Divine Tests
The flow may show what truly matters once the tide recedes.
The flow may show what truly matters once the tide recedes.
1-11. The winds shift, and the cleric loses access to some of his spells (50% chance for each one). Roll 1d6 for the ones that are lost to determine what he needs to do to regain them.
[1] Be at or on the sea for 4d6 turns, or show off one's legs and feet for double that time if it's not nearby at least.
[2] Savor prosperity, gaining a minimum of 1d6 x 10 gps worth from the tide, the land, or in direct coin.
[3] Engage in fertility, enjoying docking your vessel to potentially father a child.
[4] Make a proper offering, ranging from 1d6 x100 gps in value.
[5] Practice kindness and generosity to another, giving what they would not expect.
[6] Quiet an unpleasant noise, lacking malice when doing so, even if it's howling.
[1] Bounty fills the area, causing all within a 1d6 quarter mile-radius to become 1d4 x 25% more awash with fertility for the season, but increasing the chance of outsiders wishing to take it by the same.
[2] It turns out that the cleric's wife (or equivalent) is either more closely related to him than first thought or is a giantess. Though the Vanir may be fine with this situation, others may not.
[3] As Njordr was held hostage by the Aesir, so too does the cleric come into contact with a different group that wishes for him to join them- and they are quite insistent about it.
[4] Something the cleric once savored (roll 1d4): [1] a type of food, [2] a drink, [3] a way of healing, or [4] a lover gains a bitter taste of the sea. The cleric will need to find an alternative until he experiences this test again, when something else is affected instead.
[5] The Vanir magical way becomes more potent in the cleric. For the next 1d3 days, he becomes either a seidman (link, see bottom of page) or a nature priest (if not one already) of the same level, emulating Njordr's daughter or son. Note that if male, becoming a seidman won't likely be accepted well in non-Vanir lands. If the cleric is female, then there will be much less stigma.
[6] Tumultuous sea, fire, and even the howling of wolves and other cacophony will be calmed by the cleric's gaze for 1d3 days. Such disruptions may pass the cleric by, though those who enjoy them certainly won't, and they can save vs. death/ make a Will save DC 10 to resist it, and him.
18+ Giantesses stride, affecting Njordr's faithful. The cleric will also be unable to do much else for 1 day per divine test result over 17 due to the great shift in currents from this event. Roll 1d3.
[1] The cleric is given a giant wife. Her height is 6 + 1d8', her Strength is 18 + 1d6, and her other attributes 6 +1d12 (including Charisma). For her part, she will admire the way his legs and feet look at least. He might then have to look for a larger residence and bed.
[2] Like Skadi, the cleric's wife or closest consort no longer wishes to dwell near the sea or him. She leaves as amicably as these things can go. Followers of Skadi will not wish to dwell around the cleric either.
[3] 1d3+1 giantesses hold and humiliate the cleric. They may admire his legs and feet too, though it won't be as pleasant. See Part III for examples.
Folk Variations
Different guidelines, magical side-effects, divine tests, and spells of similar divinities can be substituted for and with those of Njordr to provide additional options.
Freyr: Njordr's son, they have a lot in common.
Manannan: Celtic, emphasizing otherworlds along with the sea.
Nerthus: Njordr's Germanic equivalent and possible sister-wife, more primal in her focus.
Poseidon: Greek, having horses and earthquakes too, as well as sea prosperity.
Poseidon: Greek, having horses and earthquakes too, as well as sea prosperity.
For example, a cleric of Njordr could have some of the same magical side-effects, tests, and spells as Poseidon, and vice versa. Being a Vanir, clerics of Njordr cannot turn though.
Vanir Viking
As detailed in Volume I, vikings gain a +1 bonus per odd level that can be added each round either to hit, damage, or even to improve their AC when doing something daring, such as raiding an area or fighting a monster. This allows them to attack, wound, and/or avoid hits better.
Vikings can also vary based on which major Norse group they follow, having additional bonuses and penalties.
Vanir Vikings: Gain +2 to rolls involving finding and engaging in pleasure or bounty, but -2 to ones involving resisting the lure of them. Protecting their holdings can also be considered daring for them, even if it wouldn’t seem to be to others. They are natural followers of Njordr.
Next week: spells of Njordr and a Njordr encounter!
RPG srd Old School 1st ed D&D Njordr