Freyr

To Norse Gods

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"Freyr" (1901) by Johannes Gehrts. The god Freyr stands with his sword and the boar Gullinbursti. "Freyr" (1901) by Johannes Gehrts. The god Freyr stands with his sword and the boar Gullinbursti.

Roleplaying Elements from


Deities & Demigods

By Rich Redman, Skip Williams, James Wyatt

The Lore of the Gods
Book 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

Frey (Vanir)
God of Sunlight, Fertility, Horses, Weather and the Elves
Greater Deity
Symbol:
Ice-blue greatsword, Cloud
Home Plane: Asgard
Alignment: Neutral good
Portfolio: Agriculture, fertility, harvest, sun
Traditional Allies: Freya, Njord
Traditional Foes: Loki, Surt, Fire Giants
Worshipers: Druids, rangers, farmers, husbands and wives, elves, Gnomes, half-elves
Cleric Alignments: CG, LG, NG
Domains: Equines, Fertility, Plant, Weather*
Favored Weapon: Greatsword
Favored Class: fighter, ranger
Favored Race: Elves
Divine Artifact:
Giant’s Bane greatsword, Folding Longship
Benefits:
fighters and rangers who worship Frey gain an inherent +1 attack bonus against giants.

Frey rules over Alfheim, land of the elves. He is one of the Vanir, the son of the sea god Njörðr and brother to of the love goddess Freyja. Frey is a very important god and is worshiped by both men and elves. Freyr is one of the Vanir sent to Asgard to guarantee peace between the Vanir and Aesir. Along with Odin and Thor he was one of the most popular gods, and receives many offerings.

He is handsome, powerful, merciful and kind, Freyr as the chief god of agriculture has control of the weather, he has the power to bring sunshine or rain to any place in Midgard, to make plants grow, thus the fertility of the earth. Horsemen also pray to him as he can command any horse in Midgard. Frey is also a patron of married couples, as he can also give any married couple conjugal bliss, so prayers are also offered for good future, peace and prosperity.

Freyr lives in Álfheim, "Elf-home"the realm of the Elves, with his wife, the giantess Gerd. The most extensive Freyr myth relates Freyr's falling in love with the giantess Gerðr. Eventually she becomes his wife but first Freyr has to give away his magic sword which fights on its own "if wise be he who wields it". Deprived of this weapon Freyr defeats the giant Beli with an antler. But at Ragnarök, the end of the world, Freyr will be killed by the fire giant Surtr.

Although a capable and skilled warrior. Frey prefers the joys of peace and will always seek a nonviolent solution before resorting to combat. He is the patron of peaceful mortals, and will often send his followers to aid those who have become imperiled through their efforts to maintain peace. Weapons are banned outright in his temples, and bloodshed in places sacred to him is taboo. Despite this peaceful portfolio, Frey is fated to fight Surtur at Ragnarok with his bare hands for lack of a sword, having given his dwarf-forged magic sword to his shield-man Skirnir. (If the DM sets a campaign earlier in the Asgardian cycle, Frey could still have his sword.)

He owns a ship given to him by Loki named Skidbladnir which always has a favorable breeze. This vessel is big enough to carry all the gods of Asgard, yet when it is not in use, it can be dismantled and folded into an object so small that it can be kept inside a pouch when it is not being used. He rides the shining Gullinbursti a gold-bristled dwarf-made boar whose bristles shed radiant light that facilitates Frey’s travel through darkness. This boar was fashioned by two dwarfs named Brokk and Eitri who crafted magical treasures for the gods.

Priests of Freyr are expected to do what they can to keep the peace. They are also called upon to perform marriage rites.

He has the servants Skírnir, Byggvir and Beyla.

Freyr was especially associated with Sweden and seen as an ancestor of the Swedish royal house.

Dogma

Frey’s cult concerns itself with the daily affairs of those who live off the land. The clergy work in the fields and forests alongside the faithful, providing good examples of proper stewardship. They freely dispense advice when asked, but look favorably on those who learn from their example rather than their words. Frey expects his worshipers to learn from the clergy and to practice efficient use of the available land. He despises waste and teaches his followers to respect and cherish the bounty of the land.

