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Frey

by Marco Dalmonte

(Fredar)
Patron of Friendship and Fertility, Odin's Tactician

Level, Alignment, Sphere: 13 (Celestial), NG, Thought
Symbol: a golden boar under a sickle crossed with a crown, or a great golden boar pulling a flying chariot
Portfolio: bravery and strategy in battle, loyalty, friendship, virility, fertility, agriculture
Worshipped in: Known World (Northern Reaches, Heldann), Norwold, Isle of Dawn, Wendar, Qeodhar, Savage Coast (Eusdria), Hollow World (Antalia, Icevale, Kogolor lands, Merry Pirates Seas)
Appearance: Frey is a tall blond Antalian with a charming outlook and a lithe figure (he fights more with cleverness than with raw force). He's dressed in typical Northman's clothes (chain mail, longsword at his side, horned helm and a pelt cloak). Frey is always accompanied by his golden magical boar, Gullinbursti, which he rides when charging into battle, and he owns Skipbladnir, a magical ship that can be folded to become so tiny to stay in his pockets.
History: Fredar and Fredara were siblings who belonged to an Antalian tribe that lived in present day Heldann. They were both expert warriors and keen tacticians, persuaded that the real warrior should fight not for conquest or vengeance, but to bring justice in the world. They embarked together on the path of the Epic hero following Odin's omens during the era that was later to be remembered as the Time of Heroes (from BC 1900 to BC 1600) among the people of Antalian blood. Their heroic deeds against giants, humanoids and other creatures in defence of the common northmen made them the subjects of legends, together with Thor, Loki, Wayland and the Korrigans. Fredar and Fredara became immortals around BC 1660, after accomplishing many epic deeds: first they helped many Antalian tribes to move from Heldland to the current Northern Reaches (where they had previously destroyed one of Hel's nefarious artifacts and chased on the mountains the marauding giants which inhabited the valleys) and to resist the incoming invasion of Loark's humanoids, pushing them into Ethengar. Later they gained possession of the lost Ygg Tree of Odin in the heart of Ostland, which was at that time controlled by an evil giant sorcerer, and subsequently gave its possession to the legitimate leader of Ostland (granting him miraculous powers in the name of Odin). While they were in Glantri to help the Korrigans prevent a terrible cataclysm, they were caught in the middle of the Glantrian Catastrophe and had to help an elven clan survive retreating under the earth. Only thanks to Frey's and Freyja's determination and powers the Icevale elves managed to reach the Hollow World safely and to settle there. As the last step in their epic path, the two siblings journeyed to the land of the Kogolors and they helped the dwarves repel their enemies, training them in the art of war and making them a stronger people. After training their future king as their disciple, they were finally granted immortality by Odin and were later remembered by the Icevale elves and by the Kogolors as two heroic patrons of their race.
Personality: after his ascension Fredar became known among the northmen as Frey, protector of the Antalian blood. He also took the Kogolor dwarves (whom he had met in his mortal life) under his protection after Kagyar dumped them in the Hollow World as well as the Icevale Elves. He is currently Odin's trusted adviser and has many followers among the northmen as patron of bravery in battle, tactics, loyalty and friendship. Given the legends on his romantic prowess, he is also known as god of virility and fertility, and his cult is often associated with the cycle of seasons and agriculture in general. Frey is particularly liked by the lower classes because he teaches to avoid fighting whenever is possible (contrary to the common warlike mentality of the northmen), and if a fight is unavoidable, it is better to use wisdom, cunning and boldness than raw force to prevail.
Patron: Odin
Allies: Freyja, Odin, Thor, Wayland, Korrigans
Enemies: Loki, Hel
Classic D&D Stats:
Followers' alignment: any; clerics must be Neutral or Lawful
Favoured weapons: longsword (allowed all bludgeoning weapons and dagger)
Clerics' skills & powers: +1 bonus to Constitution, +2 bonus to military tactics and agriculture general skills. Frey's clerics can cast druidic spells of 1st and 2nd level in addition to normal clerical spells.
Paladins' skills & powers: one further slot of weapon mastery for each positive modifier in Intelligence and Wisdom.
D&D 3E stats:
Domains: Thought, Good, Courage, Fertility
Preferred weapon: Long sword
Sources: GAZ7, HW, WotI, SCS