Freyja
(Shadowy Darkness, Benign, Intermediate, Great Goddess)
Vanir
Goddess of love, fertility, war, and wealth. She was originally one of the
Vanir. After the war between the Aesir and Vanir, she went to live with the
Aesir as a hostage. At that time, she taught them -- including Odin --
seidr,
the magick of the Gods. She rules over Folkvang [the realm of battle]
and each day chooses half of the slain warriors to split with Odin. Her chariot
is drawn by golden cats and she owns the precious Brisings' necklace. She
also owns a hawk-feathered coat which she can use to fly between the worlds
and which Loki sometimes borrows.
After significant cultural contact with the various Greco-Roman states, she
has become similar in aspect to Venus, hailed as the fairest of the Asynjor
and the patroness of beauty in all its forms. Many in Her priesthood have
come to focus exclusively on the realm of love and beauty; however, most
regard it a mistake to forsake Freyja's warrior matron aspect and tend to be
somewhat martial in their bent. Also, the rituals performed by Freyja's
priesthood, and the culture as well, put emphasis on fidelity over the wild
and debaucherous pleasures found in the Temples of
Venus to the south.
In spite of the growing emphasis on Freyja as a Goddess of Love and Beauty,
she still retains great importance as goddess of the battlefield. Certain
members of her priesthood are highly expert in matters of battlefield
preparations, and are consulted by rulers across Northern Europe and Vaargard
as to the best times and places for a battle to take place. Additionally,
many female warriors swear by her in preference to oaths to
Thor or Odin.
Like most of the Norse Goddesses, Freyja is concerned with fertility, both in
the land and all the creatures living upon it. Thus, while not as intimately
connected with nature as other deities of the pantheon, she is a staunch
defender of the natural realm.
Grade I:
Untenable Battlements Spell |
Time: 1 BT per 10 STEEP |
Other Heka Costs: |
Area: 1 square foot per STEEP |
R&D: Nil |
Distance: Touch |
Other: Nil |
E/F/M: This casting affects a single continuous area of stone, wood,
or metal
walls such that persons attempting to climb the wall will have to roll vs. the
practitioners SP Category (SPCap if partial practitioner) once per CT or slip
and fall to the ground. Subjects may resist falling with a roll vs. their PN
Category at DR "Hard." Each time the subject resists falling,
decrease their
DR by one for the duration of the casting. Castings such as the Grade I
General Dweomercraeft, Spiderwalk Spell allow the subject to
climb normally
for their duration but neither casting is negated. This casting functions on
two parallel surfaces of a wall and must remain active on both surfaces to
function. If a wall has no parallel surfaces, the casting has no effect.
Also, the casting does not affect siege ladders, towers, or other items used
for scaling walls.
Grade II:
Detect Love Cantrip |
Time: 1 AT per 10 STEEP |
Other Heka Costs: |
Area: Circle of radius 1 foot per STEEP |
R&D: Nil |
Distance: Self |
Other: Nil |
E/F/M: Once woven, this Casting allows the priest or priestess to
actually look into a metaphysical plane and "see" the love flowing
between two or more people. It is often useful when interrogating
lovers, to make certain that neither is lying to the other before a
marriage is agreed upon. This is often performed at the request of
wealthy individuals seeking to know if their own feelings are
returned.
Grade III:
Time of Conception Cantrip |
Time: Instantaneous or special |
Other Heka Costs: |
Area: 1 subject |
R&D: Nil |
Distance: Touch |
Other: Nil |
E/F/M: This Casting has two applications, one of which permits knowledge of
when a conception has taken place, the other of which determines the
optimal time for conception. The first application allows the caster to
know instantaneously when a conception has taken place within 10 BTs;
however, the DR is -1 worse for each week that passes between the
conception and the time of the casting. The second application, required
for the Grade IV Casting,
Increase Fertility Ritual,
determines the best
hour for a couple to attempt to conceive a child within that week. Note
however, that this casting will not determine whether or not a person is
sterile. It merely indicates the best time, assuming that biological
factors will not prevent a conception. If this casting is not used in
conjunction with the Increase Fertility Ritual, a couple who
attempts to
conceive at the appointed time will have a 5 percent greater chance of
success, otherwise as indicated below.
