of that great battle.
Odin is the husband of Freyja and is of the sir tribe of the Gods of Old.
Name: Odin
Province: Odin is primarily associated with the domains of battle, death, victory, war, and wisdom but is also strong in magic, poetry, prophesy and the hunt.
Primes: The lay worshippers of Odin are not required to have any particular prime attributes, but members of the cleric class must have at the very least wisdom as a prime attribute. Odin favors, but does not require, strength as a prime attribute.
Alignment: Odin is at times very chaotic in nature, but no particular alignment is required by his followers. Though, chaotic alignments are more prevalent than others among his followers.
Weapons: In addition to the normally allowable cleric weapons, all of Odins Clerics are proficient in the use of any spear, including, but not limited to: spear, long spear, and the wolf spear.
Armor: Clerics of Odin are allowed to wear any armor without restriction, however they are well known to favor shields, mail shirts and scale mail armors.
Granted Abilities & Modifications: Followers (not necessarily just clerics) of Odin who have both wisdom and strength as prime attributes gain a bonus of +5% on any experience points they earn.
Worshippers of Odin are granted a +1 to either their strength score or wisdom score. This bonus to an attribute is determined randomly.
All worshippers of Odin are +1 to hit and +1 to damage with any spear that they wield.
These benefits only apply to true believers and worshippers of Odin. Should a character ever lose his faith or continually question a tenet of his god, he loses all of these bonuses until his faith is restored.
Symbols: The symbols representing Odin are most always those of a raven, but sometimes seen as a wolf or simply a spear.
Ceremony: Powerful warriors and local lords who venerate Odin must provide feasts for the surrounding populace upon the seasonal solstices and after great battles.
Taboo: A follower of Odin must never kill or intentionally harm a raven or any kind of wolf.
Vestment: The clerisy of Odin tends to wear sturdy, rugged clothing colored in natural urthtones. Priests and clerics almost always wear chain shirts or scale mail armor, and look like they are ready for battle when presiding over a congregation.
Temples: The temples of Odin almost always resemble feast halls and long houses. They are made of local stone, strong timbers and are decorated with wolf head carvings, and raven motifs. In the greatest of Odins temples the very roof is thatched in the shields once carried by the fallen faithful. The more mundane temples usually have simple thatched roofs with a few shields which decorate the central chamber or the entryways into the temple. Almost all of these temples have a large fire pit in the central holy chamber. This pit is usually flanked in rows of tables and benches. At one end of the central hall is a throne that is reserved for highest ranking followers of the faith. During great feasts after significant battles or during the solstices, this throne is unoccupied in reservation of Odin. Cups of strong drink, usually mead, are placed at the foot of the throne for the Ruler of All. If this drink is not consumed, it is spilled into a river, stream or other body of water so that the wolves and ravens may partake in it.
Small numbers of temples, shrines and totems have even been built and dedicated to the various animal servants of Odin. These small, often out of the way places, tend to be revered by druids, rangers and other naturalists.
ARTIFACTS OF ODIN
Draupnir, the Ring of Odin
Odin wears this magical gold ring which every ninth night eight new gold rings appear near him. Odin treasures this ring, but grows tired of the curse of having so many gold rings. Odin tires of them so much that he is said to throw the rings with all of his strength as far away from him as he can. Where these rings fall, nobody truly knows. The rings that spring from Draupnir are known as the Draupnir-Vauask and appear from time to time in the mortal realms. If one of these golden rings is ever found and worn the wearer must make a charisma saving throw with a challenge level of 24. If the saving throw is successful there are no negative side effects and a charisma saving throw must be attempted again as described above at dawns first light every day while the ring is worn. If the saving throw is failed, the wearer of the ring enters an uncontrollable primal fury that lasts for 45 rounds (7 minutes). While in this fury the wearer of the ring will attack the closest person or enemy until it is killed without thought or compassion. When in this berserk fury, the person has little or no control over their faculties. The person in the fury is +4 to damage rolls, +4 to wisdom saving throws and gains 10 temporary hit points, though his armor class and intelligence saving throws and checks are each reduced by 4. At the end of this fury the ring wearer is extremely fatigued and suffers a -4 to strength, -4 dexterity, -10 feet to base movement, and cannot run full speed for 8 hours. The ring cannot be removed from ones finger unless it is destroyed, or a Remove Curse spell or Wish spell is cast to remove it. If the ring is not removed from the wearers hand within eight days of putting it on, the wearer dies. If the wearer of the ring dies and is a true believer in Odin, he will join the Ruler of All in Valhalla.
The Draupnir-Vauask rings are plain gold bands, and worth about 200 gold pieces each to those who do not know of its origin. Scholars and worshippers of Odin who know if the rings origin, consider this heavenly gift priceless.
Gungnir, the Spear of Odin
In the hands of Odin, this spear can hit anything Odin can see. Odin can strike with it five times per melee round and each strike automatically hits as long as Odin can see his target. Each hit causes 50 points of damage. Odin can throw this spear only missing his target if he rolls a 1 for his attack roll. Gungnir is never given to mortals but Odin has been known of forget the spear when he throws it, or when his chaotic nature forces him to leave it behind for a time. Odin always eventually remembers his spear and will come to claim it wherever it is. If Gungnir, the Spear of Odin ever ends up in the hands of a mortal, it weighs 50 pounds (EV 5), is +20 to hit and causes 5d10 damage.
Mimir, the Severed Head
Ages ago there was a war between two tribes of Gods known as the sir-Vanir War. During this war, Mimir the Wise One was slain and beheaded. Odin claimed this head as a treasure. The severed head recites Godley secrets to Odin and counsels him when needed. Mimir, even if only a severed head is still considered the wisest of all artifacts in Asgard. The Sagas say this is reason why Odin is the Chief of all the Gods since the Great War of Asgard. Odin always guards or carries Mimir with him. Odins wrath would be severe if Mimir were to be stolen or used by anyone other than him.
If a mortal were to hear the words of Mimir he would have to make a wisdom saving throw with a challenge level of 30 or be driven permanently insane within 1d4 hours of hearing the secrets of the Gods. If not driven insane, or before the insanity sets in, the mortal hearing the words of Mimir would know a great many truths, including how to ascend to Asgard as an immortal.
Orjindir, Odins Cloak of Disguise
Odins cloak allows him to appear as any humanoid he wishes. Odin knows the languages and culture of that type of creature with 90% accuracy. This cloak allows him to even walk among the giants as his size and weight are increased as appropriate. With this cloak he travels to the lands of his enemies to understand them better and to spy on mortals from time to time. Very rarely is Odin without the cloak. Should a mortal don this artifact, he must make a wisdom saving throw with a challenge level of 24 or be confused as per the wizard spell for one year and one day before returning to normal. If this wisdom save is passed, all of the benefits as described above for Odin apply to the wearer of Orjindir. The wrath of Odin would be severe if he were to ever learn that his Cloak of Disguise was worn by anybody but him.
BEASTS OF ODIN
Sleipnir, the Eight-Legged Horse of Odin
Sleipnir is a larger than normal, immortal heavy warhorse of Odin. He has eight legs. Sleipnir cannot be killed in the mortal realms, but if his hit points are reduced to 0, Sleipnir fades away unto Asgard where he must rest for 1d4 mortal years.
NO. ENCOUNTERED: 1 (always with Odin)
SIZE: Large
HD: 24 (240 HP)
MOVE: 400 ft., 400 ft. (fly)
AC: 20
ATTACKS: 4 Hooves (2d6+6), Bite (2d4+4)
SPECIAL: SR 10
SAVES: P
INT: Average
ALIGNMENT: Chaotic Neutral
TYPE: Animal (Immortal)
TREASURE: See below
XP: 11750 + 20 (16550)
Sleipnir himself always carries only one piece of treasure, the Reigns of Sleipnir. If these reigns are won from, or given by Odin or Sleipnir to a mortal they can be used on any horse. The horse that wears this artifact acts as a trained riding or warhorse for the mortal who claimed the Reigns of Sleipnir. The horse will be completely obedient and grant the mortal the Horsemanship ability found under the Knight character class in the C&C Players Handbook. With a thought, Odin or Sleipnir can call this artifact back to them at any time they wish.
Huginn, the Raven of Thought
This immortal animal can fly anywhere in the mortal world or in Asgard. Everything that Huginn sees, Odin knows. Huginn is a small immortal bird, and if his hit points should be reduced to 0, he fades away unto Asgard where he must rest for 1d4 mortal years.
Muninn, the Raven of Memory
This immortal animal can fly anywhere in the mortal world or in Asgard. With Muninn resting upon Odins shoulder, Odin can never forget anything. Muninn is a small immortal bird, and if his hit points should be reduced to 0, he fades away unto Asgard where he must rest for 1d4 mortal years.
Odins Raven Servants - vital statistics are identical: HD 12 (d6), HP 72, AC 20, alignments are neutral, their primary attributes are mental, they can attack 2 times per round with either talons or beak for 1d8 damage. Both immortal birds sometimes wear a valuable jeweled necklace of gold and silver (priceless artifacts of Asgard). The raven servants of Odin are worth 2044 XP each should they be defeated.
Freki, the Greedy One & Geri, the Ravenous One
These immortal wolves are fed from the table of the All-Father, Odin every day. As Odin only requires mead, he gives all his food to these servants that fight and scratch for the meals. Odin always keeps his eye upon Freki who once told Odin that he would eat him. These wolves continually serve as guardians to Odin when he is asleep or away from his throne in Vahalla.
Freki and Geri cannot be killed in the mortal realms, but if their hit points are reduced to 0, they fade away unto Asgard where they must rest for 1d4 mortal years.
NO. ENCOUNTERED: 2 (usually together)
SIZE: Medium
HD: 12 (96 HP)
MOVE: 100 ft.
AC: 20
ATTACKS: 1 Bite (2d10)
SPECIAL: Darkvision 60, Track (as 12th level ranger), Trip, Twilight Vision.
SAVES: P
INT: Low
ALIGNMENT: Chaotic Neutral
TYPE: Magical Beast (Immortal)
TREASURE: None
XP: 4327 each
Trip: Freki and Geri can trip an opponent in combat and attempt to drag him to the ground with a successful bite attack. The opponent must make a dexterity save with a challenge level of 12, or be pulled to the ground. When on the ground an opponent is prone until he can get up, and automatically loses initiative on the next round.