Clergy and Temples

Frey’s clergy rarely wear armor or carry weapons when not actively adventuring, though they are quick to take up arms and armor against those who threaten to despoil the land. When encountered in the fields, only their holy symbols mark them as different from the other farmers. Communities with strong ties to Frey often have large elf populations or stand near forests containing elf villages.

Frey’s temples are rare in urban areas. Those seeking him are better advised to look in rural areas among the farmers and ranchers who particularly revere him. The large wooden halls generally contain a watchtower both to guard the fields and to observe the weather. Surrounding the halls are horse stables, armories (since weapons aren’t permitted in the temple), granaries, seed stores, and many small thriving vegetable gardens.

Frey’s temples often breed the best horses in the region. Most of Frey's temples have vast pastures of grazing horses nearby. To ride one of these horses is to offend the god. Omens from Frey usually take the form of rain and storms, but can also be delivered by horses.

Visitors to Frey’s temples receive friendly welcomes, with true warmth reserved for sylvan, fey, and elf worshipers. Those with news of threats to the land or to the local elves receive the full attention of the clergy. Good rangers and druids can count on a place to sleep and a free meal at any of Frey’s temples.

FREY
Ranger 20/Cleric 20
Medium-Size outsider (Elf )
Divine Rank 18
Hit Dice 20d8+200 (outsider) plus 20d10+200 (Rgr) plus 20d8+200 (Clr) (1,120 hp)
Initiative +22, always first (+18 Dexterity, +4 Improved Initiative, Supreme Initiative)
Speed 60 ft.
AC 86 (+18 Dexterity, +31 natural, +18 divine, +9 deflection)
Attacks* Unarmed strike +76/+71/+66/+61 melee; or spell +66 melee touch or +76 ranged touch *Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage* Unarmed strike 1d3+8; or by spell *Always does maximum damage (unarmed 11 points).
Face/Reach 5 ft. by 5 ft./5 ft.
Special Attacks Domain powers, salient divine abilities, spell-like abilities, turn undead 16/day.
Special Qualities Elf traits, divine immunities, DR 71/+5, fire resistance 38, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, teleport without error at will, plane shift at will, favored enemies (giants +5, goblinoids +4, dragons +3, aberrations +2, undead +1), SR 50, divine aura (18 miles, DC 37).
Saves* Fort +60, Ref +70, Will +59. *Always receives a 20 on saves.
Abilities Strength 27, Dexterity 46, Constitution 30, Intelligence 28, Wisdom 28, Charisma 29.
Skills* Animal Empathy +50, Climb +53, Concentration +60, Craft (metalworking) +59, Craft (stoneworking) +59, Diplomacy +56, Handle Animal +54, Heal +59, Hide +63, Intimidate +43, Intuit Direction +54, Jump +53, Knowledge (Arcana) +54, Knowledge (nature) +54, Knowledge (the planes) +49, Knowledge (religion) +54, Listen +59, Move Silently +63, Ride (horse) +68, Scry +49, Search +52, Sense Motive +44, Spellcraft +55, Spot +59, Swim +53, Use Rope +64, Wilderness Lore +55. *Always receives a 20 on checks.
Feats Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Deflect Arrows, Dodge, Combat Expertise, Extra Turning, Great Cleave, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Martial Weapon Proficiency (composite longbow), Martial Weapon Proficiency (composite shortbow), Martial Weapon Proficiency (longbow), Martial Weapon Proficiency (longsword), Martial Weapon Proficiency (rapier), Mobility, Power Attack, Spring Attack, Stunning Fist, Track, Weapon Finesse (unarmed strike), 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, Automatic Metamagic (quicken cleric spells), Banestrike (giants), Command Plants, Control Creatures (elves), Divine Blessing (Dexterity), Divine Celerity, Divine Dodge, Divine Radiance, Divine Shield, Extra Domain (Air), Gift of Life, Increased Damage Reduction, Life and Death, Mass Life and Death, Power of Nature, Shapechange, Speak with Creatures (plants), Supreme Initiative, True Shapechange, Wound Enemy.
Domain Powers 18/day turn or destroy earth creatures, or rebuke or command air creatures; cast good spells at +1 caster level; 18/day rebuke or command plant creatures; 18/day greater turning.
Spell-Like Abilities Frey uses these abilities as a 28th-level caster, except for good spells, which he uses as a 29th-level caster. The save DCs are 37 + spell level. Animal Shapes, Animal Growth, Animate Plants, Barkskin, Beguile, Bless Growth, Bounty/Strength to the Unborn, Call Lightning, Call Lightning Storm, Chariot of Sustarre, Command Plants, Control Outcome of Birth, Control Plants, Control Weather, Control Winds, , Crossbreed, Freedom of Movement, Entangle, Find the Path, Fog Cloud, Make Fertile, Magickal Conception, Magickal Creation, Mount, Obscuring Mist, Peerless Charge, Phantom Steed, Plant Growth, Repel Wood, Shambler, Sleet Storm, Speak with Animals, Storm of Vengeance, Wall of Thorns, Whirlwind, Youthful Vigor

Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level.

Ranger Spells/Day: 6/5/5/5; base DC = 19 + spell level.

Possessions:

Frey owns Skidbladnir, a dwarf-made boat capable of holding all the Aesir that can sail at speeds of up to 100 miles per hour across land, sea, or sky, and which folds up to fit in Frey’s pocket.

Frey once carried a +5 dancing defending ghost touch keen longsword, but he gave the sword to his shield-man, Skirnir, in return for arranging Frey’s wedding to the female giant Gerd.

Other Divine Powers

As a greater deity, Frey automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal.

Senses: Frey can see (using normal vision or Low-Light Vision), hear, touch, and smell at a distance of eighteen miles. As a standard action, he can perceive anything within eighteen 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 twenty 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 18 hours.

Portfolio Sense: Frey senses anything that affects plant life (land, sea, air) and elven welfare, arts, crafts, spellcasting, and warfare the instant it happens and eighteen weeks into the past and the future.

Automatic Actions: Frey can use Craft (metalworking), Craft (stoneworking), Knowledge (Arcana), Knowledge (nature), Knowledge (the planes), or Knowledge (religion) as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round.

Create Magic Items: Frey can create any magic item related to
command or control of plants.

Blodug-Hofi, Frey’s legendary horse: CR 8; Large animal;
HD 18d8+144 (288 hp); Init +2; Spd 80 ft., fly 100 ft. good; AC 19
(touch 11, flat-footed 17); Atk +22 melee (2d6+9, 2 hooves), +17
melee (1d6+4, bite); SQ Scent; AL N; SV Fort +20, Ref +13, Will +8;
Strength 28, Dexterity 14, Constitution 26, Intelligence 2, Wisdom 14, Charisma 10.
Skills and Feats: Listen +8, Spot +8.D

Gullin-Bursti (Golden Bristles), Frey’s boar: CR 8;
Huge animal; HD 21d8+105 (273 hp); Init –1; Spd 80 ft.,
fly 100 ft. good; AC 17 (touch 7, flat-footed 17); Atk +25
melee (1d8+12, bite); SA Ferocity; SQ Light, Scent; AL
N; SV Fort +17, Ref +11, Will +8; Strength 35, Dexterity 8,
Constitution 21, Intelligence 2, Wisdom 13, Charisma 8.
Skills: Listen +8, Spot +8.
Ferocity (Ex): Continues to fight
without penalty even while disabled
or dying.
Light (Su): The boar’s bristles
shed light equivalent to a torch.

Skirnir, Frey’s shield-man

Magical Artifacts that the Avatar May Possess:

Krugen, The Giant’s Bane

Krugen is Frey’s mighty greatsword that he uses when fighting giants. It is a +5 Brilliant Energy, dancing,

Intelligent weapon with the following qualities:

- Intelligence 21, Wisdom 19, Charisma 15; AL: LN; Ego 33

-The sword can read all languages and read magic.

-The sword may communicate through telepathy or by speech in the following languages: Celestial, Common, Draconic, Dwarven, Elven or Sylvan.

-Wielder has free use of evasion.

-locate object in a 120 ft. radius.

-Item can

Sense Motive (10 ranks).

-cure minor wounds (1d8+5) on wielder – 1/day.

-globe of invulnerability at will.

-haste (wielder only, 10 rounds)

-Special Purpose: Slay Giants

-Special Purpose Power: disintegrate (DC 16)

Skidbladnir, the Folding Longship

Edward Burne-Jones (1833–1898) Title: The Viking Ship Date 1883-84.


