Odin

Odin (Old Norse Óðin), also referred to as the All-Father, is the chief of the Æsir tribe of Norse Gods and one of the most prominent figures in Norse mythology. He is the Norse Æsir god of wisdom, poetry, war, death, divination, and magic and the king of Asgard. He is the patron of rulers, wanderers, and outcasts. He was known as Wōden to the Anglo-Saxons and Wōtan to the southern Germanic peoples.
Odin's emoji is "👁", representing the eye he sacrificed his knowledge, or the eye remaining after the fact.
== Description ==
Odin is one of the most complex and intriguing figures in Norse mythology. He is the god of wisdom, war, death, poetry, magic, and the hunt, and is often depicted as a tall, bearded man wearing a wide-brimmed hat and a long cloak. Odin is also known by many other names, such as the Allfather, Ygg, and Wotan. One of Odin's most distinctive features is his missing eye. According to myth, he sacrificed one of his eyes in order to gain knowledge and wisdom, and is often depicted as having only one eye. Odin is also known for his spear Gungnir, which never misses its target, and his eight-legged horse Sleipnir, which he rides through the nine realms of Norse mythology.
Odin is a wise and cunning god, known for his knowledge of magic and his ability to shape-shift. He is often associated with the ravens Huginn and Muninn, who bring him information from all over the world, and is said to have the ability to enter a trance-like state in order to gain knowledge and insight. As the god of war, Odin is often depicted as a fierce warrior, inspiring his followers to battle with his own bravery and skill. He is also associated with death, presiding over Valhalla, the hall of the slain, where warriors who die in battle are taken after their deaths. In addition to his martial prowess, Odin is also associated with poetry and inspiration. He is said to have hung himself from the world tree Yggdrasil in order to gain knowledge of the runes, the magical symbols used in Norse mythology, and is often depicted as a patron of poets and musicians.
== Claiming ==
When Odin claims his children, a band of runes glows around their neck, after which a glowing blue Ansuz (ᚨ) rune blazes above the child's head. Odin is usually pretty good at claiming his children once they get to Valhalla, but they are almost always neglected up until then without fail. Hard to avoid your kid when they're in your big ass magic house and they see you at most meals, though.
== Demigod Powers ==
=== Major Powers ===
==== Runic Mystiokinesis (Major/Moderate/Minor) ====
* Rune Magic is the strongest form of Norse magic, and Odin nearly sacrificed his life to learn the secrets of the runes. This experience is not one that he would rather his children go through, so he imparts a limited amount of knowledge of the runes on them--at least as much as their mortal minds can handle. Rune Magic is attributed to sacrifice, and thus many users of this have given something up or suffered something to learn them. Rune Magic is also a very taxing form of magic, even more so than other forms of magic, and it's not uncommon for users of all skill levels to feel faint even after casting just one spell.
* To utilize Rune Magic, one must understand the meanings of the runes and their significance. The runes are not just a simple writing system, but rather magical signs that are a web of concepts and ideas that are present in everything. To harness this power, the runes are often inscribed on different objects. One of the most common of these are runestones. Runestones are small pieces of wood, clay, stone, or other material rigid enough to hold a carving, which have had one or more runes inscribed on the surface of them. These runestones are then utilized by the user to cast complex and powerful spells. This is where the understanding of the runes come in, as a greater understanding of the runes not only opens your mind up to more runes, but also deepens the connection with the runes you already learned. Runes can also be inscribed on weapons, armor, amulets, or other items to imbue the power into them.
* In most instances of this power, you will be using Runestones. You, as a roleplayer, can (optionally) create a bullet point under this power on your character sheet describing how these runestones are made by your character. Much like wands in Harry Potter, each runestone is different, and its design and process is unique to each user. Some users may carve theirs out of treated oak wood, then paint the insides of the carvings purple. Other, more exotic users, may favor a rainbow eucalyptus circle with the rune carved into it that has been embedded into a bit of hardened clay. At the beginning of each roleplay session, your runestones can “refill”, as long as you note that your character took time to re-carve them between roleplay sessions if necessary. Alternatively, you can take 3 uninterrupted (meaning you were not attacked or distracted) turns per individual runestone to carve new ones mid-roleplay. Your character, may hold up to three of any given rune unless otherwise specified, under the idea that too many cause a sort of magical reaction, causing the fourth to spontaneously combust. Each level also has a maximum amount of total runestones one can hold at any given time, causing the same reaction if that limit is ever exceeded.
* In the levelling, you will receive a new rune at each level. Please record these runes on your character sheet (most conveniently under this power somewhere, but anywhere will do) upon levelling up or receiving this power. These are the runes your character has devoted time to studying, and thus are the ones they can understand, carve, and use in spells.
** Level 1-3: You have spent plenty of time studying the runes, but even that is just the beginning. As a bonus, if your character identified as a female when they started learning the runes you receive the Berkana rune and if your character identified as a male when they started learning the runes they receive the Tiwaz rune. If they're non-binary, you can choose.