ODINS AVATAR
Odin likes to walk the land of mortals and does so often. The great Sagas tell that when a temple of Odin is being built, one of the people helping in its construction is surely Odin himself.
Odins Avatar - (chaotic good), he has all of the abilities of a 20th level wizard and a 25th level fighter. HP 300, AC 35, MV 90 ft., Primary Attributes: Constitution 26, Intelligence 25, and Wisdom 26. He doesnt use his horse Sleipnir when roaming the mortal realms in disguise. As an avatar, Odin is very interested in the workings and culture of the giant races in the mortal realms.
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
I started a campaign long ago based in Yggsburgh. When TLG released the East Mark Gazetteer Folio I set upon fully using the deities of the East Mark in the game. The gazetteer gave the best indication of the religion that permeated the lands surrounding Yggsburgh. It was hard to not notice all of the Norse deity references in CZ1, so I ingrained the Tenoric-Norse (as named by E. Gary Gygax) religion in the game.
Religion always plays a pretty big part in the games I run, even if the characters themselves are not religious. To the normal man in the setting, religion is very important and runs through the general behavior of a great many people. Such a large element of this cannot, and should not be passed over in a fantasy campaign. This creates a deeper, more visceral RPing experience IMO.
When Of Gods & Monsters was announced, one of the pantheons to be included was the Norse gods. I waited until this book came out to use its gods at a template for the ones in my East Mark campaign. Gary Gygax already included a nice little blurb in the East Mark Gazetteer Folio about the gods. And with Of Gods & Monsters I would be set for all things religion wise for this campaign. Well, that campaign pretty much died out but when OG&M was released I began writing up more detailed versions of the Tenoric-Norse faith in an attempt to revive it. Perhaps one day I will be able to do so. In the mean time, here is what I wrote up for Odin, the All Father of the Tenoric-Norse faith:
CAVEAT: The writing is directly based on and, at places, taken directly from the East Mark Gazetteer and Of Gods & Monsters. The format in which the information is presented is based on Of Gods & Monsters, and a template that Serleran posted on these message boards, or the old TLG boards (I can't remember which one). So this material and presentation is not wholly based on my ideas.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ODIN
Ruler of All, All-Father, The Throne upon Chaos
Odin is the Celestial deity of Chaos, chief of the Gods, heroes and of the afterlife. Odin is usually depicted as a tall, lean, muscular, and one-eyed man swathed in a concealing cloak and seated on a great throne. The Throne of Odin is depicted in various ways depending upon the particular division of the faith. Some see the Throne of Odin as a massive, dark stone edifice topped with the horns of a great beast. Some say the Throne of Odin is silver and bejeweled with ever changing colored gemstones that represent fallen heroes passing through the Gates of Vahalla. Beside Odin on his great throne, he is flanked by his raven servants Huginn and Muninn. At the foot of Odin are his great wolf guardians, Freki and Geri.
Odin is known to ride a great eight-legged horse called Sleipnir, who was given to him by the god Loki. This great horse can move from the ground to the sky as if they were one. When not riding this horse, it is said that from time to time Odin walks the whole of the Urth appearing as a one-eyed beggar, checking the way people treat strangers.
Odins holy men range from warriors to barbarians and even wizards who claim Odin presides over magic and more scholarly pursuits. Odins most notable holy men are his strong-willed, and wise clerics who as easily give themselves to battle and death as they do to study and enlightenment.
Odin is the ruler of Asgard, the deific realm of the Gods. Only the chosen mortals who die or learn the secrets of immortality can ever get to Asgard.
Odin rules Asgard from the enormous and majestic hall called Valhalla where he sits upon his throne. Chosen by Odin, half of those that die in combat travel to Valhalla led by the valkyries, while the other half go to the goddess Freya's field Folkvangr. In Valhalla, the dead join the masses of those who have died in combat known as Einherjar. To his worshippers, this is the greatest of gifts that Odin can bestow upon his faithful. Those who do not die in combat wander Asgard as spirits waiting for the final battle of end times, known as Ragnarok. At the end of Ragnarok, these spirits will empty Asgard, and join with the Urth to renew and fertilize the broken land for the prophesized last two mortal survivors of that great battle.
Odin is the husband of Freyja and is of the sir tribe of the Gods of Old.
Name: Odin
Province: Odin is primarily associated with the domains of battle, death, victory, war, and wisdom but is also strong in magic, poetry, prophesy and the hunt.
Primes: The lay worshippers of Odin are not required to have any particular prime attributes, but members of the cleric class must have at the very least wisdom as a prime attribute. Odin favors, but does not require, strength as a prime attribute.
Alignment: Odin is at times very chaotic in nature, but no particular alignment is required by his followers. Though, chaotic alignments are more prevalent than others among his followers.
Weapons: In addition to the normally allowable cleric weapons, all of Odins Clerics are proficient in the use of any spear, including, but not limited to: spear, long spear, and the wolf spear.
Armor: Clerics of Odin are allowed to wear any armor without restriction, however they are well known to favor shields, mail shirts and scale mail armors.
Granted Abilities & Modifications: Followers (not necessarily just clerics) of Odin who have both wisdom and strength as prime attributes gain a bonus of +5% on any experience points they earn.
Worshippers of Odin are granted a +1 to either their strength score or wisdom score. This bonus to an attribute is determined randomly.
All worshippers of Odin are +1 to hit and +1 to damage with any spear that they wield.
These benefits only apply to true believers and worshippers of Odin. Should a character ever lose his faith or continually question a tenet of his god, he loses all of these bonuses until his faith is restored.
Symbols: The symbols representing Odin are most always those of a raven, but sometimes seen as a wolf or simply a spear.
Ceremony: Powerful warriors and local lords who venerate Odin must provide feasts for the surrounding populace upon the seasonal solstices and after great battles.
Taboo: A follower of Odin must never kill or intentionally harm a raven or any kind of wolf.
Vestment: The clerisy of Odin tends to wear sturdy, rugged clothing colored in natural urthtones. Priests and clerics almost always wear chain shirts or scale mail armor, and look like they are ready for battle when presiding over a congregation.
Temples: The temples of Odin almost always resemble feast halls and long houses. They are made of local stone, strong timbers and are decorated with wolf head carvings, and raven motifs. In the greatest of Odins temples the very roof is thatched in the shields once carried by the fallen faithful. The more mundane temples usually have simple thatched roofs with a few shields which decorate the central chamber or the entryways into the temple. Almost all of these temples have a large fire pit in the central holy chamber. This pit is usually flanked in rows of tables and benches. At one end of the central hall is a throne that is reserved for highest ranking followers of the faith. During great feasts after significant battles or during the solstices, this throne is unoccupied in reservation of Odin. Cups of strong drink, usually mead, are placed at the foot of the throne for the Ruler of All. If this drink is not consumed, it is spilled into a river, stream or other body of water so that the wolves and ravens may partake in it.
Small numbers of temples, shrines and totems have even been built and dedicated to the various animal servants of Odin. These small, often out of the way places, tend to be revered by druids, rangers and other naturalists.
ARTIFACTS OF ODIN
Draupnir, the Ring of Odin
Odin wears this magical gold ring which every ninth night eight new gold rings appear near him. Odin treasures this ring, but grows tired of the curse of having so many gold rings. Odin tires of them so much that he is said to throw the rings with all of his strength as far away from him as he can. Where these rings fall, nobody truly knows. The rings that spring from Draupnir are known as the Draupnir-Vauask and appear from time to time in the mortal realms. If one of these golden rings is ever found and worn the wearer must make a charisma saving throw with a challenge level of 24. If the saving throw is successful there are no negative side effects and a charisma saving throw must be attempted again as described above at dawns first light every day while the ring is worn. If the saving throw is failed, the wearer of the ring enters an uncontrollable primal fury that lasts for 45 rounds (7 minutes). While in this fury the wearer of the ring will attack the closest person or enemy until it is killed without thought or compassion. When in this berserk fury, the person has little or no control over their faculties. The person in the fury is +4 to damage rolls, +4 to wisdom saving throws and gains 10 temporary hit points, though his armor class and intelligence saving throws and checks are each reduced by 4. At the end of this fury the ring wearer is extremely fatigued and suffers a -4 to strength, -4 dexterity, -10 feet to base movement, and cannot run full speed for 8 hours. The ring cannot be removed from ones finger unless it is destroyed, or a Remove Curse spell or Wish spell is cast to remove it. If the ring is not removed from the wearers hand within eight days of putting it on, the wearer dies. If the wearer of the ring dies and is a true believer in Odin, he will join the Ruler of All in Valhalla.
The Draupnir-Vauask rings are plain gold bands, and worth about 200 gold pieces each to those who do not know of its origin. Scholars and worshippers of Odin who know if the rings origin, consider this heavenly gift priceless.
Gungnir, the Spear of Odin
In the hands of Odin, this spear can hit anything Odin can see. Odin can strike with it five times per melee round and each strike automatically hits as long as Odin can see his target. Each hit causes 50 points of damage. Odin can throw this spear only missing his target if he rolls a 1 for his attack roll. Gungnir is never given to mortals but Odin has been known of forget the spear when he throws it, or when his chaotic nature forces him to leave it behind for a time. Odin always eventually remembers his spear and will come to claim it wherever it is. If Gungnir, the Spear of Odin ever ends up in the hands of a mortal, it weighs 50 pounds (EV 5), is +20 to hit and causes 5d10 damage.
Mimir, the Severed Head
Ages ago there was a war between two tribes of Gods known as the sir-Vanir War. During this war, Mimir the Wise One was slain and beheaded. Odin claimed this head as a treasure. The severed head recites Godley secrets to Odin and counsels him when needed. Mimir, even if only a severed head is still considered the wisest of all artifacts in Asgard. The Sagas say this is reason why Odin is the Chief of all the Gods since the Great War of Asgard. Odin always guards or carries Mimir with him. Odins wrath would be severe if Mimir were to be stolen or used by anyone other than him.
