Freya

To Norse Gods

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Freyja, in an illustration to Wagner's operas by Arthur Rackham. Freyja, in an illustration to Wagner's operas by Arthur Rackham.

Freya is the most desirable of all goddesses

Freya the sister of Freyr and the daughter of Niord originally one of Vanir like her twin brother, Freyr, she is one of the Vanir sent to guarantee peace with the Aesir.

She is the fertility goddess she is a goddess of intimacy whose tears were gold. She was also goddess of love, sex, war, prophecies, and attraction, and correspondingly became one of the most popular goddesses. In the sense that passion is a hot, consuming emotion, she is also associated with fire. She is the patroness of a type of magic called "seithr,"a form of magic she introduced among the Aesir.In which the sorceress enters a trance in order to answer questions about the future. As the goddess of fertility, Freya also looks after women in labor. She has the power to kindle passion in any being, to control fires anywhere on Midgard, to see the future, to bless any woman with a child, and to alleviate pain and injury.

Freya's husband was a mortal shapeshifter named Ottar, brother of Fafnir. He frequently left on long journeys, and one day he never came back. Freya cried tears of red gold whenever he left. Ottar was accidentally killed by Loki. Ottar was out hunting one day in the form of a large otter. Odin, Heimdall and Loki went hunting on the same day. Loki soon spotted Ottar sleeping off a meal in his otter form, so he picked up a large rock, threw it at Ottar, killed him and brought him back to Odin and Heimdall.

She is loyal to Ottar even after his death. The giants seem to be quite interested in her, and some giants have even requested to marry her. Whenever this has happened Freya throws a fit of rage and strongly refuses.

Roleplaying Elements from

Deities & Demigods

By Rich Redman, Skip Williams, James Wyatt

The Lore of the GodsBook Two: The Asgardians

Lead Designers Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director Todd Morasch
Illustrations Michael Nickovich Typesetter Joshua Gilchrist

Freya (Vanir)
Leader of the Valkyries; Goddess of Love and Fertility; Goddess of War; Goddess of Divination and Magic
Intermediate Deity
Alignment:
Neutral good
Portfolio: Fertility, love, magic, vanity
Domain: Beauty, Love*, Charm, Magic,
Symbol: Falcon
Home Plane:
Asgard
Traditional Allies:
Freya, Njord, Valkyries
Traditional Foes: Loki, Giants
Divine Artifact: Feathered Coat of Journeys
Favored Weapon: Mace, longsword
Worshipers: Bards, sorcerers, wizards, lovers, husbands and wives, elves, Gnomes, half-elves
Cleric Alignments:
CG, LG, NG
Favored Class:
fighter, paladin, ranger, sorcerer, Wizard
Favored Race: Dwarves, Elves, Humans
Favored Weapon: Longsword

Benefits: Favored classes of Freya gain a +1 bonus to any single ability score of the player’s choice (remains as long as the character worships Freya).

Freya (fray-ah) is the deity of erotic and sensual love, adept at the practice of magic. Some myths say she taught the Vanir art of witchcraft to the Aesir. Freya is the daughter of Njord and the twin sister of Frey. She is known as the priestess who taught prophecy to the Aesir. She is queen of the elves.

Of all the goddesses in Asgard, she is the most beautiful. She is revered as the “bride of the Vanir” and has a reputation as a flirt. Loki has accused her of having an incestuous relationship with her brother Frey (which is known to be acceptable among the Vanir, but not the Aesir). She delights in romantic poetry and is considered the most magnanimous of the goddesses and uses her love lore ability on many gods and creatures of the underworld. Freya weeps tears of gold when her husband, Odur, goes on his journeys. Her most prized possession is the Necklace of the Brisings, sometimes called Brisingamen, a fantastically beautiful and priceless piece of jewelry crafted by the dwarves. She bartered sexual favors in order to obtain it by promising to spend one evening with each of the four dwarfs who crafted it. There are no magical attributes linked with this piece of jewelry, so therefore vanity alone caused her to treasure it. When Odin had Loki take it away from her, Freya started a war in retaliation.