*** Level 1: You may choose one "Minor" rune to add to your library. 
*** Level 2: You may choose one "Minor" rune to add to your library. 
*** Level 3: You may choose one "Minor" rune to add to your library. In addition, if you have leveled this power up through roleplay, you may choose to "respec" and change the Minor runes you've chosen in the past. This is optional. 
** Level 4-6: You have devoted much of your life into learning the runes, and have even reached a level that one would call "mastery". Perhaps you've sacrificed something, perhaps you've lost something, or perhaps you're a book nerd. Ew, try being a viking next time.
*** Level 4: You may choose one "Moderate" or below rune to add to your library. In addition, please update your current runes to their Moderate-level strengths. 
*** Level 5: You may choose one "Moderate" or below rune to add to your library. 
*** Level 6: You may choose one "Moderate" or below rune to add to your library. In addition, if you have leveled this power up through roleplay, you may choose to "respec" and change the Moderate runes you've chosen in the past. This is optional. You cannot change Minor runes. 
** Level 7-8: You have ascended what most would consider "mastery" and have achieved an even further level of understanding. By now, it's almost assumed something has been sacrificed. Maybe you sacrificed your eye, like Odin did, or perhaps you sacrificed your belonging with your home or family. Either way, you've given a lot to get here, and it shows.
*** Level 7: You may choose one "Major" or below rune to add to your library. In addition, please update your current runes to their Major-level strengths.
*** Level 8: You may choose one "Major" or below rune to add to your library. In addition, if you have leveled this power up through roleplay, you may choose to "respec" and change the Major runes you've chosen in the past. This is optional. You cannot change Moderate or Minor runes.
**** Level 8 Superpower: You have reached the peak a mortal can when it comes to casting rune magic. Sure, you may still get tired when you cast your spells, but you made it. You have unlocked the unique ability to inscribe runes on permanent objects. Unlike your runestones, which are consumed upon usage, these will remain intact. This is good for creating amulets, staves, or other magical artifacts. When creating objects. Refer to the "Inscription Effect" column of the Runic Mystiokinesis table to see what these runes might do for you. You may only have one rune-inscribed item permanently on your person at a time. Carrying a staff to a friend on Floor 19? Fine. "Holding" the staff while marching through Jotunnheim? Not fine.
Runic Mystiokinesis Reference Chart
Rune Name	Rune Visual	Rune Meaning 	Level 1-3 (Minor) Strength 	Level 4-6 (Moderate) Strength 	Level 8 (Major) Strength 	Inscription Effects
(Level 8 Superpower)
Fehu 	ᚠ 	Fehu represents livestock or cattle, and it symbolizes Wealth, Abundance, Success, Security, Fertility. Its patron gods are Freyr and Freyja. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	The user can enchant an object with a curse that causes it to rapidly replicate itself, with the replicas also able to replicate themselves. This continues until there are 1000 copies of the item. These copies remain for 8 turns, after which they all evaporate into clouds. This rune can be used once every 7 days. This cannot be used on items larger than a yoga ball. 	Items inscribed with this rune create an exact replica (without the inscription) once every 24 hours.
Uruz 	ᚢ 	Uruz represents a bull or wild ox, and it symbolizes Strength, Tenacity, Courage, Untamed Potential, and Freedom. Its patron god is Thor. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	Users of this rune can infuse themselves with the strength of an ox, giving them both the body of a body builder and twice the strength they usually have. This lasts for 6 turns, after which they return to normal and their muscles feel like they've been doing nothing but full body workouts for the last week. This can be used once every 3 days. 	This rune can now be used on other people, as long as they are within 15 feet of the user. The same rules and facts apply. 	Articles of clothing or accessories inscribed with this rune will make the user twice as strong for as long as they're wearing the item.
Thurisaz 	ᚦ 	Thurisaz represents a thorn, and it symbolizes Reaction, Defense, Conflict, Catharsis, and Regeneration. Its patron god is Thor. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	This is a rune that is used preemptively. For the next three turns, any incoming melee attack also damages the attacker. This does not work on ranged attacks. This can be used once every 7 days. 	Inscriptions work the same way as the original rune, but instead of needing to be cast it is permanent, and only works on the first attack they receive per day. This can also affect ranged attacks, which is visualized by a lightning bolt striking the opponent.
Ansuz 	ᚨ 	Ansuz represents an estuary, and it symbolizes Mouth, Communication, Understanding, and Inspiration. Its patron god is Odin. 	*Runestones made with this rune work differently than others. There is no limit to how many can be made, instead there is a limit to how many can function at once.The user can create a link between up to two Ansuz runestones, which then function like walkie talkies for the next 24 hours. This can be used once every 3 days. 	The user can create a link between up to three Ansuz runestones, which then function like walkie talkies for the next 24 hours. This can be used once every 3 days. 	The user can create a link between up to four Ansuz runestones, which then function like walkie talkies for the next 24 hours. This can be used once every 3 days. 	The user can create two Ansuz accessories, which when worn, provide permanent telepathy between the two people that wear them.