If a mortal were to hear the words of Mimir he would have to make a wisdom saving throw with a challenge level of 30 or be driven permanently insane within 1d4 hours of hearing the secrets of the Gods. If not driven insane, or before the insanity sets in, the mortal hearing the words of Mimir would know a great many truths, including how to ascend to Asgard as an immortal.
Orjindir, Odins Cloak of Disguise
Odins cloak allows him to appear as any humanoid he wishes. Odin knows the languages and culture of that type of creature with 90% accuracy. This cloak allows him to even walk among the giants as his size and weight are increased as appropriate. With this cloak he travels to the lands of his enemies to understand them better and to spy on mortals from time to time. Very rarely is Odin without the cloak. Should a mortal don this artifact, he must make a wisdom saving throw with a challenge level of 24 or be confused as per the wizard spell for one year and one day before returning to normal. If this wisdom save is passed, all of the benefits as described above for Odin apply to the wearer of Orjindir. The wrath of Odin would be severe if he were to ever learn that his Cloak of Disguise was worn by anybody but him.
BEASTS OF ODIN
Sleipnir, the Eight-Legged Horse of Odin
Sleipnir is a larger than normal, immortal heavy warhorse of Odin. He has eight legs. Sleipnir cannot be killed in the mortal realms, but if his hit points are reduced to 0, Sleipnir fades away unto Asgard where he must rest for 1d4 mortal years.
NO. ENCOUNTERED: 1 (always with Odin)
SIZE: Large
HD: 24 (240 HP)
MOVE: 400 ft., 400 ft. (fly)
AC: 20
ATTACKS: 4 Hooves (2d6+6), Bite (2d4+4)
SPECIAL: SR 10
SAVES: P
INT: Average
ALIGNMENT: Chaotic Neutral
TYPE: Animal (Immortal)
TREASURE: See below
XP: 11750 + 20 (16550)
Sleipnir himself always carries only one piece of treasure, the Reigns of Sleipnir. If these reigns are won from, or given by Odin or Sleipnir to a mortal they can be used on any horse. The horse that wears this artifact acts as a trained riding or warhorse for the mortal who claimed the Reigns of Sleipnir. The horse will be completely obedient and grant the mortal the Horsemanship ability found under the Knight character class in the C&C Players Handbook. With a thought, Odin or Sleipnir can call this artifact back to them at any time they wish.
Huginn, the Raven of Thought
This immortal animal can fly anywhere in the mortal world or in Asgard. Everything that Huginn sees, Odin knows. Huginn is a small immortal bird, and if his hit points should be reduced to 0, he fades away unto Asgard where he must rest for 1d4 mortal years.
Muninn, the Raven of Memory
This immortal animal can fly anywhere in the mortal world or in Asgard. With Muninn resting upon Odins shoulder, Odin can never forget anything. Muninn is a small immortal bird, and if his hit points should be reduced to 0, he fades away unto Asgard where he must rest for 1d4 mortal years.
Odins Raven Servants - vital statistics are identical: HD 12 (d6), HP 72, AC 20, alignments are neutral, their primary attributes are mental, they can attack 2 times per round with either talons or beak for 1d8 damage. Both immortal birds sometimes wear a valuable jeweled necklace of gold and silver (priceless artifacts of Asgard). The raven servants of Odin are worth 2044 XP each should they be defeated.
Freki, the Greedy One & Geri, the Ravenous One
These immortal wolves are fed from the table of the All-Father, Odin every day. As Odin only requires mead, he gives all his food to these servants that fight and scratch for the meals. Odin always keeps his eye upon Freki who once told Odin that he would eat him. These wolves continually serve as guardians to Odin when he is asleep or away from his throne in Vahalla.
Freki and Geri cannot be killed in the mortal realms, but if their hit points are reduced to 0, they fade away unto Asgard where they must rest for 1d4 mortal years.
NO. ENCOUNTERED: 2 (usually together)
SIZE: Medium
HD: 12 (96 HP)
MOVE: 100 ft.
AC: 20
ATTACKS: 1 Bite (2d10)
SPECIAL: Darkvision 60, Track (as 12th level ranger), Trip, Twilight Vision.
SAVES: P
INT: Low
ALIGNMENT: Chaotic Neutral
TYPE: Magical Beast (Immortal)
TREASURE: None
XP: 4327 each
Trip: Freki and Geri can trip an opponent in combat and attempt to drag him to the ground with a successful bite attack. The opponent must make a dexterity save with a challenge level of 12, or be pulled to the ground. When on the ground an opponent is prone until he can get up, and automatically loses initiative on the next round.
ODINS AVATAR
Odin likes to walk the land of mortals and does so often. The great Sagas tell that when a temple of Odin is being built, one of the people helping in its construction is surely Odin himself.
Odins Avatar - (chaotic good), he has all of the abilities of a 20th level wizard and a 25th level fighter. HP 300, AC 35, MV 90 ft., Primary Attributes: Constitution 26, Intelligence 25, and Wisdom 26. He doesnt use his horse Sleipnir when roaming the mortal realms in disguise. As an avatar, Odin is very interested in the workings and culture of the giant races in the mortal realms.
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Nice work Omote! I always wish I had time to compile and create this kind of stuff, so when someone else does and shares . . . well . . . hats off to ya!! Now, since one of my players is a Thor worshipping cleric, any chance you'll do this treatment for that god?
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Quote:
Nice work Omote! I always wish I had time to compile and create this kind of stuff, so when someone else does and shares . . . well . . . hats off to ya!!
I can't say it any better than that! thanks good stuff.
If I ever get finished with school (come on clep tests!) I hope to dig into some viking/Germanic -I've found out there is a lot of overlap between the two- and Celtic deities.
Speaking of viking gods, have you seen the latest Tolkien book "the Saga of Sigurd"? My wife got it for me for my birthday last year & if you like old English styled sagas its a good book.
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Forgive all spelling errors.
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concobar wrote:
That part has me confused. Odin as a god of chaos? Whats loki god of then? Odin was ruler of Asgard and supplied the law and traditions they lived by. Not very chaotic imo.
According to Gary Gygax he was for the purposes of the Tenoric Pantheon. Using what EGG wrote, I expanded the depth of the Odin description a little more using Jim Ward's stuff and infused it with a triple-shot of NORSE POWER!
Also, unlike other fantasy RPG religions where each deity is clearly defined with boundries and clear-cut province, I like the fact that this pantheon sometimes shares duties or multiple deities represent some of the same aspects. In this case, Loki is clearly also a figurehead for chaos.
If I get the chance I'll continue doing some writeups for the rest of the Tenoric-Norse faiths.
Thank you for the praise Dach and Lurk.
~O
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concobar wrote:
You are basing this Odin on something GG wrote then?
Yessir. All this stuff is, is expanding the pantheon as they are written by others to fit in with the guidelines of this forum.
~O
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Quote:
I'll continue doing some writeups for the rest of the Tenoric-Norse faiths
Very nice, look forward to them... I wish I could help, stupid college work! One day though.
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concobar wrote:
It is very nicely done.
Thank you.
~O
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BALDUR
God of Light, Baldur the Sun, The Sword of Truth
Baldur is the Celestial deity of Law, Light, the Sun, and Truth. Baldur is often depicted as bare-chested, lean, and a pale warrior with glowing golden hair. Baldur is almost always described with either a sword or spear in his left hand. He is a deity who practices wisdom, happiness and resurrection, and expects the same from his followers. The faith of Baldur is pragmatic and is known for storing large amounts of supplies, especially food and drink. Thus, followers are often learned in the techniques of preserving and storing food. The practice of these techniques is seen in the feast halls and temples dedicated to the God of Light. This being the case, these places often look more like elegant storage houses or houses of learning, than they do a more traditional temple like those of Odin or Freyja.
The followers of Baldur always host large meals on the solstices and the equinoxes where food is distributed to all who come for the meal. They also practice the sciences of planting and maintaining fields and gardens. Flowers of white are very prevalent during the blooming seasons and can be seen decorating the temples, houses and the bodies of the faithful. The people of the faith are practiced in the ways of war, but focus on defending themselves more so than issuing out death by violence.
Dreams are often studied and chronicled as they may be a sign of prophesy. If a dream of death is felt, than this is seen as a blessing of Baldur that ones passing could be near and that person will be joining the spirits of past life in Asgard.
When disputes among men arise, local peoples often seek a temple of Baldur to visit a priest or priestess in the hope that a wise, and just decision can be made in the dispute. These priests listen to the cases for both sides of an argument, usually when the sun is highest in the sky, and pass on a ruling based on the stories of those involved. Clerics of Baldur tasked with resolving disputes typically cast their spells to aid them in their decision. More often than not these rulings are final and generally observed by the parties involved.
The greatest curse for any follower of Baldur is their body, spirit, or both being sent to the Underworld. The Underworld is a place where light can never be seen, and all followers do what they can to avoid this place. The Sagas say that the first dream of Baldur was one of death where his body would be committed forever to the Underworld. His mother Frigga warned Baldur that if this were to happen, Ragnarok would be upon all of the realms, mortal Underworld and Asgard. To stop this event from happening, Frigga made every object on the Urth vow to never harm Baldur. However, Frigga forgot to ask this vow of the humble mistletoe plant.
Baldur dwells in a rich home of sweet smelling timbers, decorated in gold and marble in the godly realm of Asgard. This home is called Breidablik and the Sagas say that of Badlurs home, there are no dwellings fairer in the realms of men or Gods.
Baldur is of the sir tribe of the Gods of Old.
Name: Baldur
Province: Baldur is primarily associated with light, sun, happiness, horses, and wisdom. Baldur is lesser known for, but still strong in promoting beauty and love.
Primes: The lay worshippers of Baldur are not required to have any particular prime attributes, but members of the cleric class must have at the very least wisdom as a prime attribute. Baldur favors, but does not require, charisma as a prime attribute.
Alignment: The most faithful, and highest ranking members of the faith are almost always Lawful Good. Cerics of Baldur can only be of Lawful Good, Lawful Neutral, or Neutral Good alignments.