Edward Burne-Jones (18331898) Title: The Viking Ship Date 1883-84.

Skidbladnir was created by the dwarven brothers Brokk and Sindri, the sons of Ivaldi. A truly wondrous creation, this beautiful, gold-inlaid
Viking longship can hold all the gods, their weapons and their steeds for a journey of any duration. Originally it belonged to Loki, but was given to Freyr as part of Loki's reparation for the theft of Sif's golden hair. The ship was big enough to hold the whole of the host of Asgard, and whenever the sails were hoisted, a fair wind followed. It could travel over both land and sea. Skioblaonir was made by so many parts and with such ingenuity that it could be folded like a cloth and carried in one's pouch.

Skidbladnir has the following powers:

-The owner, with a command word, can cause the ship to fold in upon itself till it is no larger than your fist. Repeating the command word reverses the process.

-The Folding Longship travels twice the speed of a normal longship under similar conditions and can cut through solid earth as easily as the waves.

-Regardless of weather or magic, Skidbladnir always has a Favorable Wind.

-The ship has fire resistance 30.

Gullinbursti (Frey’s Boar)

From Wikipedia, the free encyclopedia

When Loki had Sif's hair, Freyr's ship Skíðblaðnir and Odin's spear Gungnir fashioned by the Sons of Ivaldi, he bet his own head with Brokkr that his brother Eitri (Sindri) wouldn't have been able to make items to match the quality of those mentioned above.

So to make gifts to Freyr, Eitri threw a pig's skin into a furnace as Brokkr worked on the bellows, and together they manufactured the boar Gullinbursti which had bristles in its mane that glowed in the dark.

Roleplaying

Gullinbursti is the golden bristled boar crafted by the dwarves Brokk and Sindri during their wager with Loki. He later pulled the chariot of the god Freyr. The boar is said to be able to run through the air and over the sea, day or night. Also, it shines so brightly that wherever it goes, no matter how gloomy the surrounding, the boar will light the way.

Gullinbursti (Frey’s Boar)
Huge Construct (adamantine)
Hit Dice 60d10 (600hp)
Initiative +4 (Dexterity)
Speed 40 ft. (8 squares)
AC 30 (-2 Size, +4 Dexterity, +28 Natural)
Attacks Gore +60/+45 melee
Damage Gore 2d6 + 17
Face/Reach 5 ft. by 5 ft./10 ft.
Special Attacks Charge 4d8 + 17, Trample 2d6 + 17
Special Qualities Burst of light, construct, damage reduction 30/+5, magic immunity
Saves Fort +36, Ref +18, Will +18
Abilities Strength 45, Dexterity 18, Constitution —, Intelligence —, Wisdom 14, Charisma 1
Skills Climb +18, Jump +12, Listen +7, Move Silently +6, Spot +8, Wilderness Lore +6
Feats Alertness, Cleave, Great Cleave, Power Attack, Sunder
Climate/Terrain Asgard
Organization Unique
Challenge Rating 23
Treasure None
Alignment Always Neutral
Advancement None


Created by dwarves who fashion magical treasures for the gods, Gullinbursti is a golden bristled boar built to pull Frey’s chariot. His body is crafted from adamantine and his eyes from rubies.

Burst of Light (Sp): 5/day – The bristles on Gullinbursti’s back may call forth a Radiant Burst of light in a 150 ft. radius (as the spell Sunbeam cast at 15th level).

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to
critical hits, subdual damage, ability damage,
energy drain, or death from massive damage.

Magic Immunity (Ex): Immune to all spells and spell-like abilities, and supernatural effects except as follows: An electricity effect slows it (as the slow spell) for 3 rounds with no saving throw. A fire effect (such as a fireball) breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal.

Combat

Trample (Ex): As a standard action, Gullinbursti can trample Medium or smaller creatures for 2d6 + 17 points of damage. Opponents who do not make attacks of opportunity against the boar can attempt a Reflex save (DC 28) to halve the damage.

Charge (Ex): Gullinbursti may charge an opponent, lowering his head to use his mighty tusks. In addition to the normal benefits and hazards of a charge, this allows him to make a single gore attack that deals 4d8 + 17 points of damage.

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