Freyr

Frey (from Old Norse: Freyr/Lord) is the Norse Vanir god of kingship, fertility, peace, prosperity, fair weather, and good harvest, as well as the patron god of summer and sunshine.
His emoji is "🌻", representing the flower that blooms during the summer.
Freyr can produce children out of MLM relationships, as he is often seen as a symbol of homosexual love among men.
== Description ==
In the mythological stories in the Icelandic books the Poetic Edda and the Prose Edda, Freyr is presented as one of the Vanir, the son of the god Njörðr and his sister-wife, as well as the twin brother of the goddess Freyja. The gods gave him Álfheimr, the realm of the Elves, as a teething present. He rides the shining dwarf-made boar Gullinbursti, and possesses the ship Skíðblaðnir, which always has a favorable breeze and can be folded together and carried in a pouch when it is not being used. Freyr is also known to have been associated with the horse cult. He also kept sacred horses in his sanctuary at Trondheim in Norway. He has the servants Skírnir, Byggvir and Beyla.
The most extensive surviving Freyr myth relates Freyr's falling in love with the female Jötunn Gerðr. Eventually, she becomes his wife but first Freyr has to give away his sword, which fights on its own "if wise be he who wields it." Although deprived of this weapon, Freyr defeats the Jötunn Beli with an antler. However, lacking his sword, Freyr will be killed by the fire Jötunn Surtr during the events of Ragnarök.
== Claiming ==
When Frey claims his children, the air around his child turns warm and the child is basked in radiant sunlight for a brief moment. Freyr is not stingy with his claiming, and even claims his living children semi-frequently.
== Demigod Powers ==
=== Major Powers ===
==== Heliokinesis (Major) ====
* Children of Freyr can call upon the summer sun to aid them, using it to illuminate areas or even focusing it into powerful beams of sunlight to attack their enemies.
* Level 1-3: Children of Freyr are capable of creating a small orb of sunlight which either hovers around their head or can be commanded by the child of Freyr to hover in a single location anywhere in a 15 foot raidus. The orb illuminates a 9 foot radius around them in bright light, and an 18 foot radius with dim light. Anything that’s stronger in the sunlight is stronger within this area and anything that’s weaker in sunlight is weaker in the area. The orb lasts for up to 6 turns or until it's ended early, and a new one can be created once every 12 hours.
* Level 4-6: Children of Freyr can now create up to two orbs at a time, which each last 9 turns and refresh every 6 hours. The same rules as before apply.
* Level 7-8: Children of Freyr can create a hole in up to 60 feet (depth; like 60 feet under the surface) of solid material as long as there is sunlight above it, which allows the sunlight to peer through and fill the area with its radiant energy. It lights up an area in a 15 foot cone with sunlight, and anything that’s stronger in the sunlight is stronger within this area and anything that’s weaker in sunlight is weaker in the area. This skylight remains for up to 7 turns, after which it closes. This can be used once every 3 days.
** Level 8 Superpower: Children of Freyr can focus sunlight into the palm of their hand, turning it into a beam of solar energy that burns like fire. After taking one turn to charge up, the beam can fire a sustained blast of energy for up to 3 turns (or until the user ends the power early). This can be used once every 12 hours.
==== Grace of Freyr (Major/Minor) ====
* Children of Freyr can release a powerful blast of radiant energy that can pacify people around them, stopping them from wanting to fight. This also affects the Child of Freyr, however, and it doesn’t work on people affected by an “opposite” power, such as one that encourages violence.
* Level 1-3: Children of Freyr can pacify everyone within a 10 foot radius of them. The pacification forces them to be peaceful for 3 turns, but after that they can return to whatever they were doing. This can be used once every 12 hours.
* Level 4-6: Children of Freyr can pacify everyone within a 20 foot radius of them. The pacification forces them to be peaceful for 6 turns, but after that they can return to whatever they were doing. This can be used once every 18 hours.
* Level 7-8: Children of Freyr can pacify everyone within a 30 foot radius of them. The pacification forces them to be peaceful for 9 turns, but after that they can return to whatever they were doing. This can be use once every 24 hours.
** Level 8 Superpower: Children of Freyr can channel an insane amount of power to disarm an entire battlefield, covering a mile radius. In this radius, any armed individuals are disarmed, causing their weapons to fly (safely) out of their hands and as far away from anyone that might pick it up and use it as possible within 30 feet of the original wielder. This power can be used once every 30 days.