Weapons: Clerics of Baldur do not follow the allowable weapons listed under the cleric class. Instead they are only allowed to the following weapons: long sword, short sword, spear (any) and all other bludgeoning weapons.
Armor: Clerics of Baldur are allowed to wear any armor without restriction. However many clerics tend to wear only normal clothing or go bare-chested when applicable.
Granted Abilities & Modifications: Followers (not necessarily just clerics) of Baldur who have both wisdom and charisma as prime attributes gain a bonus of +5% on any experience points they earn.
Any follower of Baldur who wares no armor at all gains a +3 bonus to their AC at all times. The carrying of a shield has no effect on this bonus as a shield is not considered armor in the eyes of the faith.
Food in the care of a follower of Baldur lasts twice as long before it spoils due to age.
Since most followers of Baldur are trained in the care and the riding of horses, when any such attribute check is required regarding horses, all followers add +1 to the check.
These benefits only apply to true believers and worshippers of Baldur. Should a character ever lose his faith or continually question a tenet of his god, he loses all of these bonuses until his faith is restored.
Symbols: The most common symbols of Baldur are images of the Sun, white flowers, the mistletoe plant, or a simple spear.
Ceremony: When both male and female children become of age, priests and clerics from the area are charged with preparing a feast celebrating adulthood. The age at which a child becomes adult varies by location, but the doctrine of Baldur says that this ceremony must happen before age 15. The most common age for this ceremony is 13 years old. At these feasts the head of the table is reserved for Baldur who is said to visit every coming of age ceremony. These ceremonies usually take place in summer months during good weather when the sun is shining.
Other practices of the Baldur faith include serving as a judge between disputing parties, the teaching of food preservation science, and during festivals or parties maintaining a smile and promoting happiness during these times.
Taboo: Lies are frowned upon, but only constant or very strong lies will result in the loss of the abilities of a cleric. Flowering plants, particularly white flowers, are revered, but the mistletoe plant is forbidden to be intentionally touched and absolutely never ingested. The wasting of good food is forbidden. All satyr creatures are enemies of Baldur and when encountered should be hunted down and killed. No quarter can ever be offered to a satyr as they possess the knowledge and magic to slay Baldur. The Sagas say that a satyr weaponsmith crafted a magic sword completely from mistletoe plants and it is a bane to Baldur.
Vestment: Priests and clerics of Baldur dress in light-colored linens, often bare-chested when preaching or presiding over a ceremony. When the climate does not dictate such a lack of clothing, heavier garments of white, yellow, or tan are usually worn. These vestments are sometimes decorated in gold or silver, trimmed with Baldurs symbols. Many priests wear a crown of golden color as a formal tradition.
Temples: The temples of Baldur are like many other in the Tenoric-Norse faith. Baldurs temples are built of local materials, many of stone or timber, and usually rest upon the top of a hill or easily accessible mountain. They are always expertly and elaborately decorated with gold and silver symbols of the sun, and weapons of the faith. Many of these temples have large areas where food and other essential supplies are stored. The main holy chambers tend to be small when compared to the overall size of the building. Some of Baldurs temples even have storage areas built beneath them in the Urth. The rafters of these places commonly store goods and weapons that need to be quickly gathered. The temples of Baldur are more often than not the largest structures in small communities. Many community activities are also centered around these temples.
ARTIFACTS OF BALDUR
Baldurs Dancing Spear
In the hands of Baldur, this spear never misses, even when thrown, and causes 15 points of damage with each successful strike. When in battle, Baldur usually drops this spear at his feet and continues to fight with his Singing Sword. When dropped, Baldurs Dancing Spear can animate itself when commanded, and one round later fight on its own. From then on, until commanded to stop, it strikes first every round, once per round when fighting on its own. It automatically hits when it attacks and causes 15 points of damage, and double that against chaotic creatures. When Baldurs Dancing Spear is fighting on its own, it never hurls itself at an opponent, and looks to stay near the one who commanded it to attack on its own. This weapon has never been known to be in the hands of a mortal.
Baldurs Sword of Singing
This sword is similar to a long sword, but is slightly shorter with a thinner blade made of a bluish metal. The Sagas say that this swords purpose is to destroy chaos. When used in battle, Baldurs sword begins to sing a battle song that causes all foes fighting the wielder of this sword to suffer a -2 penalty to strike and damage. Additionally, any allies within 300 feet, including the wielder, that can hear Baldurs sword singing, gain a +2 to strike and damage in melee combat. The thin, blue blade is sentient, has a stern personality, and an alignment of lawful good. It has a Will score of 20 and has the single ability to teleport its wielder anywhere in the mortal realms they wish or to the side of Baldur, even if he is within Asgard (see Monsters & Treasures for more info on sentient magic items). This sword does 4d10 damage and if used against creatures of chaos and automatically does maximum damage against them. Baldurs sword cannot be broken or brought to melt within mortal realms or Asgard, and can only be destroyed when in the Underworld. The breaking of Baldurs Singing Sword is known to be a sign of the coming of Ragnarok, the great battle to end all things as they are. This weapon has been lent to heroes of Baldur during times of great battles against giants and the fiends of chaos.
Hringhorni, the Ship of Baldur
Hringhorni is the largest ship of the gods and belongs to Baldur. This ship is typical in look and style for northern peoples and is decorated with many golden and silver suns. Hringhorni is one thousand paces long and can sail 100 per round no matter the wind conditions. It cannot capsize and is used by Baldur when he is feeling adventurous. It is at these times that Baldur takes Hringhorni on the roughest seas and sails it atop the largest waves. There is a crew of 200 spirits who work to row and keep right the ship despite Baldurs dangerous sailing. The Sagas say that Hringhorni has sailed mortal seas, and even taken mortals as passengers. These tales speak that this ship can sail between Asgard, the mortal realms and the Underworld at the whim of the ships captain, Baldur, if he should ever want to.
BALDURS AVATAR
Baldurs avatar has been known to appear after battles that are lost amongst mortal followers. He tries to bring hope and comfort to those who have suffered during the battle.
Baldurs Avatar - (lawful good), he has all of the abilities of a 20th level Cleric. HP 160, AC 30 + special (Baldurs avatar can only be hit in combat by an enemy who carrying a mistletoe plant or the artifact sword also known Mistletoe. If this is the case the opponent must still successfully hit an AC of 30. All other attacks against Baldur simply miss or do not hurt him.), MV 30 ft., Primary Attributes: Dexterity 22, Wisdom 26, and Charisma 26. Baldur wears a suit of golden scale mail armor since he fears getting struck by those who carry the mistletoe plant, or by satyrs, or by the sword known as Mistletoe.
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God of Light, Baldur the Sun, The Sword of Truth
Baldur is the Celestial deity of Law, Light, the Sun, and Truth. Baldur is often depicted as bare-chested, lean, and a pale warrior with glowing golden hair. Baldur is almost always described with either a sword or spear in his left hand. He is a deity who practices wisdom, happiness and resurrection, and expects the same from his followers. The faith of Baldur is pragmatic and is known for storing large amounts of supplies, especially food and drink. Thus, followers are often learned in the techniques of preserving and storing food. The practice of these techniques is seen in the feast halls and temples dedicated to the God of Light. This being the case, these places often look more like elegant storage houses or houses of learning, than they do a more traditional temple like those of Odin or Freyja.
The followers of Baldur always host large meals on the solstices and the equinoxes where food is distributed to all who come for the meal. They also practice the sciences of planting and maintaining fields and gardens. Flowers of white are very prevalent during the blooming seasons and can be seen decorating the temples, houses and the bodies of the faithful. The people of the faith are practiced in the ways of war, but focus on defending themselves more so than issuing out death by violence.
Dreams are often studied and chronicled as they may be a sign of prophesy. If a dream of death is felt, than this is seen as a blessing of Baldur that ones passing could be near and that person will be joining the spirits of past life in Asgard.
When disputes among men arise, local peoples often seek a temple of Baldur to visit a priest or priestess in the hope that a wise, and just decision can be made in the dispute. These priests listen to the cases for both sides of an argument, usually when the sun is highest in the sky, and pass on a ruling based on the stories of those involved. Clerics of Baldur tasked with resolving disputes typically cast their spells to aid them in their decision. More often than not these rulings are final and generally observed by the parties involved.
The greatest curse for any follower of Baldur is their body, spirit, or both being sent to the Underworld. The Underworld is a place where light can never be seen, and all followers do what they can to avoid this place. The Sagas say that the first dream of Baldur was one of death where his body would be committed forever to the Underworld. His mother Frigga warned Baldur that if this were to happen, Ragnarok would be upon all of the realms, mortal Underworld and Asgard. To stop this event from happening, Frigga made every object on the Urth vow to never harm Baldur. However, Frigga forgot to ask this vow of the humble mistletoe plant.
Baldur dwells in a rich home of sweet smelling timbers, decorated in gold and marble in the godly realm of Asgard. This home is called Breidablik and the Sagas say that of Badlurs home, there are no dwellings fairer in the realms of men or Gods.
Baldur is of the sir tribe of the Gods of Old.
Name: Baldur
Province: Baldur is primarily associated with light, sun, happiness, horses, and wisdom. Baldur is lesser known for, but still strong in promoting beauty and love.
Primes: The lay worshippers of Baldur are not required to have any particular prime attributes, but members of the cleric class must have at the very least wisdom as a prime attribute. Baldur favors, but does not require, charisma as a prime attribute.
Alignment: The most faithful, and highest ranking members of the faith are almost always Lawful Good. Cerics of Baldur can only be of Lawful Good, Lawful Neutral, or Neutral Good alignments.
Weapons: Clerics of Baldur do not follow the allowable weapons listed under the cleric class. Instead they are only allowed to the following weapons: long sword, short sword, spear (any) and all other bludgeoning weapons.
Armor: Clerics of Baldur are allowed to wear any armor without restriction. However many clerics tend to wear only normal clothing or go bare-chested when applicable.
Granted Abilities & Modifications: Followers (not necessarily just clerics) of Baldur who have both wisdom and charisma as prime attributes gain a bonus of +5% on any experience points they earn.
Any follower of Baldur who wares no armor at all gains a +3 bonus to their AC at all times. The carrying of a shield has no effect on this bonus as a shield is not considered armor in the eyes of the faith.
