His priests are willing to sacrifice themselves for wisdom as necessary, but will never do so foolishly. They are also schooled in a new form of magic, Rune-magic, having learned the power of Runes from the Allfather. The Castings below, which are but a small sample of what can be achieved by Rune magic. Note that while the knowledge can be spread around, the Allfather is certain to make certain that his gifts are not abused, particularly since the knowledge was bought at a cost to him, and to put it to an evil end will result in vengeance upon the offender.
A word on Runic magic: Basically, the sampling below are certain, common runes. There are uncommon inscriptions as well, and much of the magic of Odin's followers will be accomplished by the scribing of Runes. The Runes could impart many traits to whatever they were inscribed upon, and could even be used for some divinations.
E/F/M: By means of this hour-long ritual, the priest is able to determine if the day of his doom is at hand. The ritual will not impart any idea of when it may happen, but it will inform the priest that the doom of the persona touched is at hand. This does not always mean that the persona's death is at hand, just his doom, or fate. This ritual will always cost the priest performing it, causing him pain for the duration of the ritual. If it is not borne stoically, the knowledge so gained will be inaccurate.
Halerune Charm
Time: 1 BT per 10 STEEP
Area: Touch
Distance: 1 creature
Other Heka Costs:
R&D: None
Other: None
E/F/M: By means of this casting, the priest inscribes a temporary rune of strength and hardiness on a creature. This rune increases each Physical Muscular attribute by 2 for the duration, and adds a +5 to the BAC. However, like all runes so inscribed, if it is erased or damaged before the Heka infused in it is spent, it will end prematurely.
E/F/M: This rune, when carefully inscribed on the tack/barding of a horse will increase the speed of the horse by 50%. The duration of the rune can be extended another hour for each additional 20 Heka invested, to a limit of 1 hour per 10 STEEP possessed. Once infused with this magic, neither the horse nor the tack can ever be affected by it again.
Swiftstrike Rune Cantrip
Time: 1 BT per 10 STEEP
Area: 1 object
Distance: Touch
Other Heka Costs:
R&D: None
Other: None
E/F/M: By means of this cantrip, the priest inscribes a weapon with the rune of speed, allowing one additional attack per CT by the weapon so inscribed. If the weapon takes damage in a parry, then there is a 1% chance per point of damage that the rune is destroyed in the process (cumulative). So, if the weapon takes 3 points, that CT there is a 3% chance of destruction. If it makes it, but takes another 5 points next CT, there is now an 8% chance of the rune's destruction.
Any given weapon cannot be affected by this rune more than once.
E/F/M: By means of this charm, signified by a hangman's noose hung around the neck of the creature so affected, the priest of Odin bestows Odin's favor upon the subject. The affected creature will have an effective +10% in all combat-related STEEP, an automatic increase of 6 in all armor protection factors, and an automatic dodging of 10% (or 10% more than normal). However, this charm does have a price: there must be an appropriate sacrifice to Odin. Legend tells of many priests enchanting whole armies, and warriors and priests hanging themselves before battle to sacrifice themselves for their allies, and, in smaller bands (of a dozen or score or so), the sacrifice of a ram.
E/F/M: By means of this hour-long ritual, which involves the priest of Odin literally hanging himself, the priest can gain enlightenment regarding omens and portents. An extension of the Doomknowledge Ritual, it allows the priest to gain the exact meaning of the portents.
Note that the Norns guard this knowledge jealously, so this is not a risk undertaken lightly! No priest may ever attempt this ritual more than once, and a failed attempt will result in the death (by hanging) of the priest involved.