Raidho 	ᚱ 	Raidho represents a wagon, and it symbolizes Travel, Rhythm, Spontaneity, Evolution, and Decisions. 	The user can cause minor obstructions (thick brush, deep snow, etc.) to be cleared in a total area of 15 feet, which can be stretched however the user wants. This can be used once every 7 turns. 	The user can cause minor obstructions (thick brush, deep snow, etc.) to be cleared in a total area of 20 feet, which can be stretched however the user wants. This can be used once every 9 turns. 	The user can cause moderate obstructions (fallen debris, etc.) to be cleared in a total area of 25 feet, which can be stretched however the user wants. This can be used once every 12 turns. 	When applied to an accessory, the wearer of the accessory cannot be hindered by harsh (but not impassable) terrain. Harsh terrain includes things like deep snow, thick brush, etc. Visualize this as you wish.
Kennaz 	ᚲ 	Kennaz represents a torch, and it symbolizes Vision, Creativity, Inspiration, Improvement, and Vitality. Its patron god is Freyja. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	After being thrown, the rune then transforms into a fireball that explodes on impact, damaging all fire-vulnerable creatures in a 5 foot radius of the impact zone. This can be used once every 6 turns. 	After being thrown, the rune then transforms into a fireball that explodes on impact, damaging all fire-vulnerable creatures in a 7 foot radius of the impact zone. This can be used once every 9 turns. 	The inscribed item becomes a rage-filled item. If left unattended, the inscribed item will start heating up, eventually glowing and steaming and ultimately explodes in a plume of flames, damaging all creatures within range. It takes a total of 12 turns for this rage to charge each time, which can be accelerated by one turn for each time the item receives damage. This timer is reset if the item comes in contact with water or other liquids. If fully submerged, it cannot become angry. The effect stops if the rune is defiled or destroyed.
Gebo 	ᚷ 	Gebo represents a gift, and it symbolizes Balance, Exchange, Partnership, Generosity, and Relationships. Its patron god is Odin, who is said to have created it himself.	The rune creates a meal large enough to feed 3 people. This can be used once every 7 days. 	The rune creates a meal large enough to feed 5 people. This can be used once every 7 days. 	The rune creates a meal large enough to feed 7 people. This can be used once every 7 days. 	Items inscribed with this rune have "infinite" monetary value, which means they can be traded for anything that someone is willing to trade for money. This cannot be used for things that are not worth money to the person.
Wunjo 	ᚹ 	Wunjo represents joy, and it symbolizes Pleasure, Comfort, Harmony, Prosperity, Reward, and Success. Its patron god is Freyja. 	Users can target anyone within 15 feet and enchant them using this runestone, creating a one-way connection between the two of them that allows the user to feel their surface-level emotions (things they'd show physically). This lasts 6 turns and can be used once per day. 	Users can target anyone within 15 feet and enchant them using this runestone, creating a one-way connection between the two of them that allows the user to feel their less-apparent emotions (things they might not show physically, but would certainly show mentally or emotionally). This lasts 6 turns and can be used once per day. 	Users can target anyone within 15 feet and enchant them using this runestone, creating a one-way connection between the two of them that allows the user to feel their repressed emotions (things they are actively going out of their way to hide). This lasts 6 turns and can be used once per day. 	When two objects worn by two separate people are inscribed with this rune, it creates an empathy link that allows both wearers to feel each other's emotions. This can be customized to be more or less sensitive.
Hagalaz 	ᚻ 	Hagalaz represents hail, and it symbolizes Nature, Wrath, Being Tested, and Overcoming Obstacles. Its patron god is Hel. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	After being thrown, the rune turns into a small cloud that spread out until it fills the ceiling of the room or covers a 15 foot area, whichever comes first. For 3 turns, the area is pelted with heavy hail. This can be used once every 12 turns. 	After being thrown, the rune turns into a small cloud that spread out until it fills the ceiling of the room or covers a 25 foot area, whichever comes first. For 5 turns, the area is pelted with heavy hail. This can be used once every 18 turns. 	When wearing an accessory inscribed with this rune, the user cannot be adversely affected by harsh weather conditions, such as snow blindness or being slowed by the wind.
Nauthiz 	ᚾ 	Nauthiz represents need, and it symbolizes Restriction, Conflict, Willpower, Endurance, and Self-Reliance. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	This is a rune that is used preemptively. For the next three turns, the next attack against the user cannot kill them, no matter how much damage it does, leaving them in the bare minimum condition to survive with enough left to move. Secondary effects, however, can kill them...So don't get caught on fire. This can be used once every 7 days. 	When wearing an accessory inscribed with this rune, the first attack the wearer receives in a combat scenario cannot kill them no matter what health they're at.