Food in the care of a follower of Baldur lasts twice as long before it spoils due to age.
Since most followers of Baldur are trained in the care and the riding of horses, when any such attribute check is required regarding horses, all followers add +1 to the check.
These benefits only apply to true believers and worshippers of Baldur. Should a character ever lose his faith or continually question a tenet of his god, he loses all of these bonuses until his faith is restored.
Symbols: The most common symbols of Baldur are images of the Sun, white flowers, the mistletoe plant, or a simple spear.
Ceremony: When both male and female children become of age, priests and clerics from the area are charged with preparing a feast celebrating adulthood. The age at which a child becomes adult varies by location, but the doctrine of Baldur says that this ceremony must happen before age 15. The most common age for this ceremony is 13 years old. At these feasts the head of the table is reserved for Baldur who is said to visit every coming of age ceremony. These ceremonies usually take place in summer months during good weather when the sun is shining.
Other practices of the Baldur faith include serving as a judge between disputing parties, the teaching of food preservation science, and during festivals or parties maintaining a smile and promoting happiness during these times.
Taboo: Lies are frowned upon, but only constant or very strong lies will result in the loss of the abilities of a cleric. Flowering plants, particularly white flowers, are revered, but the mistletoe plant is forbidden to be intentionally touched and absolutely never ingested. The wasting of good food is forbidden. All satyr creatures are enemies of Baldur and when encountered should be hunted down and killed. No quarter can ever be offered to a satyr as they possess the knowledge and magic to slay Baldur. The Sagas say that a satyr weaponsmith crafted a magic sword completely from mistletoe plants and it is a bane to Baldur.
Vestment: Priests and clerics of Baldur dress in light-colored linens, often bare-chested when preaching or presiding over a ceremony. When the climate does not dictate such a lack of clothing, heavier garments of white, yellow, or tan are usually worn. These vestments are sometimes decorated in gold or silver, trimmed with Baldurs symbols. Many priests wear a crown of golden color as a formal tradition.
Temples: The temples of Baldur are like many other in the Tenoric-Norse faith. Baldurs temples are built of local materials, many of stone or timber, and usually rest upon the top of a hill or easily accessible mountain. They are always expertly and elaborately decorated with gold and silver symbols of the sun, and weapons of the faith. Many of these temples have large areas where food and other essential supplies are stored. The main holy chambers tend to be small when compared to the overall size of the building. Some of Baldurs temples even have storage areas built beneath them in the Urth. The rafters of these places commonly store goods and weapons that need to be quickly gathered. The temples of Baldur are more often than not the largest structures in small communities. Many community activities are also centered around these temples.
ARTIFACTS OF BALDUR
Baldurs Dancing Spear
In the hands of Baldur, this spear never misses, even when thrown, and causes 15 points of damage with each successful strike. When in battle, Baldur usually drops this spear at his feet and continues to fight with his Singing Sword. When dropped, Baldurs Dancing Spear can animate itself when commanded, and one round later fight on its own. From then on, until commanded to stop, it strikes first every round, once per round when fighting on its own. It automatically hits when it attacks and causes 15 points of damage, and double that against chaotic creatures. When Baldurs Dancing Spear is fighting on its own, it never hurls itself at an opponent, and looks to stay near the one who commanded it to attack on its own. This weapon has never been known to be in the hands of a mortal.
Baldurs Sword of Singing
This sword is similar to a long sword, but is slightly shorter with a thinner blade made of a bluish metal. The Sagas say that this swords purpose is to destroy chaos. When used in battle, Baldurs sword begins to sing a battle song that causes all foes fighting the wielder of this sword to suffer a -2 penalty to strike and damage. Additionally, any allies within 300 feet, including the wielder, that can hear Baldurs sword singing, gain a +2 to strike and damage in melee combat. The thin, blue blade is sentient, has a stern personality, and an alignment of lawful good. It has a Will score of 20 and has the single ability to teleport its wielder anywhere in the mortal realms they wish or to the side of Baldur, even if he is within Asgard (see Monsters & Treasures for more info on sentient magic items). This sword does 4d10 damage and if used against creatures of chaos and automatically does maximum damage against them. Baldurs sword cannot be broken or brought to melt within mortal realms or Asgard, and can only be destroyed when in the Underworld. The breaking of Baldurs Singing Sword is known to be a sign of the coming of Ragnarok, the great battle to end all things as they are. This weapon has been lent to heroes of Baldur during times of great battles against giants and the fiends of chaos.
Hringhorni, the Ship of Baldur
Hringhorni is the largest ship of the gods and belongs to Baldur. This ship is typical in look and style for northern peoples and is decorated with many golden and silver suns. Hringhorni is one thousand paces long and can sail 100 per round no matter the wind conditions. It cannot capsize and is used by Baldur when he is feeling adventurous. It is at these times that Baldur takes Hringhorni on the roughest seas and sails it atop the largest waves. There is a crew of 200 spirits who work to row and keep right the ship despite Baldurs dangerous sailing. The Sagas say that Hringhorni has sailed mortal seas, and even taken mortals as passengers. These tales speak that this ship can sail between Asgard, the mortal realms and the Underworld at the whim of the ships captain, Baldur, if he should ever want to.
BALDURS AVATAR
Baldurs avatar has been known to appear after battles that are lost amongst mortal followers. He tries to bring hope and comfort to those who have suffered during the battle.
Baldurs Avatar - (lawful good), he has all of the abilities of a 20th level Cleric. HP 160, AC 30 + special (Baldurs avatar can only be hit in combat by an enemy who carrying a mistletoe plant or the artifact sword also known Mistletoe. If this is the case the opponent must still successfully hit an AC of 30. All other attacks against Baldur simply miss or do not hurt him.), MV 30 ft., Primary Attributes: Dexterity 22, Wisdom 26, and Charisma 26. Baldur wears a suit of golden scale mail armor since he fears getting struck by those who carry the mistletoe plant, or by satyrs, or by the sword known as Mistletoe.
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Nicely done! Thanks!
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
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Sounds obvious to me! -Gm Michael
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concobar wrote:
Odin was ruler of Asgard and supplied the law and traditions they lived by. Not very chaotic imo.
Actually, Foresti and Heimdall are more associated as suppliers of law and/or tradition.
Odin is more of a complex mix; inspiration, madness, fury, beserker rage, wisdom, cunning, trickery, victory and more.
Nice write ups Omote. I'm generally fairly picky in this area.
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DangerDwarf wrote:
Actually, Foresti and Heimdall are more associated as suppliers of law and/or tradition.
Odin is more of a complex mix; inspiration, madness, fury, beserker rage, wisdom, cunning, trickery, victory and more.
Nice write ups Omote. I'm generally fairly picky in this area.
Odin
by Micha F. Lindemans
The chief divinity of the Norse pantheon, the foremost of the Aesir. Odin is a son of Bor and Bestla. He is called Alfadir, Allfather, for he is indeed father of the gods. With Frigg he is the father of Balder, Hod, and Hermod. He fathered Thor on the goddess Jord; and the giantess Grid became the mother of Vidar.
Odin
Odin is a god of war and death, but also the god of poetry and wisdom. He hung for nine days, pierced by his own spear, on the world tree. Here he learned nine powerful songs, and eighteen runes. Odin can make the dead speak to question the wisest amongst them. His hall in Asgard is Valaskjalf ("shelf of the slain") where his throne Hlidskjalf is located. From this throne he observes all that happens in the nine worlds. The tidings are brought to him by his two raven Huginn and Muninn. He also resides in Valhalla, where the slain warriors are taken.
Odin's attributes are the spear Gungnir, which never misses its target, the ring Draupnir, from which every ninth night eight new rings appear, and his eight-footed steed Sleipnir. He is accompanied by the wolves Freki and Geri, to whom he gives his food for he himself consumes nothing but wine. Odin has only one eye, which blazes like the sun. His other eye he traded for a drink from the Well of Wisdom, and gained immense knowledge. On the day of the final battle, Odin will be killed by the wolf Fenrir.
He is also called Othinn, Wodan and Wotan. Some of the aliases he uses to travel icognito among mortals are Vak and Valtam. Wednesday is named after him (Wodan).
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Hey O, do you have Serl deity format handy? I'd like a copy if you can send it to me. cwm4073@yahoo Thanks.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Castles & Crusades: What 3rd Edition AD&D should have been.
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- Omote
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FREY
The Boar God, Frey of Good Family, God of Elves
Frey is a Celestial Deity of Law, Fertility of the Land, Weather, Wealth, Pleasure, Male Fertility and Family. The boar is sacred to Frey as he is usually depicted as a human-sized warrior in a chariot drawn by a strong boar. Frey has light brown hair, angled facial features, and pointed ears resembling that of an elf. Frey is often associated as the deity of Elvenkind in the mortal realms, though humans and other races almost always see Frey as a member of their own race, despite the unique facial features. Elven followers usually associate Frey with a colorful cloak of leaves that he wears in addition to his other more common depictions.
Above all things, Frey is the God of farming, and agriculture. His followers may be fighters, clerics or wizards, but all of them are usually skilled in the ways of farming. Many faithful peasants routinely pay homage, bear gifts and show loyalty to Frey, even if he is not the focus of their piety. Since weather is an important aspect to farming, and thus to Frey, the faithful watch the skies for signs of Freys displeasure. This displeasure is shown in the form of strong storms, lighting, early snows, wild fires and the like.
In every tilled field and every house of Freys followers, one will find a small shrine dedicated to The Boar God. These shrines are usually decorated rocks or stumps carved with imagery of planted fields, weather, and many boar symbols.
Good pastures bring wealth and happiness to those who cultivate the land, and therefore Freys guidance and wisdom are rewarded to the people in the form of full stomachs and belches (sometimes called Freys Blessing, or Freys Horn). Being happy and well fed leads to pleasure, are the teachings of Frey. Faithful males are taught to seek out females when of age with promises of good food and strong children. Young men typically bed many women, and of those couplings that produce children, these women are often called upon for partnership or marriage. Having many wives and children is considered beneficial science to the ways of farming. After a large family is formed with a fair amount of children, (usually 4-12 children and a handful of wives), the men no longer seek wives or more children outside this family.