==== Solar Healing (Major/Moderate) ====
* Children of Freyr can heal themselves and others by channeling solar energy through their body or into others.
* Lvl 1-3: After spending at least 6 hours in partial sunlight, user’s can heal minor wounds (small scratches, bruises, cuts, 1st degree burns). 3 uses before having to recharge.
* Lvl 4-6: After spending at least 4 hours in partial sunlight, user’s can heal moderate wounds, including sprains. Six uses before having to recharge.
* Lvl 7:  After spending at least 2 hours in direct sunlight, user’s can heal major wounds (large gashes, cuts, bruises, moderate internal bleeding, minor fractures, dislocations, 2nd degree burns). 9 uses before having to recharge.
* Lvl 8: After spending at least 8 hours in direct sunlight, user’s can heal lethal wounds (punctures, broken bones, major internal bleeding, 3rd degree burns). 3 uses before having to recharge.
=== Moderate Powers ===
==== Alf Seiðr (Moderate) ====
* Alf Seiðr (also known as elf magic) is a form of peaceful magic used by those who hail from the sun-based realm of Alfheimr and the Vanir-spawn realm of Vanaheimr. Its main uses are for healing, growing, and stopping violence. It cannot be learned, unlike Rune Magic. Alf Seiðr is an inherited ability, so only those born with it can utilize it. Despite being more exclusive, it is considered a "lesser" magic to Rune Magic in terms of complexity and skill-requirement, but is still a potent form of magic nonetheless.
* Level 1-3: At this level, the user unlocks the ability to manipulate the rate at which plants grow. To use this power, they must actively concentrate on growing the plant(s), and in doing so they can accelerate the growth of plants for up to 5 turns. This can cause plants to grow past their "normal" size, allowing them to create massive mushrooms and stupendous sunflowers...And, other plants too...They can use this power once every 6 hours.
* Level 4-6: At this level, the user unlocks the ability to heal wounds over the course of an extended period of time. This has no cap on how severe of a wound they can heal, as long as it is not a permanent wound (something like a severed limb). Minor wounds (minor cuts, bruises, and minor head trauma) take 6 turns to fully heal, moderate wounds (moderate cuts, sprains and twists, and minor concussions) take 12 turns to fully heal, and major wounds (deep wounds, broken bones, and major concussions) over the course of 18 turns. Wounds can be considered "healed" after half this duration, but they will remain weak spots and are easier to wound again. This can be used once per combat encounter.
==== Solar Flare (Moderate) ====
* Children of Freyr are able to harness focused sunlight and turn it into a tangible attack, able to manifest itself in different ways based on the power’s level. Being attacked by this is like getting burned by fire, but with an extra fiberglass sting.
* Level 1-3: Children of Freyr can turn their sunlight into all previous weapons as well as swords, axes, hammers, and polearms. They can keep these weapons manifested for a maximum of 15 turns, after which they must remake them. Weapons take 3 turns to form. This can be used once every 21 turns.
* Level 4-6: Children of Freyr can turn their sunlight into all previous weapons as well as bows, crossbows, thrown weapons, and non-weapon utilities like chains, pickaxes, chisels, or climbing axes. They can keep these weapons manifested for a maximum of 18 turns, after which they must remake them. Weapons take 2 turns to form. This can be used once every 24 turns.
==== Thermokinesis (Moderate/Minor) ====
* Children of Freyr are able to manipulate the temperature of the area around them or focus it into a specific area or object.
* Level 1-3: Children of Freyr can raise the temperature around them in a 15 foot radius by 10 degrees or raise a specific object’s temperature by 15 degrees. They can use this once every 9 turns.
* Level 4-6: Children of Freyr can raise the temperature around them in a 20 foot radius by 20 degrees or raise a specific object’s temperature by 30 degrees. They can use this once every 12 turns.
=== Minor Powers ===
==== Estival Aura (Minor) ====
* Children of Freyr are able to manifest an aura of the Summer months around them. This power can only work at 100% efficiency when outside during daytime, though it can still work while inside or at night.
* Level 1: Children of Freyr can use their power to create a sun-like aura in a 15 foot radius around them. Anything that’s stronger in the sunlight and/or in heat is stronger within this aura and anything that’s weaker in sunlight and/or in heat is weaker in the aura. This can be used once every 12 hours.