Isa 	ᛁ 	Isa represents ice, and it symbolizes Clarity, Stasis, Challenges, Introspection, Watching, and Waiting. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	After being thrown, the rune then transforms into a snowball that slows an opponent down for 3 turns. During this period, their physical attacks are too slow to cause much damage. This can be used once every 12 turns. 	After being thrown, the rune then transforms into a snowball that freezes a target solid for 1 turn. During this period, they cannot directly attack and cannot be harmed. This can be used once every 18 turns. 	The inscribed item becomes an anxiety-filled rune. When too many people (5 people) are within a 15 foot radius of the inscribed item, the rune will lash out, creating a harsh snowstorm that freezes all creatures in the area solid for 3 turns. As more and more people get close, the rune begins to frost over more and more. This rune can be kept calm by keeping it warm. There is a 6 turn window in-between freezes that it cannot lash out again, but if the people don't leave the area it will lash out at the earliest moment. The effect stops if the rune is defiled or destroyed.
Jera 	ᛃ 	Jera represents the year, and it symbolizes Cycles, Completion, Changes, Harvest, and Reaping Rewards. Its patron god is Frigg. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	Casting this rune on a plant will instantly grow it to its prime. Trees will instantly reach fruit-bearing age (and bear fruit), wheat will instantly sprout, etc. This can be used once every 7 turns. 	Inscribing this rune onto items in a farm field, greenhouse, or even flower pots will cause the plants/crops to grow at an increased rate and never go past their prime unless removed from the affected area.
Eihwaz 	ᛇ 	Eihwaz represents a yew tree, and it symbolizes Balance, Enlightenment, Death, and The World Tree. Its patron god is Odin. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	Using this rune creates a path of light only the user can see, which guides them to the location they want to travel to while within the World Tree. This cannot be used outside of the World Tree. 	Inscribing this rune on the World Tree's branches creates a new doorway in the World Tree, leading to whichever world the person wants. They cannot control the exact location the door opens up to, but the door then becomes permanent and can be traveled through unless the rune is removed from the branch.
Perthro 	ᛈ 	Perthro represents a dice cup, and it symbolizes Fate, Chance, Mystery, Destiny, and Secrets. Its patron god is Iðunn. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	For three turns after casting this rune, the user gains +3 to any die rolls. This can be used once every 3 days. 	Inscribing an accessory with this rune gives the user +1 on any die rolls while it's being worn. This does stack with casting another rune.
Algiz 	ᛉ 	Algiz represents the elk, and it symbolizes Protection, Defense, Instinct, Group Effort, and Guardianship. Its patron god is Baldur. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	This rune creates an enchantment that covers a 30 foot area which increases the resilience of all allies within the area. The more people in the area, the more resilient people become. This lasts 7 turns and can be used once every 3 days. 	Inscribing this rune on any building creates a magical dome barrier around it (similar to the one at Camp Half-Blood) which keeps monsters and other undesirables out. This dome remains for 3 days, after which the effect ends. This can cover a maximum area of 3000 square feet.
Sowilo 	ᛋ 	Sowilo represents the sun, and it symbolizes Health, Honor, Resources, Victory, Wholeness, and Cleansing. Its patron god is Sól/Sunna. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	This rune can be used to temporarily negate the effects of curses on an item or person, stopping them from being in effect for 6 turns. This also works on things inscribed with the Isa, Kennaz, and Laguz runes. This can be used once every 3 days. 	This rune can be used to permanently cleanse the effects of curses on an item or temporarily negate them on a person, stopping them from being in effect for 6 turns. This also works on things inscribed with the Isa, Kennaz, and Laguz runes, which will destroy the rune in the process. This can be used once every 7 days. 	When inscribed on an accessory, the wearer gains +5 on any roll to resist being cursed, or if there is no roll, has a 50/50 (1d2, 1 fail) chance to not be cursed.
Tiwaz 	ᛏ 	Tiwaz represents the god Tyr, and it symbolizes Masculinity, Justice, Leadership, Logic, and Battle. Conveniently, its patron god is Tyr. 	For 3 turns after using the power, all allies within a 5 foot radius are empowered with the energy of combat. Their attacks are a little stronger, their cooldowns are 1 turn less, and their wounds are healed very slowly (like small nicks might be fully healed by the end of the power). This can be used once every 12 turns. 	For 4 turns after using the power, all allies within a 7 foot radius are empowered with the energy of combat. Their attacks are a little stronger, their cooldowns are 2 turns less, and their wounds are healed pretty slowly (though a little faster than before; small nicks will heal, small lacerations will at least scab over by the end of the power). This can be used once every 15 turns. 	For 5 turns after using the power, all allies within a 9 foot radius are empowered with the energy of combat. Their attacks are a little stronger, their cooldowns are 3 turns less, and their wounds are healed slowly (small lacerations will heal by the end of the power, but bad injuries cannot heal fully). This can be used once every 18 turns. 	This rune can only be inscribed on a Shield.
Activating this rune immediately activates the Level 7-8 strength of the rune, and does not consume the rune (allowing it to be re-used). This has the same cooldown. In addition, the shield that it's inscribed with now gains two off-shoots on either side that are weightless, magical, and bear the same properties (size, durability, etc.) as the shield, extending its area.