It is said in the Sagas that the Gods came together and gave the Elven Realms of Asgard, known as Alfheim, to Frey. This being the case, many elven peoples are also followers of Frey, though they do not always follow the more commonplace traditions. Care of the land and the growing of food are just as important to elven followers as others, though these peoples do it differently. Elves do not typically cultivate large swaths of land for food production, but instead train their bodies to eat less food, and grow small amounts of extremely beneficial food. Elven families are also very important, but not as large, and only ever with one coupling of man and woman at a time. Multiple marriages at the same time are not often seen with elven peoples dedicated to Frey.
Frey is the brother to the Goddess Freyja, and is of the Vanir tribe of the Gods of Old.
Name: Frey
Province: Frey is extremely influential in the provinces of good land, farming, boars and family. Frey is also commonly associated with many other domains, though not as strong. In these cases Frey represents law, weather, wealth, pleasure and male virility.
Primes: The lay worshippers of Frey are not required to have any particular prime attributes. However, members of the cleric class must have, at the very least, wisdom as a prime attribute. Frey favors, but does not require, constitution as a prime attribute.
Alignment: Frey is lawful by nature and as so his followers must be lawful or neutral. Freys followers can never be of chaotic alignment.
Weapons: In addition to the normally allowable cleric weapons, all of Freys Clerics are proficient and allowed the use of: Hand axe, Light Flail, Scythe, and Sickle.
Armor: Clerics of Frey do not follow the standard rules for armor allowed to the cleric class. Instead they are only allowed to wear Padded Armor, Leather Coat, Leather Armor, Studded Leather, Laminar Leather and Cuir Bouille.
Granted Abilities & Modifications: Followers (not necessarily just clerics) of Frey who have both wisdom and constitution as prime attributes gain a bonus of +5% on any experience points they earn.
Starting at the 2nd cleric level of experience, and every level gained thereafter, a cleric of Frey may learn one Druid spell. This spell can only be of a level that the cleric could cast as a standard cleric. If a druid spell is selected, then that spell must replace a single cleric spell in the list of allowable spells that the cleric could cast of the same level. For all intents and purposes this replaced spell can no longer be cast by the cleric. The druid spell selected is now considered a cleric spell in regards to this cleric whenever he casts that spell.
For example, a cleric of Frey who advances to the 3rd level of experience for the cleric class can select one spell off the Druid spell list of either 0-level spells, 1st level spells or 2nd level spells and forever replace it with a cleric spell of the same level.
When the faithful of Frey advance a level of experience in whatever class they belong to, they receive +1 additional hit point per level gained in addition to any other hit point bonuses.
These benefits only apply to true believers and worshippers of Frey. Should a character ever lose his faith or continually question a tenet of his god, he loses all of these bonuses until his faith is restored.
Symbols: The most common symbols of Frey are images of the boar, fields of crops, and the male phallus.
Ceremony: The day proceeding the first day of planting crops is usually celebrated with a small feast from the previous seasons leftover supplies of food. After the last crop has been plucked during harvest season, a celebration is made with local families of Frey all donating to the communal feast. Small gifts of wealth are exchanged, and a story is told of how the land and field gave for each gift. During these celebrations is the main time of year when men seek women for coupling. The harvest meal is served with much wine and spirits, and always begins with in the slaughtering of one boar per family to eat during the feast. This is the only time when boar meat is eaten, and every part of the animal is consumed; nothing left to waste. This boar is considered a gift from Frey himself and is the only way this creature is allowed to be slaughtered and consumed.
Taboo: During the harvest ceremonies, the senior male of each family is allowed to slaughter one boar to feast upon. Beyond this is a terrible wrongdoing. Boars are to be protected and harm can never come to them. If a hostile boar should be encountered, followers may run. If chase is made this is considered Frey having fun. If the boar should harm a follower, do no harm back to the boar as Frey is punishing the follower for some misdeed. Should a boar kill a follower of Frey, then afterlife is guaranteed in Asgard.
The burning of Urth and field is considered a terrible crime, punishable by the loss of Freys divine gifts and then death three days later by beheading.
Vestment: The clothing of priests and priestesses of Frey are rugged, and vary depending upon the time of year. All such clothing is made only from the crops of those who worship Frey. Beyond that, symbols of Frey, particularly the image of a boar, sometimes adorn the vestments of the priesthood.
Temples: The temples of Frey are very simple shrines within the fields of the faithful, as well as the homes of his followers. These shrines are more often than not a carved piece of stone, or a stump with Freys images upon them. Large temples are very rare.
ARTIFACTS OF FREY
Skidbladnir, the Ship of Frey
Skidbladnir was built by Dvalin, a creature who was part dwarf and part stag, with the help of his dwarven brothers. The ship is massive and said to be able to carry the host of Asgard. It is typical in design for northerners with a single mast and a massive sail. Though typical, Skidbladnir is expertly crafted from ten-thousand different pieces and is finely decorated with a leaf motif and images of elven spirits dancing among the leaves. The ingenuity of Skidbladnir is so genius that it can be folded like a cloth and carried in ones pouch (5 pounds, EV 2). Whenever the main sail is hoisted, fair winds shall blow in the direction that Skidbladnir needs to sail. To the followers of Frey, fair winds are always attributed to Skidbladnir. Skidbladnir sails 150 per round, and can sail over both sea and land. When Skidbladnir sails over land, its massive prow tills the land ahead of it and makes the land ready for planting. Should this ship be destroyed, it would take the secrets of the ancient dwarves to repair, and 1,000 years to complete.
The Antlers of Frey
The Sagas say these antlers were taken from the strongest stag in all of Asgard. The antlers are thick and strong, but very obviously worn down from use as a weapon. These antlers do not regenerate as they have been removed from the original beast that grew them. When carried they weigh 12 pounds (EV 5) and while in their possession no wild stag or boar will ever harm the possessor. In fact, these wild animals will more often help the person if needed or at the very least look honorably upon them. If used as a weapon, these antlers are -4 to hit (unless the wielder is somehow proficient in the use of antlers as weapons, like Frey is). When The Antlers of Frey hit, they do 20 points of damage per strike. This damage cannot be healed naturally in the mortal realm or upon Asgard. The enemy damaged by the antlers can only be healed with magic or heal naturally within the Underworld. The Antlers of Frey have been known to be in the hands of faithful mortals many times. Sometimes this artifact is lost, in which case Frey must find them himself or organize the faithful to search for them. The Antlers of Frey have even ended up in the hands of enemies on a few occasions. Frey always gets back his antlers eventually.
The Chariot of Frey
Frey rides this one-man chariot into battle when needed and is pulled by Gullenbursti, the Boar of Frey. This normal-sized chariot is indestructible in Asgard or the mortal realm and can move as fast as Gullenbursti can move (see below). When mortals ride upon the chariot they receive a magical armor class of 24 regardless of the riders actual armor class not that any mortal has been known to ride the Chariot of Frey.
The Cloak of Asgards Leaves
Only the Gods, and mortals with elven blood, may see the Cloak of Asgards Leaves. To all others this cloak is always invisible, no matter the time of year. The Cloak of Asgards Leaves, if so desired by the wearer, trails the hearty smell of a warm autumn night wherever it goes. When worn, no mortal can see or hear the wearer (or the cloak) when outdoors during the spring, summer or fall seasons and wearer gains a +5 magical bonus to armor class. When indoors, or worn during winter months, the cloak provides none of these magical abilities and bonuses, save for the smell of an autumn night. If an immortal is searching for the wearer, then the wearer still enjoys a bonus of +10 to the CL of the attribute check to see if he is noticed.
Volkvinir, the Magic Sword of Frey
Volkvinir was given to Freys servant Skirnir when he was forced to give it away. Frey married a giantess named Geror who was jealous of the beauty and danger that Volkvinir posed to her. She was afraid, like other giants, she would be slain by this sword. This long sword weighs 12 pounds (EV 5) and is made of the hardest steel forged in Asgard, but is otherwise of standard size and is equivalent to a +10 magical long sword with Giant Bane. See the Monsters & Treasures book for more information on Bane weapons. Additionally, any creature who wields this sword gains wisdom as a prime attribute for as long as they possess it. Frey once said the sword would attack on its own if wise be the one who wields it. If the wielder of Volkvinir has a Wisdom score of 18 or better, he can command the sword to attack on its own. The sword will roll for initiative on its own, and has a standard base attack bonus of +6 (plus the magical bonuses of +10 of the sword for a total bonus of +16 to hit). When commanded to attack on its own, Volkvinir will not leave the side of the one who commanded it and always stays within 5 of that person. Any person of Freys faith is considered proficient and allowed to use this sword (even if a member of the cleric class) should they possess it.
Volkvinir has been known to be lost at times, and also in the hands of mortals. Freys servant Skirnir only lends it to the most worthy of mortals in times when the faithful are in terrible danger.
BEASTS OF FREY
Beyla, Byggvir, & Skirnir, the Servants of Frey
The Servants of Frey are immortal elves of Alfheim. Though they are elves, they are short like dwarves and stockier than mortal elves. Beyla, also known as bean is female, and is known to be deeply sinful, but still serves Frey unquestionably. Bayla is married to Byggvir. Byggvir, also known as Barley is a male and was known to give the gift of the millstone to mortal men. Byggvir is married to Beyla. Skirnir is male and is Freys messenger and vassal, and his most loyal servant.
The Servants of Frey cannot be killed in the mortal realm, but if their hit points are reduced to 0, they fade away unto Asgard where they must rest for 1d4 mortal years.
NO. ENCOUNTERED: 1-3
SIZE: Small
HD: 14 (112 HP)
MOVE: 30 ft.
AC: 22
ATTACKS: By weapon
SPECIAL: Elven traits.
SAVES: P
INT: Average
ALIGNMENT: Lawful Neutral
TYPE: Humanoid (Elf, Immortal)
TREASURE: None (see below)
XP: 5318 each
Beyla is an immortal, female Drow Elf with all of the abilities as indicated under the elf entry of the Monsters & Treasures book.
Byggvir is an immortal, male Gray Elf with all of the abilities as indicated under the elf entry of the Monsters & Treasures book.