* Level 2: Children of Freyr can use their power to create a sun-like aura in a 30 foot radius around them. Anything that’s stronger in the sunlight and/or in heat is stronger within this aura and anything that’s weaker in sunlight and/or in heat is weaker in the aura. Lasts 9 turns. This can be used once every 24 hours.
* Level 3: Children of Freyr can use their power to create a sun-like aura in a 45 foot radius around them. Anything that’s stronger in the sunlight and/or in heat is stronger within this aura and anything that’s weaker in sunlight and/or in heat is weaker in the aura. The power lasts 12 turns. This can be used once every 3 days.
==== Limited Atmokinesis (Minor) ====
* As Freyr is the lord of summer, and by extension summer storms, Children of Freyr have a very minor control over the weather. This power can only be used during the Summer (Jun 21-Sep 23) or within the realm of Alfheimr.
* Level 1: Children of Freyr can disperse negative weather conditions in favor of clear, sunny weather. In doing so, they create a break in the clouds in a mile radius that clears all bad weather and allows the sun to shine through. If used on magically-created weather, it instead dispels the weather. This can be used once every 3 days.
* Level 2: Children of Freyr can create a summer storm, filled with a light but refreshing rain. This storm covers a .5 mile radius, lasts for up to 12 turns (or until dispelled), and can be created once every 3 days.
* Level 3: Children of Freyr can create a summer thunderstorm, filled with a heavy but still refreshing rain and thunder. This storm covers a .5 mile radius, lasts for up to 12 turns (or until dispelled), and can be created once every 3 days.
==== Photokinesis (Minor) ====
* Children of Freyr can bend light around them and focus it into different things.
* Level 1: At this level, children of Freyr can create small beams of light that act sort of life flashlights, creating a 15 foot cone of bright light emanating from an object or body part that they choose. This lasts for 15 turns or until dispelled and can be used once every 6 hours.
* Level 2: At this level, children of Freyr can create brief but bright flashes of light that temporarily blind and disorient anyone looking at them. This effect lasts for 3 turns, during which anyone affected cannot see and experience minor physical discomfort/pain. This can be used once every 12 turns.
* Level 3: At this level, children of Freyr can bend the light around one person to hide them from view. They are still tangible, and when someone gets close to them they'll see the disturbance, but from a distance they are entirely invisible. This invisibility lasts up to 6 turns, requires concentration to maintain, and can be used once ever 12 hours.
=== Given Powers ===
==== Claustrophobia (Given) ====
* Children of Freyr tend to be anxious when not outdoors, causing their powers to work less efficiently. When they're outside, their powers are a little easier to use.
==== Estival Empowerment (Given) ====
* Children of Freyr are stronger during the Summer, giving their powers and physical strength a little boost that's pretty negligible from an outside perspective, but definitely notable to the child of Freyr. However, the opposite is true during Winter; they become weaker, and might even be more sluggish. During the Spring and Fall they can be considered at a "base" level.
==== Solar Empowerment (Given) ====
* Children of Freyr are stronger during the day, giving their powers and physical strength a little boost that's pretty negligible from an outside perspective, but definitely notable to the child of Freyr. However, the opposite is true during night; they become weaker, and might even be more sluggish.
==== Extreme Conditioning (Given) ====
* Children of Freyr are able to survive for extended periods in the harshest of temperatures. Whether it be 100 degrees and they’re in a winter jacket or 0 degrees and they’re in a t-shirt, they’ll be able to at least stay alive  longer than the average person.
==== SPF ᛞ (Given) ====
* Children of Freyr are immune to damage caused by the sun and low amounts of heat. They cannot be sunburned, and they can’t obtain first degree burns.
== Trivia ==
* Contributors to Freyr:
** Karma (Creator)
*** Heliokinesis (Major)
*** Grace of Freyr (Major/Minor)
*** Alf Seiðr (Moderate)
*** Solar Flare (Moderate)
*** Thermokinesis (Moderate/Minor)
*** Estival Aura (Minor)
*** Limited Atmokinesis (Minor)
*** Photokinesis (Minor)
*** Claustrophobia (Given)
*** Estival Empowerment (Given)
*** Solar Empowerment (Given)
*** Extreme Conditioning (Given)
*** SPF ᛞ (Given)
** Myth (Power Contribution)
*** Solar Healing (Major/Moderate)
Category:Norse
Category:Gods - Norse