Berkana 	ᛒ 	Berkana represents a birch tree, and it symbolizes Femininity, Fertility, Healing, Regeneration, and Birth. Its patron god is Frigg. 	When thrown, it tracks to a selected ally within 15 feet. Upon making contact, it is consumed and heals minor cuts, bruises, and minor head trauma over the course of 3 turns. This has no cooldown, however obviously runestone limits apply. 	When thrown, it tracks to a selected ally within 15 feet. Upon making contact, it is consumed and heals moderate cuts, sprains and twists, and minor concussions over the course of 3 turns. This has no cooldown, however obviously runestone limits apply. 	When thrown, it tracks to a selected ally within 15 feet. Upon making contact, it is consumed and heals deep wounds, broken bones, and major concussions over the course of 3 turns. This has no cooldown, however obviously runestone limits apply. 	Accessories inscribed with this rune turn into a sort of "healing wand". Users can run this rune along a wound to heal it, with minor wounds taking 3 turns to heal, moderate wounds taking 6 turns, and major wounds taking 9 turns. This cannot heal permanent wounds. This has 15 overall uses before it is no longer usable.
Ehwaz 	ᛖ 	Ehwaz represents a horse, and it symbolizes Transportation, Movement, Progress, Trust, and Change. Its patron god is Odin. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	When thrown, upon making contact with a solid surface, it will teleport the user to the location that it makes contact with. It does not discriminate between safe/unsafe locations, so good luck if you're passing it off to a child of Thor to toss...This can be used once every 9 turns. 	When inscribed on a pair of objects, one can use one of the objects to teleport to the other. This can either be done on stationary things (for example, two walls, making a teleporting door (SICK AS FUCK BRO)), it can be used on mobile items (two necklaces), or a mix of both. This can be used once every 12 turns.
Mannaz 	ᛗ 	Mannaz represents humanity, and it symbolizes Individuality, Friendship, Society, Cooperation, and Help. Its patron god is Odin. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	Using this rune creates a path of light only the user can see, which guides them to the nearest settlement (does not discriminate between "enemy" and "friendly", or even between "savage" and "civilized"). This can be used once every 30 days. 	Using this rune creates a path of light only the user can see, which guides them to the nearest civilized settlement (meaning one they won't be instantly killed and eaten in). This can be used once every 30 days. 	Inscribing this rune onto an ordinary will turn it into a sort of "magic 8 ball compass". After exclaiming what you want to be directed to, the compass will point its needle in the direction of the closest thing that matches that description. The compass has 3 uses before it is destroyed.
Laguz 	ᛚ 	Laguz represents water, and it symbolizes Intuition, Emotions, Flow, Renewal, Dreams, Hopes, and Fears. Its patron god is Freyja. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	After being thrown, the rune then begins rapidly producing water from itself, creating up to 15 gallons or until it reaches a point where the area it's in is is entirely filled (whichever comes first, meaning if it's put in a box or cough cough under a rounded shield while it's going then it will stop early), after which it stops. This can be used once every 6 turns. 	After being thrown, the rune then begins rapidly producing water from itself, creating up to 25 gallons or until it reaches a point where the area it's in is is entirely filled (whichever comes first, meaning if it's put in a box or cough cough under a rounded shield while it's going then it will stop early), after which it stops. This can be used once every 9 turns. 	The inscribed item becomes a sorrow-filled item. Once every 12 turns, for a period of 3 turns, the runestone will produce a loud sobbing noise while creating a large amount of water (5 gallons every period). This goes until the area it's in is entirely filled or until the runestone is destroyed, either scenario causing the runestone to be destroyed.
Inguz 	ᛜ 	Inguz represents a seed, and it symbolizes Goals, Growth, Change, Common Sense, and The Hearth (Home). Its patron god is Ing, also known as Freyr. 	Casting this rune on a location will enchant it with a sense of home. All shelves, pantries, etc. will be stocked, it will be cleaned and restored to "mint" condition, and all the lights/lanterns/fires will light with magical energy, allowing them to be magically toggled on or off. At this level, this can be used on a single room. This effect lasts 1 day. This rune has a cooldown of 7 days. 	Casting this rune on a location will enchant it with a sense of home. All shelves, pantries, etc. will be stocked, it will be cleaned and restored to "mint" condition, and all the lights/lanterns/fires will light with magical energy, allowing them to be magically toggled on or off. In addition, the enchanted area will now be protected against monsters, causing them to ignore it. At this level, this can be used on a small building (like a 2 bed 1 bath sized house). This effect lasts 4 days. This rune has a cooldown of 14 days.	Casting this rune on a location will enchant it with a sense of home. All shelves, pantries, etc. will be stocked, it will be cleaned and restored to "mint" condition, and all the lights/lanterns/fires will light with magical energy, allowing them to be magically toggled on or off. The enchanted is protected against monsters, causing them to ignore it. In addition, it now cannot be negated by disenchantment effects At this level, this can be used on a large building (like a 6 bed 3 bath sized house). This effect lasts 7 days. This rune has a cooldown of 21 days.	This rune can be inscribed onto parts of a house, which will then enchant those items with the "hominess" that is produced by casting the rune normally, except more focused. For example, putting it in the pantry will keep the pantry magically stocked, or putting it on a broom will keep the floors swept. This can be put on a maximum of 3 items, which with the proper explanation, will perform their duties as long as it fits into making the place more "home-y".
