Followers of Freya
FREYAN PHILOSOPHY
Though her followers may heed all her tenets, some may emphasize one most of all. This choice not only focuses the fashion of their faith, but it can also alter the mysteries, magical side-effects, and divine test results available to them from Volume I.
Main Emphasis (d16)
1. Spread love (Gef)
2. Enjoy all that life has to offer (Horn)
3. Master the arts of passion (Mardoll)
4. Master the arts of magic (Galdor)
5. Master the arts of battle (Hild)
4. Master the arts of magic (Galdor)
5. Master the arts of battle (Hild)
For example, if a cleric of Freya's focus is to master the arts of battle, she could gain a +2 bonus to one of her spell rolls when fighting, rather than gain the Charisma bonus as listed in Volume I. Similarly, rather than needing to disguise herself like Thor did (for Magical Side-Effect #2), the spell's recipient might only be healed if they had been wounded in battle.
CLERIC-TYPE OF FREYA GENERATOR
Female Classes (90% chance, d20)
1-6. Cleric
7-13. Priestess
14-17. Volva/ Seidkona (shamaness/ witch, see below)
18-20. Valkyrie Shieldmaiden (mortal, see below)
Male Classes (10% chance, d12)
1-5. Cleric
6-10. Priest
11-12. Seidrman (shaman)
Hair Color (d10)
1. Platinum blond
2-3. Golden blond
4-5. Dark blond
6-7. Red
8-9. Brown
10. Black
Build (d6)
1. Slender
2. Athletic
3. Stocky
4-6. Voluptuous
(See also the What is so Attractive table in Volume I.)
Complexion (d8)
1-6. Fair
7. Medium
8. Tanned
Garb (d6)
Beauty is reflected in a Freyan's clothes, sometimes not even requiring them.
1-3. Robes
4-5. Furs
6. Nude
Special Possessions (percent chance each)
- Beautiful jewelry: worth roughly 1d4 x 100 gold pieces (10% per level)
- Feather cape: allows flight, per the spell, up to once per day, but for just 1d6 turns (5% per level)
- Feather cape: allows flight, per the spell, up to once per day, but for just 1d6 turns (5% per level)
Main Weapon (d4)
1. Longsword
2. Staff
3. Bow
4. Dagger
2. Staff
3. Bow
4. Dagger
Special Qualities (percent chance)
- Vigorous fylgja (15%): their spirit guardian is particularly active in the matters of love, fighting, and magic, granting a +1d3 bonus to 1d3 rolls that involve at least one of them per day. The fylgja is otherwise generally supportive, like those that other people have.
Sample Cleric-Types of Freya
Armod Hroaldottir, Lvl 5 Norse priestess of Freya, Align: N, MV: 40’, AC: 9, HD: 5, HP: 27, Atk: 1 (longsword), Dmg: 1d8, SP: priestess abilities, spells prepared (1st: Cure Light Wounds, Detect Magic, Light (as aurora borealis), Purify Food & Drink, Remove Fear, Sanctuary, Charm Person*, Fetch* (as Unseen Servant, but looks like the ideal mate or totem animal of the cleric- a cat), 2nd Level: Bless, Reveal Charm, Snake Charm (ahem), Spiritual Weapon (held by a Valkyrie), Levitate*, 3rd Level: Clairaudience*, Summon Animal I (D, cats, falcons, or boar only), SV: C5, Mor: 9, Items: holy symbol, robes, beautiful jewelry, long sword, 27 gold pieces, feather cape (see above). Main Emphasis: Master the arts of passion (Mardoll), Appearance: fair complexion, red hair, voluptuous.
Sigrid Gærhialmdottir, Lvl 3 Norse valkyrie shieldmaiden of Freya, Align: N, MV: 35’, AC: 4, HD: 3, HP: 24, Atk: 1 (spear), Dmg: 1d6+1, SP: choose slain, inspire heroism, also must save to not slay a foe, SV: F3, Mor: 10, Items: chainmail, shield, spear, dagger. Appearance: fair complexion, golden blond hair, athletic build.
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Valkyrie Shield Maidens (mortal)
Warrior women who pledge themselves to Freya and Odin, taking on much of the power of their spirit/ immortal counterparts.
* They fight as fighters (using their bonus to hit, HD, and saves), but gain no weapon specialization or other special abilities. They can wear chainmail and fight with spear, sword, and shield.
* In return, they can gain 1 of the following abilities for every odd level they have (1st, 3rd, 5th, etc.) Selecting the ability more than once compounds its effects or number of times per day it can be used:
> Choose Slain, 3/day: gain +2 to all rolls vs. 1 foe for one battle.
> Cure Light Wounds, 3/day: only works on battle wounds though.
> Inspire Heroism, 3/day: grant +2 to all combat-related rolls to all allies when within 30' for 2d6 rounds.
> Fly, up to 1d6 total turns per day: per the spell but requires a mount to do so.
> Fly, up to 1d6 total turns per day: per the spell but requires a mount to do so.
* What is more, they must save vs. death/ make a Will save DC 10 to not slay a foe if given the chance, for they are (mortal) choosers of the slain, after all.
Volva/ Seidkona (Norse Seeress/ shamaness/ witch)
* Treat as clerics, except that they fight as and have the armor and weapon restrictions of magic-users.
* In return, they have a 9 in 12 chance of being able to cast any spells they know in lieu of other spells that they have prepared from their divinity's list of the same level that day. Though this ability makes them quite crafty, failing the roll means that spell cannot be substituted until prepared again. For example, if a seidkona had Detect Magic prepared, she could see if she could cast Cure Light Wounds in its stead that day, but could only do so once with that spell.
* Still, they must also roll for Seidr Magical Side-Effects when casting any of their spells (see below) in addition to those of their divinity. For example, a seidkona of Freya would roll on both the table for her goddess and the one below whenever casting her spells.
* Still, they must also roll for Seidr Magical Side-Effects when casting any of their spells (see below) in addition to those of their divinity. For example, a seidkona of Freya would roll on both the table for her goddess and the one below whenever casting her spells.
(Note that men who practice seidr will suffer great shame, considered unmanly, especially if caught by other Norsemen.)
Seidr Magical Side-Effects (d12)
The seidkona is required to also do one of the following.
1-2. Go into a trance, being unable to defend herself for 2d6 rounds.
3-4. Sing to the spirits; others singing too helps.
5-7. Drum, rattle.
8-9. Hold a distaff.
10. Sit on a raised platform.
11. Move on to a new place by the next day.
12. Reroll twice. There's a 10% chance of her also being possessed by her divinity, being controlled by the Referee and seeing future events for the next 1d20 rounds.
Next week: Temples of Freya in Part II!