|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.
By Rich Redman, Skip Williams, James WyattLead Designers Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director Todd Morasch
Illustrations Michael Nickovich Typesetter Joshua Gilchrist
Leader of the Valkyries; Goddess of Love and Fertility; Goddess of War; Goddess of Divination and Magic
Alignment: Neutral good
Portfolio: Fertility, love, magic, vanity
Domain: Beauty, Love*, Charm, Magic,
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
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.
Freyas 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
Freyas 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.
Freyas 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.
to Freyas 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.
|Fighter 20/Sorcerer 20|
|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+19/1720 or by spell|
|Face/Reach||5 ft. by 5 ft./5 ft.|
|Special Attacks||Domain powers, salient divine abilities, spell-like abilities.|
|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.|
|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.|
|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 017; 6/11/10/10/10/10/9/9/9/9/3/3/3/3/2/2/2/2; base DC = 29 + spell level):
7thethereal jaunt, Mordenkainens sword, reverse gravity;
8thclone, demand, etherealness;
Freyas 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 has a chariot drawn by a pair of lions
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"
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.
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.
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.
Create Magic Items: Freya can create any magic weapon, magic armor, or wondrous item usable by fighters, sorcerers, or wizards, as long as the items market price does not exceed 200,000 gp.
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|
|HD||(10d4)+(10d10)+80; hp 220|
|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 rounds 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
+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,
|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|
+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|
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)
invisibility, polymorph other
Artifacts that the Avatar May Possess:
Feathered Coat of Journeys
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.
Coat of Journeys has the following powers (at 20 th level):
-fly at will.
fall, this ability is automatic if the wearer should lose consciousness.
without trace at will.
of movement at will.
stride at will.
shift at will.
from energy 5/day.
with nature 5/day.
softens and absorbs some of the effect of blunt weapons. This provides Damage
Reduction 30/- against blunt attacks.
provides a natural +5 bonus to AC.
To Norse Gods
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