Aegir

To Norse Gods

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Aegir
Roleplaying Elements from

Deities & Demigods

By Rich Redman, Skip Williams, James Wyatt

AEGIR
God of the Oceans
Intermediate Deity
Symbol:
Rough ocean waves
Home Plane: Midgard
Alignment: Neutral evil
Portfolio: Sea, storms
Worshipers: Sailors, anyone traveling by sea
Cleric Alignments: CE, LE, NE
Domains: Blackwater, Death, Destruction, Strength, Water
Favored Weapon: Greatclub

Although more closely related to the giants than either the Aesir or the Vanir, Aegir is the god of the ocean and personification of its strength for good or ill. Aegir (ay-jeer) and his wife, Ran, hold themselves apart from the Aesir and Vanir. Rather than living on Asgard, they reside on Midgard, in a great castle at the bottom of the ocean with their nine daughters each of whom represents a different type of ocean wave. Aegir’s realm is, far from land, where navigation and fishing are difficult and full of danger.

Aegir has the power to create or quell storms at sea. In his true form, he is a fierce giant standing sixty feet tall. He has a long gray beard fingers like claws, and carries a tree-sized club carved in the shape of a maiden. He appears on the surface of the sea to destroy ships that fail to sacrifice to him, yet is is sometimes called "Alebrewer" and is well known for the bounty of the feasts he arranges for his fellow gods. Ran, his wife and equal partner, drags drowning men down to her hall beneath the sea. She holds similar responsibilities to Freya and Hel in that regard, since the drowned do not go to Valhalla, Sessrumnir, or the underworld.

The only predictable thing about Aegir is that if ship captains don't offer a valuable sacrifice to him when beginning a voyage, they are certain to feel his wrath. When he decides to sink a ship, he often sends his krakens or Vepar's hordes of Shrroth demons to smash it to. Other times, he simply destroys it with a terrible storm. He looks with favor upon raiders and pirates. If such men make the proper sacrifices to him, Aegir is 10% likely to aid them with Favorable Winds, or to conceal their approach with a storm or fog.

Dogma

To be a priest of Aegir, a man must have been a salior. Such men are mainly fighters who worship Aegir and have been granted a few clerical powers on the side thus cults of Aegir thrive in seaports. Cultists do not attempt to fit in or to make friends. They teach that those hoping for safe voyages across the sea must appease Aegir. Members of the cults tend to be crews of trading and fishing vessels that sail out of sight of shore. Their membership doesn’t reflect a shared preference for evil, but rather a healthy fear of Aegir.

Clergy and Temples

Aegir’s clergy are few in number and known for their cruelty. Fortunately, they reserve that cruelty for those who fail to properly honor Aegir. Rumors suggest they have burned ships when their captains bragged of sailing the deep sea without first appeasing the stormy god.

Aegir’s temples are openly fortified against the works of mortals and against the elements of nature. Townsfolk and travelers can find shelter from tidal waves or flooding in a temple to Aegir, provided they offer the proper respect (and gold). Despite all the offerings, Aegir’s temples are rarely wealthy. Seeking to emulate the god, they host regular feasts for their communities. The temples contain kitchens, pantries, prayer rooms, and the armories typical of Asgardian temples.

Visitors to Aegir’s temples receive a chill welcome. Those planning a sea voyage who make offerings find the clergy can be jolly folks who love food, ale, and jokes as much as anyone. Those who do not make offerings find the clergy menacing. Everyone is welcome on feast day, however.