(For those who will ask, putting it above the exterior door(s) is how you ward off monsters.)
Othala 	ᛟ 	Othala represents inheritance, and it symbolizes Ancestry, Possessions, Heritage, Experience, and Value.
*This is also the rune used to reveal Godly Parents and claim Demigods within Valhalla, and may be used as such in roleplay, despite it not being listed in the levels.	Users of this rune can create $100 USD worth of currency that can be spent as desired. This is permanent in-universe, but any money created is removed from your character's inventory at the end of a roleplay session. Magical currency's exchange rate is 10/1 (10 dollars/1 magical currency), meaning you can make 10 units of magical currency (ie. Red Gold) with this power. This rune can be used once every 10 turns.	Users of this rune can create $150 USD worth of currency that can be spent as desired. This is permanent in-universe, but any money created is removed from your character's inventory at the end of a roleplay session. Magical currency's exchange rate is 10/1 (10 dollars/1 magical currency), meaning you can make 15 units of magical currency (ie. Red Gold) with this power. This rune can be used once every 12 turns. 	Users of this rune can create $200 USD worth of currency that can be spent as desired. This is permanent in-universe, but any money created is removed from your character's inventory at the end of a roleplay session. Magical currency's exchange rate is 10/1 (10 dollars/1 magical currency), meaning you can make 20 units of magical currency (ie. Red Gold) with this power. This rune can be used once every 15 turns. 	Users of this rune create a "Debit Rune", which is a debit card with the Othala rune on its face. This can be swiped at any place that accepts card (you'd be surprised, Jotunnheimr has been modernizing a bit!) and it will be accepted without fail. This card has 10 uses before it no longer functions. This card can be created once every 365 days.
Dagaz 	ᛞ 	Dagaz represents dawn, and it symbolizes Awakening, Certainty, Illumination, Completion, and Hope. 	Characters at this skill level currently do not have the understanding of this rune, and thus cannot use spells that contain this rune in their writing. 	Using this rune on someone can infuse them with the energy of a new morning, instantly waking them up (even if they were in magically induced sleep) and revitalizing them as if they had just been sleeping for a full 8, undisturbed, perfect, serene hours. 	This rune can now be used on things that require energy or activation, activating them for 6 turns before they turn back off. This will function even if the target requires some kind of power source and does not have said power source present, unless that power source is one-of-a-kind. 	Items inscribed with this rune, anticlimactically, function as glorified daylight censors/alarm clocks. However, it is useful in different time zones/worlds, especially where there is no sunlight! Between the hours of 6:30 A.M. and 9:00 A.M. in the local time, the rune will glow with the radiance of the sunlight, and create a peacefull humming sound. During the last 30 minutes (8:30-9:00 A.M.), the rune will start to scream obscenities at you unless you tap (or have tapped) the rune, thus "stopping" the alarm.
==== Initiate Frenzy (Major) ====
* Odin translates to ‘Lord of Frenzy’, so it would only make sense his children inherit this power. They can induce a frenzied state, but only onto other children of the gods or beings who serve the Æsir. At higher levels, they can more accurately control the severity of the frenzy as well as how long it lasts in their chosen victim or victims.
* Levels 1-3: Can induce a frenzy into 1-2 beings at a time that will last for 3 turns. Symptoms can be managed with a high enough willpower and may include: Predictable bouts of giggling, crying, or growling/mood swings + Urge to fidget or use hands for something + Occasional hallucinations, etc. Drawbacks: Mental exhaustion, slurring of words, & possible fainting.
* Levels 4-6: Can induce a frenzy into 1-4 beings at a time that will last for 6 turns. Symptoms will be difficult to manage for any period of time and may include: Random bouts of giggling, crying, or growling/mood swings + A small, uncontrollable twitch or tremor in 1 or more areas of the body + Slight loss of focus, awareness, and/or critical/logical thinking + Some hallucinations + etc. Drawbacks: Mental exhaustion, increased blood pressure, & higher risk of fainting.
* Levels 7-8: Can induce a frenzy into 1-6 beings at a time that will last for 9 turns. Symptoms will be nearly impossible to manage for any period of time and may include: Spontaneous bouts of increased giggling, crying, growling/mood swings/potential screaming + A strong twitch or tremor in 1 or more areas of the body + Increased loss of focus, awareness, and/or critical/logical thinking + More frequent/stronger hallucinations + etc. Drawbacks: Mental exhaustion, increased blood pressure, nosebleeds, higher risk of fainting, & possible blackout.