Skirnir is an immortal, male High Elf with all of the abilities as indicated in the elf racial description of the Players Handbook. Skirnir usually carries the artifact Volkvinir, the Magic Sword of Frey, as well as a magic wand called Gambanteinn which acts as a Staff of Power with 50 charges. In Asgard, Gambanteinn recharges at the rate of 1 charge per day.
Gullenbursti, the Boar of Frey
Gullenbursti the Boar was created by the immortal elf, Eitri in Asgard as a gift to Frey. Eitri threw a pig skin into his furnace while his brother Brokkr worked the bellows. Together they created the boar Gullenbursti from this pigs skin that later trotted out of the fire with golden bristles for a mane that glowed like red hot steel in the dark. Gullenbursti is a larger than normal boar with tusks made from the bones of cindered giants. He is strong, and a bit unpredictable, but will defend Frey to the death.
Gullenbursti cannot be killed in the mortal realm, but if his hit points are reduced to 0, he will fade away unto Asgard where he must rest for 1d4 mortal years.
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 15 (120 HP)
MOVE: 40 ft.
AC: 21
ATTACKS: Gore (4d6)
SPECIAL: Darkvision 60 ft., Tusks of Giants
SAVES: P
INT: Low
ALIGNMENT: Neutral
TYPE: Animal (Immortal)
TREASURE: See below
XP: 6500
Tusks of Giants: When Gullenbursti was created, the cinders of the roasted giants in Eitris furnace formed his tusks. This made his tusks into a Giant Bane weapon. Thus, when Gullenbursti attacks any giant he gains an additional +3 to hit and does 2d6 more damage.
The golden mane of Gullenbursti is made of red hot needles of gold. When Gullenbursti is in combat or runs wild in an area, he sheds 1d4 of these needles. When in the wilds, sometimes these needles start fires in dry places. When the golden needles fall off of his mane, they cool in 1 day, are usually about 6 inches long, and can sell for 200 gold pieces each to those who do not know of the significance of these needles. To followers of Frey who may know of what these golden needles are, these items are priceless treasures.
FREYS AVATAR
Freys avatar is sometimes known to appear during the planting or harvest seasons, and is said to run the wilds with herds of boar that he loves so. Freys avatar might also appear during times of crisis when the fields burn or when the feet or armies trample the bountiful land of the faithful.
Freys Avatar - (lawful neutral), he has all of the abilities of a 20th level fighter and a 10th level ranger. HP 236, AC 20, MV 30 ft., Primary Attributes: Strength 22, Constitution 26, and Wisdom 22. He can attack two times per round with any weapon he wields, which is almost always the Antlers of Frey. He doesnt use his chariot or Gullenbursti when roaming the mortal realm as he would rather sail Skidbladnir and plow fields of Urth. When not using his ship, Freys avatar spends much time cavorting with young women. He also likes to run naked in the fields with the Antlers of Frey making friends with wild boar and stags.
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> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
The Boar God, Frey of Good Family, God of Elves
Frey is a Celestial Deity of Law, Fertility of the Land, Weather, Wealth, Pleasure, Male Fertility and Family. The boar is sacred to Frey as he is usually depicted as a human-sized warrior in a chariot drawn by a strong boar. Frey has light brown hair, angled facial features, and pointed ears resembling that of an elf. Frey is often associated as the deity of Elvenkind in the mortal realms, though humans and other races almost always see Frey as a member of their own race, despite the unique facial features. Elven followers usually associate Frey with a colorful cloak of leaves that he wears in addition to his other more common depictions.
Above all things, Frey is the God of farming, and agriculture. His followers may be fighters, clerics or wizards, but all of them are usually skilled in the ways of farming. Many faithful peasants routinely pay homage, bear gifts and show loyalty to Frey, even if he is not the focus of their piety. Since weather is an important aspect to farming, and thus to Frey, the faithful watch the skies for signs of Freys displeasure. This displeasure is shown in the form of strong storms, lighting, early snows, wild fires and the like.
In every tilled field and every house of Freys followers, one will find a small shrine dedicated to The Boar God. These shrines are usually decorated rocks or stumps carved with imagery of planted fields, weather, and many boar symbols.
Good pastures bring wealth and happiness to those who cultivate the land, and therefore Freys guidance and wisdom are rewarded to the people in the form of full stomachs and belches (sometimes called Freys Blessing, or Freys Horn). Being happy and well fed leads to pleasure, are the teachings of Frey. Faithful males are taught to seek out females when of age with promises of good food and strong children. Young men typically bed many women, and of those couplings that produce children, these women are often called upon for partnership or marriage. Having many wives and children is considered beneficial science to the ways of farming. After a large family is formed with a fair amount of children, (usually 4-12 children and a handful of wives), the men no longer seek wives or more children outside this family.
It is said in the Sagas that the Gods came together and gave the Elven Realms of Asgard, known as Alfheim, to Frey. This being the case, many elven peoples are also followers of Frey, though they do not always follow the more commonplace traditions. Care of the land and the growing of food are just as important to elven followers as others, though these peoples do it differently. Elves do not typically cultivate large swaths of land for food production, but instead train their bodies to eat less food, and grow small amounts of extremely beneficial food. Elven families are also very important, but not as large, and only ever with one coupling of man and woman at a time. Multiple marriages at the same time are not often seen with elven peoples dedicated to Frey.
Frey is the brother to the Goddess Freyja, and is of the Vanir tribe of the Gods of Old.
Name: Frey
Province: Frey is extremely influential in the provinces of good land, farming, boars and family. Frey is also commonly associated with many other domains, though not as strong. In these cases Frey represents law, weather, wealth, pleasure and male virility.
Primes: The lay worshippers of Frey are not required to have any particular prime attributes. However, members of the cleric class must have, at the very least, wisdom as a prime attribute. Frey favors, but does not require, constitution as a prime attribute.
Alignment: Frey is lawful by nature and as so his followers must be lawful or neutral. Freys followers can never be of chaotic alignment.
Weapons: In addition to the normally allowable cleric weapons, all of Freys Clerics are proficient and allowed the use of: Hand axe, Light Flail, Scythe, and Sickle.
Armor: Clerics of Frey do not follow the standard rules for armor allowed to the cleric class. Instead they are only allowed to wear Padded Armor, Leather Coat, Leather Armor, Studded Leather, Laminar Leather and Cuir Bouille.
Granted Abilities & Modifications: Followers (not necessarily just clerics) of Frey who have both wisdom and constitution as prime attributes gain a bonus of +5% on any experience points they earn.
Starting at the 2nd cleric level of experience, and every level gained thereafter, a cleric of Frey may learn one Druid spell. This spell can only be of a level that the cleric could cast as a standard cleric. If a druid spell is selected, then that spell must replace a single cleric spell in the list of allowable spells that the cleric could cast of the same level. For all intents and purposes this replaced spell can no longer be cast by the cleric. The druid spell selected is now considered a cleric spell in regards to this cleric whenever he casts that spell.
For example, a cleric of Frey who advances to the 3rd level of experience for the cleric class can select one spell off the Druid spell list of either 0-level spells, 1st level spells or 2nd level spells and forever replace it with a cleric spell of the same level.
When the faithful of Frey advance a level of experience in whatever class they belong to, they receive +1 additional hit point per level gained in addition to any other hit point bonuses.
These benefits only apply to true believers and worshippers of Frey. Should a character ever lose his faith or continually question a tenet of his god, he loses all of these bonuses until his faith is restored.
Symbols: The most common symbols of Frey are images of the boar, fields of crops, and the male phallus.
Ceremony: The day proceeding the first day of planting crops is usually celebrated with a small feast from the previous seasons leftover supplies of food. After the last crop has been plucked during harvest season, a celebration is made with local families of Frey all donating to the communal feast. Small gifts of wealth are exchanged, and a story is told of how the land and field gave for each gift. During these celebrations is the main time of year when men seek women for coupling. The harvest meal is served with much wine and spirits, and always begins with in the slaughtering of one boar per family to eat during the feast. This is the only time when boar meat is eaten, and every part of the animal is consumed; nothing left to waste. This boar is considered a gift from Frey himself and is the only way this creature is allowed to be slaughtered and consumed.
Taboo: During the harvest ceremonies, the senior male of each family is allowed to slaughter one boar to feast upon. Beyond this is a terrible wrongdoing. Boars are to be protected and harm can never come to them. If a hostile boar should be encountered, followers may run. If chase is made this is considered Frey having fun. If the boar should harm a follower, do no harm back to the boar as Frey is punishing the follower for some misdeed. Should a boar kill a follower of Frey, then afterlife is guaranteed in Asgard.
The burning of Urth and field is considered a terrible crime, punishable by the loss of Freys divine gifts and then death three days later by beheading.
Vestment: The clothing of priests and priestesses of Frey are rugged, and vary depending upon the time of year. All such clothing is made only from the crops of those who worship Frey. Beyond that, symbols of Frey, particularly the image of a boar, sometimes adorn the vestments of the priesthood.
Temples: The temples of Frey are very simple shrines within the fields of the faithful, as well as the homes of his followers. These shrines are more often than not a carved piece of stone, or a stump with Freys images upon them. Large temples are very rare.
ARTIFACTS OF FREY
Skidbladnir, the Ship of Frey
Skidbladnir was built by Dvalin, a creature who was part dwarf and part stag, with the help of his dwarven brothers. The ship is massive and said to be able to carry the host of Asgard. It is typical in design for northerners with a single mast and a massive sail. Though typical, Skidbladnir is expertly crafted from ten-thousand different pieces and is finely decorated with a leaf motif and images of elven spirits dancing among the leaves. The ingenuity of Skidbladnir is so genius that it can be folded like a cloth and carried in ones pouch (5 pounds, EV 2). Whenever the main sail is hoisted, fair winds shall blow in the direction that Skidbladnir needs to sail. To the followers of Frey, fair winds are always attributed to Skidbladnir. Skidbladnir sails 150 per round, and can sail over both sea and land. When Skidbladnir sails over land, its massive prow tills the land ahead of it and makes the land ready for planting. Should this ship be destroyed, it would take the secrets of the ancient dwarves to repair, and 1,000 years to complete.
