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.

#### *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)