==== Increased Mental Activity & Capacity (Major/Minor) ====
* Odin’s name derives from the old Norse Óðinn, which comes from the Norse word óðr—often translated as “inspired; fury; frantic”— which refers to the concept of divine mental activity. With this power, Children of Odin are capable of enhancing their mental capabilities. Not only could their brains operate at the speed of a computer processing unit (CPU), but they’d be able to take in and retain all of that information in the span of a single turn! At higher levels, they can begin to not only understand the information they take in, but apply it to any situation they wish, combat or non-combat. While Odin was never one for sharing, his children could be, especially with 50 books-worth of knowledge allowed to be taken in all at once.
* Levels 1-3: Cannot transfer any sort of knowledge to another individual.
** Level 1: Can process basic knowledge of their targeted victim, object, place, etc., but they must choose whether to retain or understand it. They can apply this knowledge to one action.
** Level 2: Can process and retain basic knowledge, and half-understand it. They can apply the retained knowledge to 1 turn.
** Level 3: Can process and retain basic knowledge and fully understand it. Can apply basic knowledge to any given situation. Can process intermediate knowledge, but must choose to either retain it or to half-understand it. They cannot apply intermediate knowledge to any given situation.
* Levels 4-6: Can process and retain knowledge on their targeted victim, object, place, etc. at an intermediate level. Can process advanced knowledge, but must choose whether to retain it or understand it. They cannot apply advanced magic to any given situation. Can transfer retained and understood basic knowledge to anyone within a 5-foot radius, but intermediate knowledge cannot be transferred.
* Levels 7-8: Can process and retain knowledge on their targeted victim, object, place, etc. on an advanced level. Can transfer retained and understood basic knowledge to anyone within a 10-foot radius and intermediate knowledge to anyone within a 5-foot radius, but advanced knowledge cannot be transferred.
=== Moderate Powers ===
==== Einherjic Grace (Moderate) ====
* Due to their father being the King of Asgard, and thus the ruler of Valhalla, Children of Odin are able to open up a greater understanding of being an Einherji due to their connection with their father.
** Level 1-3 - Children of Odin are able to make themselves twice as strong, fast, and durable as the average Einherji for 3 turns at a time. This power has a cooldown of 5 turns.
** Level 4-6 - Children of Odin are able to make themselves 3x as strong, fast, and durable as the average Einherji for 3 turns at a time. This power has a cooldown of 5 turns.
=== Minor Powers ===
==== Limited Telumkinesis (Minor) ====
* Children of Odin have a limited form of Telumkinesis that revolves around the powerful weapon Gungnir, a spear in Norse Mythology that is known for always hitting the target of the attacker regardless of the attacker's skill. Though they can't summon Gungnir itself, they can summon their own spears that have some similar effects.
** Level 1: Children of Odin can summon a non-enchanted Bone Steel Spear, with the design specifications being up to them. If they have a spear as a personal weapon, they can instead utilize this, whether it's enchanted or not. The summoned spear disappears after 6 turns unless it is a personal weapon, which remains. This can be used once per day.
** Level 2: Children of Odin can summon a brand new Bone Steel Spear (or their own personal Bone Steel Spear) that, when thrown, will fly back to the hand of the user after 1 turn. The summoned spear lasts for 6 turns, as does the effect, so if the effect is applied to the existing personal spear then it will lose the special enchantment after the duration. This can be used once per day.
** Level 3: Children of Odin can summon a Bone Steel Spear (or their own personal Bone Steel Spear) that, when thrown, will track to its target as long as it is within 5 feet of the trajectory of the throw. This can still be blocked, but cannot be dodged. The summoned spear lasts for 6 turns, as does the effect, so if the effect is applied to the existing personal spear then it will lose the special enchantment after the duration. This can be used once per day.
==== Horseshoes… (Minor) ====
* Due to Loki birthing Sleipnir, Odin now has an eight-legged horse he gets to ride into battle. His children have inherited this aspect in the fact that they can summon the spirit of a horse with any parts of said creature though horseshoes are generally the most commonly procured. The summoned horse spirit has six (6) legs instead of eight (8) legs and its body is corporeal, meaning it can be touched and ridden on. The spirit runs past the Child of Odin and doesn’t slow down nor stop before vanishing.
* Level 1: An Appaloosa horse spirit is summoned for a total of 1 turn. They can reach up to 55 mph (88.5 kph) over a quarter(1/4)-mile distance for speed. If trampled by this horse spirit, the opponent will suffer a quarter (1/4) loss of their health. This power cannot be used for 1 week after the initial usage.
* Level 2: An American Quarterhorse spirit may now be summoned for a total of 2 turns. Can reach up to 55 mph (88.5 kph) over a quarter-mile for speed. They are more powerful than the Appaloosa spirit, so the American Quarterhorse spirit may trample an opponent to take one-third (1/3) of their target’s health. If any opponents are within a 3-foot radius when the horse spirit’s disappearing turn happens, then the horse spirit’s body will become non-corporeal. Once this happens, the spirit will appear in front of the nearest opponent to it in the 3-foot radius, rear onto its hind legs, and slam its front hooves onto the opponent’s head, killing it with one blow, before ultimately fading away. This power cannot be used for 3 weeks after the initial usage. 