Like Odin, Freya is a leader of souls as well as a sorceress. She lives in Folkvang (which means battlefield) and each day chooses Freya chooses certain of the slain elves on the battlefield, and all warror women so slain, (whilst Odin gets the others) to come to her hall Sessrumnir as she rides through the battlefield in her cat-drawn chariot with her Valkyries by her side.

Dogma

Freya’s cults tend to be exuberant and passionate. Whatever they do, they do with full enthusiasm. Racially and culturally one of the most diverse Asgardian cults, they find beauty in magic and vice versa. Physical appearance is irrelevant to those seeking initiation. Instead, they must demonstrate the kind of ardor promoted by the cult.

Clergy and Temples

Freya’s clerics revere her role as a warrior deity. They actively practice the arts of war, including the arcane arts. Many of the clergy are sorcerers or wizards in addition to being priests.

Freya’s temples are lavishly decorated with the gold that is her gift to the world. The doors face the setting sun, since Odur returns to his wife at sunset. The temples contain heavily secured display areas where sumptuous jewelry rests as offerings to Freya. They also contain armories, arcane libraries, training areas, and arcane laboratories.

Visitors to Freya’s temples receive greetings from enthusiastic members of the community or the clergy. The warm welcome quickly dissipates without an offering of jewelry or an honest expression of the passion prized by their deity. Offerings of magical knowledge, items, or songs are accepted as warmly as jewelry.

FREYA
Fighter 20/Sorcerer 20
Medium-Size outsider
Divine Rank 15
Hit Dice 20d8+160 (outsider) plus 20d10+160 (Ftr) plus 20d4+160 (Sor) (920 hp)
Initiative +16 (+12 Dexterity, +4 Improved Initiative)
Speed 60 ft., fly 200 ft. perfect
AC 82 (+12 Dexterity, +28 natural, +15 divine, +17 deflection)
Attacks +5 dancing spell storing longsword +69/+64/+59/+54 melee; or spell +63 melee touch or +67 ranged touch
Damage +5 dancing spell storing longsword 1d8+19/17–20 or by spell
Face/Reach 5 ft. by 5 ft./5 ft.
Special Attacks Domain powers, salient divine abilities, spell-like abilities.

Special Qualities

Elf traits, divine immunities, DR 50/+4, fire resistance 35, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, teleport without error at will, plane shift at will, familiar (cats), SR 47, divine aura (1,500 ft., DC 42).
Saves Fort +55, Ref +59, Will +55.
Abilities Strength 27, Dexterity 34, Constitution 26, Intelligence 27, Wisdom 27, Charisma 44.

Skills*

Alchemy +50, Appraise +45, Bluff +39, Climb +50, Concentration +50, Craft (metalworking) +55, Craft (stoneworking) +55, Diplomacy +58, Gather Information +54, Handle Animal +59, Hide +30, Innuendo +47, Intimidate +54, Jump +50, Knowledge (arcana) +50, Knowledge (nature) +45, Knowledge (the planes) +45, Knowledge (religion) +45, Listen +27, Ride (horse) +56, Scry +46, Search +47, Sense Motive +45, Spellcraft +51, Spot +49, Swim +50. *Always receives a 20 on checks.

Feats

Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Empower Spell, Endurance, Enlarge Spell, Eschew Materials, Combat Expertise, Extend Spell, Eyes in the Back of Your Head, Great Cleave, Improved Critical (longsword), Improved Disarm, Improved Initiative, Improved Trip, Martial Weapon Proficiency (composite longbow), Martial Weapon Proficiency (composite shortbow), Martial Weapon Proficiency (longbow), Martial Weapon Proficiency (longsword), Martial Weapon Proficiency (rapier), Maximize Spell, Mobility, Mounted Combat, Power Attack, Power Critical (longsword), Quick Draw, Ride-By Attack, Spirited charge, Spring Attack, Trample, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack.
Elf Traits +2 racial bonus on Will saves against enchantment spells or effects; Low-Light Vision; entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it.
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 Form, Alter Reality, Alter Size, Area Divine Shield, Automatic Metamagic (quicken sorcerer spells), Control Creatures (any creature that can cast a spell or use a spell-like ability), Divine Blast, Divine Celerity, Divine Dodge, Divine Inspiration (love and desire), Divine Shield, Divine Spellcasting, Extra Domain (Charm), Instant Move, Instant Counterspell, Mass Divine Blast, See Magic, Shapechange.
Domain Powers 20/day turn or destroy earth creatures, or rebuke or command air creatures; 15/day increase Charisma by +4 for 1 minute; cast good spells at +1 caster level; use spell completion or spell trigger device as Sor20.