AEGIR
Fighter 20/Cleric 20
Medium-Size outsider
Divine Rank 11
Hit Dice 20d8+220 (outsider) plus 20d10+220 (Ftr) plus 20d8+220 (Clr) (1,180 hp)
Initiative +12 (+8 Dexterity, +4 Improved Initiative)
Speed 60 ft., Swim 100 ft.
AC 61 (+8 Dexterity, +11 divine, +24 natural, +8 deflection)
Attacks +5 thundering wounding greatclub +74/+69/+64/ +59 melee; or spell +68 melee touch or +59 ranged touch
Damage +5 thundering wounding greatclub 1d10+32/ 19–20 or by spell
Face/Reach 5 ft. by 5 ft./5 ft.
Special Attacks Domain powers, salient divine abilities, spell-like abilities, rebuke undead 19/day.
Special Qualities Divine immunities, DR 46/+4, fire resistance 31, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 11 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 43, divine aura (1,100 ft., DC 29).
Saves Fort +54, Ref +53, Will +53.
Abilities Strength 44, Dexterity 26, Constitution 32, Intelligence 26, Wisdom 27, Charisma 26.
Skills* Bluff +49, Climb +58, Concentration+59, Craft (metalworking) +61, Craft (stoneworking) +61, Diplomacy +59, Heal +55, Intimidate +53, Jump +58, Knowledge (arcana) +55, Knowledge (nature) +49, Knowledge (the planes) +49, Knowledge (religion) +55, Listen +49, Scry +51, Spellcraft +55, Spot +49, Wilderness Lore +51. *Always receives a 20 on checks.
Feats Alertness, Blind-Fight, Blindsight 5-ft. Radius, Cleave, Combat Casting, Combat Reflexes, Divine Might, Divine Vengeance, Dodge, Empower Spell, Endurance, Enlarge Spell, Extend Spell, Combat Expertise, Extra Turning, Extra Turning, Great Cleave, Improved Bull Rush, Improved Critical (greatclub), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Power Critical (greatclub), Quick Draw, Sacred Spell, Spring Attack, Weapon Focus (greatclub), Weapon Specialization (greatclub), Whirlwind Attack.
Divine Immunities Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities Alter Size, Alter Form, Call Creatures (sea creatures), Control Creatures (sea creatures), Divine Storm, Divine Water Mastery, Extra Domain (Death), Extra Domain (Destruction), Hand of Death, Life and Death, Mind of the Beast, Power of Nature, Shapechange, Speak with Creatures (sea creatures).
Domain Powers 11/day death touch (roll 20d6; if subject touched does not have at least that many hp, it dies); 11/day smite (+4 on attack bonus and +20 on damage for one weapon attack; cast evil spells at +1 caster level; 11/day feat of strength (+20 enhancement bonus to Strength for 1 round); 11/day turn or destroy fire creatures, or rebuke or command water creatures.
Spell-Like Abilities

Aegir uses these abilities as a 21st-level caster, except for evil spells, which he uses as a 22nd-level caster. The save DCs are 29 + spell level. acid fog, black tentacles, Blackwater Taint, blackwater tentacle, animate dead, cause fear, clenched fist, crushing hand, dark tide, grasping hand, blasphemy, bull’s strength, cause fear, circle of doom, cone of cold, contagion, control water, create greater undead, death knell, death ward, destruction, disintegrate, Doom of the Seas, earthquake, elemental swarm (as water spell only), endure elements, fog cloud, harm, horrid wilting, ice storm, implosion, inflict critical wounds, inflict light wounds, maelstrom, magic vestments, obscuring mist, pressure sphere, righteous might, shatter, slay living, spell immunity, stoneskin, transformation of the deeps, wail of the banshee, water breathing.

Cleric Spells/Day: 6/8/8/8/8/7/6/6/6/5; base DC = 18 + spell level.

Other Divine Powers

As an intermediate deity, Aegir automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Aegir can see, hear, touch, and smell at a distance of eleven miles. As a standard action, he can perceive anything within eleven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 11 hours.

Portfolio Sense: Aegir senses anything that affects the sea the instant it happens and eleven weeks into the past.

Automatic Actions: Aegir can use Knowledge (nature), Knowledge (religion), or Wilderness Lore as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round.

Create Magic Items: Aegir can create any magic item related to water and the sea, as long as the item’s market price does not exceed 200,000 gp.


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