* Level 3: An Arabian spirit may now be summoned for a total of 3 turns. They can reach up to 66 mph (104.6 kph) for speed and take half (1/2) of an opponent’s health that they’ve trampled. While not as powerful as the American Quarterhorse spirit, the Arabian horse spirit may offer a surprise attack advantage. If there are any opponents within a 5-foot radius at the turn of its usual disappearance, its body will become non-corporeal. It will locate the nearest enemy, charge towards it before twisting around, digging its hooves into the ground, and use both legs to kick the enemy, instantly taking two-thirds (2/3) of their health + apply a stun effect that skips the opponent’s next turn in a fight.
==== … and Raven Feathers (Minor) ====
* Odin has a connection with ravens, and even named two of his own, calling them Huginn and Muninn. These feathery fiends of any other being turn into separate spirit friends for Odin’s children to summon if they are able to acquire raven feathers. Children of Odin may command them as they see fit until the raven spirits have 1 turn remaining. At this time, they will take half the health of the opponent with the least amount of health or divide and conquer in response to equal amounts of low health.
* Level 1: Can summon 1 raven spirit for 3 turns or 2 raven spirits for 1 turn. The 1 raven spirit will follow the Child of Odin’s orders for 2 turns. On its last turn, the 1 raven spirit will scratch the opponent’s face before disappearing. With 2 raven spirits, they will immediately locate their target and peck out their eyes before disappearing right afterwards. Grimm Brother’s Tales’ Cinderella’s step sisters?
* Level 2: Can summon 1 raven spirit for 5 turns or 2 raven spirits for 2 turns. The 1 raven spirit will follow the Child of Odin’s orders for 4 turns. On its last turn, the 1 raven spirit will grow larger and body slam the opponent before disappearing. The 2 raven spirits will follow the Child of Odin’s orders for 1 turn and may be ordered to attack 2 separate opponents by themselves or 1 opponent together. On their last turn, the ravens will locate their target and sink their talons into the opponent’s shoulders before disappearing.
* Level 3: Can summon 1 raven spirit for 7 turns and 2 raven spirits for 3 turns. The 1 raven spirit will follow the Child of Odin’s orders for 6 turns. On its last turn, the 1 raven spirit will go down the opponent’s throat and make them start to uncontrollably cough out and choke on raven feathers for 1 turn, whether the Child of Odin’s turn or another opponent’s turn. The 2 raven spirits will follow the Child of Odin’s orders for 2 turns. On their last turn, the raven spirits will fuse with the spirit of their target and cause raven wings to suddenly sprout from their back. These wings will attempt to slowly kill the body of the opponent’s spirit they fused with until it’s the opponent’s turn again. The wings will dissipate into oblivion upon the opponent’s next turn, alive or dead.
=== Given Powers ===
==== Odin's Sacrifice (Given) ====
* Children of Odin share Odin’s singular eye, which in exchange for poorer balance and skewed depth perception, allows them to see the runes in everyday objects. This can manifest as a lack of an eye or as a fully blind eye.
==== Odin's Ravens (Given) ====
* Children of Odin are able to communicate with ravens. They can offer them trinkets in exchange for information, which the ravens will then whisper into their ear.
==== Poetry (Given) ====
* Some children of Odin are surprisingly good poets, especially when writing about war, ravens, heroism, or leaders. They also are shockingly good at recognizing poetry structure, and the rhetorical and literary terms used within poems.
==== Wednesday the Best Day (Given) ====
* Odin in Germanic Mythology was referred to as ‘Woden’ and Wednesday was originally translated to ‘day of Woden’. Some of his kids (notably the ones with Germanic ancestry) tend to be more productive on Wednesdays, and overall just feel better on Wednesdays.
==== Yes, Horses Too (Given) ====
* Children of Odin are just naturally good with horses. They form particularly close bonds with any horse that is unusual by mortal standards.
== Trivia ==
* Odin's name can be translated as either "master of ecstasy" or "master of fury, the furious."
* Odin gained his nickname, the All-Father, because of his status as the spiritual father to all the Æsir gods.
* In the Elder Futhark rune alphabet, Odin is associated with the Ansuz rune.
* He is apart of a trinity of gods responsible for creating mankind from boughs, the other two being Vili/Honir and Ve (or Lodour).
* Human sacrifices were made in honor of Odin in the times of the Old Norse, with many accounts of even kings being sacrificed.
* Genetically, Odin is 1/2 Æsir and 1/2 Jötunn; his parents are the Æsir Bor and the Jötunn Bestla.
* Contributors to Odin: 
** Karma (Co-Creator)
** Tiri (Co-Creator)
** Puffin (Power Contribution)
Category:Gods - Norse