The Antlers of Frey
The Sagas say these antlers were taken from the strongest stag in all of Asgard. The antlers are thick and strong, but very obviously worn down from use as a weapon. These antlers do not regenerate as they have been removed from the original beast that grew them. When carried they weigh 12 pounds (EV 5) and while in their possession no wild stag or boar will ever harm the possessor. In fact, these wild animals will more often help the person if needed or at the very least look honorably upon them. If used as a weapon, these antlers are -4 to hit (unless the wielder is somehow proficient in the use of antlers as weapons, like Frey is). When The Antlers of Frey hit, they do 20 points of damage per strike. This damage cannot be healed naturally in the mortal realm or upon Asgard. The enemy damaged by the antlers can only be healed with magic or heal naturally within the Underworld. The Antlers of Frey have been known to be in the hands of faithful mortals many times. Sometimes this artifact is lost, in which case Frey must find them himself or organize the faithful to search for them. The Antlers of Frey have even ended up in the hands of enemies on a few occasions. Frey always gets back his antlers eventually.
The Chariot of Frey
Frey rides this one-man chariot into battle when needed and is pulled by Gullenbursti, the Boar of Frey. This normal-sized chariot is indestructible in Asgard or the mortal realm and can move as fast as Gullenbursti can move (see below). When mortals ride upon the chariot they receive a magical armor class of 24 regardless of the riders actual armor class not that any mortal has been known to ride the Chariot of Frey.
The Cloak of Asgards Leaves
Only the Gods, and mortals with elven blood, may see the Cloak of Asgards Leaves. To all others this cloak is always invisible, no matter the time of year. The Cloak of Asgards Leaves, if so desired by the wearer, trails the hearty smell of a warm autumn night wherever it goes. When worn, no mortal can see or hear the wearer (or the cloak) when outdoors during the spring, summer or fall seasons and wearer gains a +5 magical bonus to armor class. When indoors, or worn during winter months, the cloak provides none of these magical abilities and bonuses, save for the smell of an autumn night. If an immortal is searching for the wearer, then the wearer still enjoys a bonus of +10 to the CL of the attribute check to see if he is noticed.
Volkvinir, the Magic Sword of Frey
Volkvinir was given to Freys servant Skirnir when he was forced to give it away. Frey married a giantess named Geror who was jealous of the beauty and danger that Volkvinir posed to her. She was afraid, like other giants, she would be slain by this sword. This long sword weighs 12 pounds (EV 5) and is made of the hardest steel forged in Asgard, but is otherwise of standard size and is equivalent to a +10 magical long sword with Giant Bane. See the Monsters & Treasures book for more information on Bane weapons. Additionally, any creature who wields this sword gains wisdom as a prime attribute for as long as they possess it. Frey once said the sword would attack on its own if wise be the one who wields it. If the wielder of Volkvinir has a Wisdom score of 18 or better, he can command the sword to attack on its own. The sword will roll for initiative on its own, and has a standard base attack bonus of +6 (plus the magical bonuses of +10 of the sword for a total bonus of +16 to hit). When commanded to attack on its own, Volkvinir will not leave the side of the one who commanded it and always stays within 5 of that person. Any person of Freys faith is considered proficient and allowed to use this sword (even if a member of the cleric class) should they possess it.
Volkvinir has been known to be lost at times, and also in the hands of mortals. Freys servant Skirnir only lends it to the most worthy of mortals in times when the faithful are in terrible danger.
BEASTS OF FREY
Beyla, Byggvir, & Skirnir, the Servants of Frey
The Servants of Frey are immortal elves of Alfheim. Though they are elves, they are short like dwarves and stockier than mortal elves. Beyla, also known as bean is female, and is known to be deeply sinful, but still serves Frey unquestionably. Bayla is married to Byggvir. Byggvir, also known as Barley is a male and was known to give the gift of the millstone to mortal men. Byggvir is married to Beyla. Skirnir is male and is Freys messenger and vassal, and his most loyal servant.
The Servants of Frey cannot be killed in the mortal realm, but if their hit points are reduced to 0, they fade away unto Asgard where they must rest for 1d4 mortal years.
NO. ENCOUNTERED: 1-3
SIZE: Small
HD: 14 (112 HP)
MOVE: 30 ft.
AC: 22
ATTACKS: By weapon
SPECIAL: Elven traits.
SAVES: P
INT: Average
ALIGNMENT: Lawful Neutral
TYPE: Humanoid (Elf, Immortal)
TREASURE: None (see below)
XP: 5318 each
Beyla is an immortal, female Drow Elf with all of the abilities as indicated under the elf entry of the Monsters & Treasures book.
Byggvir is an immortal, male Gray Elf with all of the abilities as indicated under the elf entry of the Monsters & Treasures book.
Skirnir is an immortal, male High Elf with all of the abilities as indicated in the elf racial description of the Players Handbook. Skirnir usually carries the artifact Volkvinir, the Magic Sword of Frey, as well as a magic wand called Gambanteinn which acts as a Staff of Power with 50 charges. In Asgard, Gambanteinn recharges at the rate of 1 charge per day.
Gullenbursti, the Boar of Frey
Gullenbursti the Boar was created by the immortal elf, Eitri in Asgard as a gift to Frey. Eitri threw a pig skin into his furnace while his brother Brokkr worked the bellows. Together they created the boar Gullenbursti from this pigs skin that later trotted out of the fire with golden bristles for a mane that glowed like red hot steel in the dark. Gullenbursti is a larger than normal boar with tusks made from the bones of cindered giants. He is strong, and a bit unpredictable, but will defend Frey to the death.
Gullenbursti cannot be killed in the mortal realm, but if his hit points are reduced to 0, he will fade away unto Asgard where he must rest for 1d4 mortal years.
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 15 (120 HP)
MOVE: 40 ft.
AC: 21
ATTACKS: Gore (4d6)
SPECIAL: Darkvision 60 ft., Tusks of Giants
SAVES: P
INT: Low
ALIGNMENT: Neutral
TYPE: Animal (Immortal)
TREASURE: See below
XP: 6500
Tusks of Giants: When Gullenbursti was created, the cinders of the roasted giants in Eitris furnace formed his tusks. This made his tusks into a Giant Bane weapon. Thus, when Gullenbursti attacks any giant he gains an additional +3 to hit and does 2d6 more damage.
The golden mane of Gullenbursti is made of red hot needles of gold. When Gullenbursti is in combat or runs wild in an area, he sheds 1d4 of these needles. When in the wilds, sometimes these needles start fires in dry places. When the golden needles fall off of his mane, they cool in 1 day, are usually about 6 inches long, and can sell for 200 gold pieces each to those who do not know of the significance of these needles. To followers of Frey who may know of what these golden needles are, these items are priceless treasures.
FREYS AVATAR
Freys avatar is sometimes known to appear during the planting or harvest seasons, and is said to run the wilds with herds of boar that he loves so. Freys avatar might also appear during times of crisis when the fields burn or when the feet or armies trample the bountiful land of the faithful.
Freys Avatar - (lawful neutral), he has all of the abilities of a 20th level fighter and a 10th level ranger. HP 236, AC 20, MV 30 ft., Primary Attributes: Strength 22, Constitution 26, and Wisdom 22. He can attack two times per round with any weapon he wields, which is almost always the Antlers of Frey. He doesnt use his chariot or Gullenbursti when roaming the mortal realm as he would rather sail Skidbladnir and plow fields of Urth. When not using his ship, Freys avatar spends much time cavorting with young women. He also likes to run naked in the fields with the Antlers of Frey making friends with wild boar and stags.
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
This stuff is great. Thanks for sharing.
R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Castles & Crusades: What 3rd Edition AD&D should have been.
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House Rules & Whatnots
My Game Threads
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lobocastle
- Red Cap
- Posts: 272
- Joined: Fri Jun 26, 2009 7:00 am
Any more
Omote,
great Stuff, did you do anymore?
JLL
great Stuff, did you do anymore?
JLL
Somebody mention my name!!
_________________
Eulaliaaa!!! Give those rapscallions blood and vinegar, wot?!
Be sure to check out Jim's artwork for sale:
http://jimhollowayart.com/id5.html
_________________
Eulaliaaa!!! Give those rapscallions blood and vinegar, wot?!
Be sure to check out Jim's artwork for sale:
http://jimhollowayart.com/id5.html
- Breakdaddy
- Greater Lore Drake
- Posts: 3875
- Joined: Tue Aug 15, 2006 7:00 am
Taht kicks ass!
R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
Don't you guys follow the art forum? That was posted many months ago.
Still doesn't change the fact that is kicks ass, though.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Still doesn't change the fact that is kicks ass, though.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Treebore wrote:
Don't you guys follow the art forum? That was posted many months ago.
Must have missed it.
Quote:
Still doesn't change the fact that is kicks ass, though.
Agreed.
R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
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Monday Night Online Group Member since 2007
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Lord Dynel
- Maukling
- Posts: 5843
- Joined: Tue Jun 17, 2008 7:00 am
Nice work, sir!
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
- Omote
- Battle Stag
- Posts: 11560
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- Location: The fairest view in the park, Ohio.
- Contact:
Re: Any more
lobocastle wrote:
Omote,
great Stuff, did you do anymore?
JLL
Hello JLL. I started on many of the other deities of this pantheon, but never finished them. As I was basing them on E. Gary Gygax's Eastmark deities, I ran into a few snags when injecting them with NORSE POWER. All of that kind of broke down and I never got back into writing these up.
Perhaps one day.
~O
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
Nice job, Omote. Always a fun thing to see a spin on the classics.
As an aside, for those interested, this is where I'd posted my original format for deities, which Omote has graciously adopted in part. Maybe some day I'll post the stuff Gary and I worked on together concerning them...
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Serl's Corner
As an aside, for those interested, this is where I'd posted my original format for deities, which Omote has graciously adopted in part. Maybe some day I'll post the stuff Gary and I worked on together concerning them...
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Lord Dynel
- Maukling
- Posts: 5843
- Joined: Tue Jun 17, 2008 7:00 am
I think you need to slap together a pdf, Omote.
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.