Spell-Like Abilities: Freya uses these abilities as a 25th-level caster, except for good spells, which she uses as a 26th-level caster. The save DCs are 42 + spell level.

Adoration, Adoring Crowd, Adoration, Overwhelming ,Allure ,Antimagic Field, Ardent Gaze, Calm Emotions, Charm Person, Charm Monster, Demand, Devoted Masses, Devoted Shield, Dispel Magic, Distracting Wiles, Dominate Monster, Eagle's splendor, Emotion, Enthrall, Fascinate, Geas/Quest, Heroism, Identify, Imbue with Spell Ability, Insanity, Mage's Disjunction, Mists of Ecstasy, Narcissism, Magic Aura, Protection from Spells, Repulsion, Smitten, Spell Resistance, Spell Turning, Suggestion, Sweet Whispers, Sympathy,

Sorcerer Spells Known (Levels 0–17; 6/11/10/10/10/10/9/9/9/9/3/3/3/3/2/2/2/2; base DC = 29 + spell level):

0—arcane mark, detect magic, detect poison, disrupt undead, mage hand, open/close, prestidigitation, read magic, resistance;

1st—charm person, expeditious retreat, jump, mage armor, protection from chaos;

2nd—arcane lock, blindness/deafness, blur, bull’s strength, cat’s grace;

3rd—dispel magic, fireball, fly, gaseous form;

4th—bestow curse, charm monster, confusion, fear;

5th—contact other plane, dominate person, dream, wall of iron;

6th— chain lightning, control weather, flesh to stone;

7th—ethereal jaunt, Mordenkainen’s sword, reverse gravity;

8th—clone, demand, etherealness;

9th—dominate monster, teleportation circle, wish.

Freya's possessions

Freya’s cloak of feathers allows flight (as the fly spell) at will with perfect maneuverability. It also allows Freya to transform into a falcon (use the statistics for a celestial eagle) at will.

Caster Level: 20th;Weight: 1 lb.

Freya's Chariot

Freya has a chariot drawn by a pair of lions

Brisingamen

Brisingamen is the (principally amber) necklace of the goddess Freya . When she wears it no man or god could withstand her charms, which is obviously a matter of great concern to the other goddesses during springtime when she wears it. The necklace also gives support to any army which she favoured on the battlefield, owner of the attractive piece of jewellery Brosingamen (Brísingamen), which she bought from four dwarfs (Dvalin, Alfrik, Berling, and Grer) for the price of a night with her. This necklace is sometimes seen today as embodying her power over the material world. Freya loved jewels so much that she even named her daughter "Hnoss", a name meaning "jewel"

Other Divine Powers

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

Senses: Freya can see (using normal vision or Low-Light Vision), hear, touch, and smell at a distance of fifteen miles. As a standard action, she can perceive anything within fifteen miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 15 hours.

Portfolio Sense: Freya senses anything that involves romance and romantic passion and when anyone creates an object of more than 10,000 gp value the instant it happens and fifteen weeks into the past.

Automatic Actions: Freya can use Appraise, Knowledge (arcana), or Spellcraft as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round.

Create Magic Items: Freya can create any magic weapon, magic armor, or wondrous item usable by fighters, sorcerers, or wizards, as long as the item’s market price does not exceed 200,000 gp.

Avatars

Freya is a rather vain goddess who enjoys flattery-though she is far from foolish enough to believe it. She is not above using her looks to acquire what she wants, such as her priceless necklace, Brisingamen.