Warrior's Vengeance Ritual |
Time: 1 day |
Other Heka Costs: |
Area: Special |
R&D: Nil |
Distance: Special |
Other: Nil |
E/F/M: This Ritual of 5 ATs length summons to the material plane from the
Sphere of Folkvang one warrior who has fought honorably against the foe of
the caster and been slain by that mutual foe. The warrior need not be
specifically named by the ecclesiastic; however, if the warrior is unknown,
the DR for the casting is -2 worse. Assuming that the warrior lived an
honorable life and died in battle, there will be a 50% chance that he or
she resides in the Folkvang (100% chance if under a Vow to Freyja which
remained intact at the time of death, 75% chance if Freyja was the
warrior's patron deity). Note that if the warrior was instead taken by
Odin to Vallhalla or by Hel to Nifleheim that no such summoning is
possible. If there is no warrior in the Folkvang who was slain by the
caster's foe, the casting fails. If a specific warrior is named and is not
present there, the ecclesiastic is informed that the person named is simply
not available. Once summoned, the warrior will know by whom he or she was
summoned and will be prepared to seek vengence. He or she will have the
same attributes as in life except their attractiveness will be 20+1d6.
Naturally, the warrior will be summoned with the same weapons and armor
he or she used in that final battle. At the end of this Casting's duration
or if slain, the warrior will be returned to the Sphere of Folkvang. No
single warrior may be summoned more than once per year, and the
ecclesiastic may not successfully utilize this casting to summon a warrior
more than once each month.
Grade IV:
Increase Fertility Ritual |
Time: 1 hour (special) |
Other Heka Costs: |
Area: 1 couple (special) |
R&D: Nil |
Distance: 10 foot radius |
Other: Nil
|
Special Materia Cost: 800 BUCs special material
E/F/M: This ritual of 4 ATs in length is used to increase the likelihood of
conception for the individuals affected. Both subjects must be within the
radius of effect for the entire length of the ritual. Special incense must
be burned and ritually prepared draughts must be drunk by the participants
in the ritual, having a total value of 800 BUCs. The couple must already
know the best time for conception as indicated by the Grade III Casting,
Time of Conception Cantrip.
At the appointed hour, the couple may attempt
conception with a 10 percent greater chance of success per 20 steep of the
caster. Most ecclesiastics refuse to perform this ritual without first
casting the Grade II Casting,
Detect Love Cantrip, although it is not
necessary to the performance of the ritual or its effects.
Grade V:
Revenge of the Fatherland Ritual |
Time: 1 AT per STEEP |
Other Heka Costs: |
Area: 1 mile radius 10 STEEP |
R&D: Nil |
Distance: 1 furlong per STEEP |
Other: 100 per effect |
E/F/M: This powerful casting allows the ecclesiastic to call upon natural
spirits of one type per 100 additional heka spent on this casting to wreak
havoc over their native terrain type in the area of Casting Effect. The
spirits do not assume Full or Partial Physical Manifestation, instead
acting through the flora to bring about chaos and calamity for all
Fully Manifested creatures and beings not native to the area.
Each of the following types of terrain listed below which are within the
radius of Casting Effect can be affected as described by expending 100
points of Heka. This Heka must be expended for each separate area to be
so affected.
Terrain |
Effect |
Grassland |
Grass and undergrowth will tangle feet and
cause unwary creatures to trip-- One check
each per AT, BAC 25%, causing 1d3 Impact damage.
Horses or horse-like creatures may break a leg.
|
Fens
|
Sinkholes and mire will slow movement by one
half. Once per AT, check for a randomly
determined individual to fall into a sinkhole
or become mired in quicksand, BAC 25%, causing
3d6 Impact damage or drowning respectively.
|
Tangled underbrush
|
Bushes, shrubs, and small trees will be so
densely grown as to require force/cutting to
pass through, slowing movement by one half. 1D3
Blunt and Cutting PD each AT for all creatures,
humans, and humanoids passing through such
growth.
|
Forest
|
Tree roots will trip passerbys (as above for
chance and damage) and old dead limbs and trees
will block passage, reducing movement by one
half.
|
Mountains
|
Slopes of any steepness (30 degrees or more)
will double the chance for tripping in wooded
or grassy areas (50%) so enchanted. In rocky
areas, rock slides will occur, inflicting 5d3
Impact damage to one individual (or mounted
rider) per AT, BAC 25%.
|
Rivers and Streams
|
Rivers will swell within their banks, becoming
10% deeper and flowing with double strength
current. Springs and pools of water will dry
up or become cloudy.
|
Compare with the Grade VI Green Dweomercraeft Casting,
Call up Nature Spirits Ritual.
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Castings by:
Ryan Snead
(rsnead@adams.patriot.net)