Priestesses of Freya are all "seithr," itinerant women who travel the countryside telling fortunes. These women are seldom welcomed into a village by wives. They have the ability to change themselves into horses, in which state they have been known to commit acts against the law for human beings.

Avatar of Freya
Female Human sorcerer10 fighter10
Medium humanoid
HD (10d4)+(10d10)+80; hp 220
Initiative +4 (Dexterity)
Speed 30 ft.(6 squares)
Armor Class 28 (flatfooted 24, touch 21)
Attacks Dagger +5 (keen/wounding/Distance/ Returning) +27/+22/+17 melee +24/+19/+14 20'/ P ranged Dmg: 1d4+12 Crit: 17-20/x2 Spec: Range increment doubled, when thrown will return in time for next round’s attack, threat range doubled, wounds inflicted bleed for 1 point of damage per round until heal (DC 15) or any cure spell,

Sword +5 (Long/Bane (Giants)/Brilliant Energy/vorpal) +28/+23/+18 melee Dmg: 1d8+14 Crit: 19-20/x2 Spec: +2 better vs. designated foe and does +2d6 bonus damage, ignores armor and enhancement bonuses, severs opponents head on critical hit,

Unarmed Strike +22/+17/+12 melee Dmg: 1d3+7 Crit: 20/x2
Space/Reach 5 ft./ 5 ft.
Special Qualities Summon Familiar; Vision: Darkvision 120’
Saves Fort +14, Ref +10, Will +14;
Abilities Strength 24, Dexterity 18, Constitution 19, Intelligence 18, Wisdom 18, Charisma 20
Skills Alchemy +9, Climb +17, Concentration +19, Handle Animal +15, Hide +11, Jump
+18, Knowledge (Arcana) +14, Listen +12, Move Silently +9, Ride (Dexterity)+16, Scry +14, Search +9, Spellcraft +19, Spot +9, Swim +8
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Casting, Martial Weapon Proficiency, Mobility, Power Attack, Shield Proficiency, Silent Spell, Simple Weapon Proficiency, Spring Attack, Still Spell, Weapon Focus (Sword (Long)),Weapon Specialization (Sword (Long)), Whirlwind Attack
Organization Solitary
Challenge Rating 20
Alignment Lawful Neutral
Advancement As class

Possessions: Belt of Giant Strength +4, Dagger +5 (keen/wounding/Distance/Returning), Horn of Valhalla (Iron), Leather +5 (Spell Resistance (SR19)/ Fire Resistance/Invulnerability), Ring (Force Shield), Ring +5 (Protection), Rod (Thunder and Lightning), Sword +5 (Long/Bane (Giants)/Brilliant Energy/ vorpal), Wand (fireball/3rd Level Caster), Wand (lightning bolt/3rd Level Caster), Wand (Magic Missle/9th Level Caster)

Spells: sorcerer: (6 /8 /7 /7 /6 /4)

0-daze, Detect Magic, Detect Poison, light, mending, open/close, prestidigitation, ray of frost, read magic

1-alarm, detect secret doors, identify, magic missile, shield

2-blur, invisibility, knock, web

3-Dispel magic, haste, summon monster III

4-greater invisibility, polymorph other

5-cone of cold

Magical Artifacts that the Avatar May Possess:

Feathered Coat of Journeys

John Bauer 1882-1918 Title: Freja

John Bauer 1882-1918 Title: Freja

This is a full-length coat that appears sheer but is made up of thousands of feathers of every type imaginable.

The Feathered Coat of Journeys has the following powers (at 20 th level):

-fly at will.

-feather fall, this ability is automatic if the wearer should lose consciousness.

-pass without trace at will.

-freedom of movement at will.

-tree stride at will.

-plane shift at will.

-protection from energy 5/day.

-Antiplant shell 5/day.

-commune with nature 5/day.

-death ward 5/day.

-Liveoak 5/day.

-Shambler 5/day.

-The coat softens and absorbs some of the effect of blunt weapons. This provides Damage Reduction 30/- against blunt attacks.

-The coat provides a natural +5 bonus to AC.

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