Njörðr

Njordr (Old Norse: Njörðr) is the Norse Vanir god of the sea, seafaring, wind, fishing, wealth, and crop fertility. He is the father of the twins Freyr and Freyja by his unnamed sister, and was the husband of the jötunn Skaði until their eventual severance.

His emoji is "⛵" representing the ships of sailors, of which he is the patron of.

## Description

Njörðr is said to be one of the few gods who survives Ragnarök, returning to Midgard from Vanaheim in the new world.

After Loki killed her father, the giantess Skaði demanded Baldur as a husband as compensation. The gods told her she may choose who ever she wanted as a husband, but can only choose based on his feet. She chose Njörðr and the two married. However he could not adapt to the mountains she lived in and she could not adapt to the shore where he lived and they ended up divorcing.

Njörðr is cheerful and tranquil. He represents the good, helpful side of the sea, the opposite of Aegir. He often acts laid-back and levelheaded, though could easily become dangerous if angered. Njörðr is often very helpful to his family, even with his grandchildren by Freyr and Freyja, a trait not often shown in gods. However, he is also known to be oblivious at times.

## Claiming

Njodor’s claiming is a holographic wave of water coming over their head.

## Demigod Powers

### Major Powers

#### *Hydrokinesis* (major)

* Children of Njodor are able to control bodies of water that are around them. They cannot create water but they are able to control existing water.
* **Level 1-3**: They are able to control water in a 10 foot radius. They can make water blasts about as powerful as a water gun. They can control water for up to 2 turns afterwards this makes them quite drained. They are unable to use this power for 4 turns and their powers are weaker for 6 hours.
* **Level 4-6**: They are able to control water in a 15 foot radius. They can make water blasts about as powerful as a water hose. They are able to make tidal waves up to 5 feet in a 10 foot radius. Lasts for 1 turn and cooldown of 6 hours. At this level their water manipulation is up to 4 turns and this leaves them even more drained. They are unable to use this power again for another 6 turns and their water powers are weaker for 8 hours after this.
* **Level 7-8**: They are able to control water in a 20 foot radius. Their water blasts are now up to the size of a fire hose. They are able to make tidal waves up to 10 feet in a 15 foot radius; this wave lasts for 1 turn cooldown of 12 hours Their water manipulation powers are up to 6 turns and this leaves them even more drained. They are unable to use this power again for another 8 turns and their water power are weaker for 10 hours after this.
* **Level 8 Superpower**: a) The radius of their water control is now up to 50 feet. They can make massive water blasts. Though the down side is they are unable to use their powers after this for at least 24 hours as this expends most of their energy.
* **Level 8 superpower b)** They are able to make a massive tidal wave up to 30 feet tall and in a 15 foot radius. Though after using this power they are unable to use this power again for 36 hours and they are knocked out after using the power.

#### *Aerokinesis* (Major/moderate/minor)

* Children of Njordor have control over winds as their father is the god of wind. They can make gusts of wind and air with this power.
* **Level 1-3**:  They can make small gusts of wind that are strong enough to knock over a demigod. They can use winds to suspend small objects in the air. Like the size of a ball for a turn. This has a 3 turn cool down.
* **Level 4-6**:. They can make larger gusts of wind to knock over 2 demigods. They can use their winds to suspend larger objects in the air like a small dog for up to 3 turns, and this has a 5 turn cool down.
* **Level 7-8**: They can make even larger gusts of wind that can knock over up to 4 demigods. Their winds can be used to help power sailboats easier. They can also suspend up to a large dog in the air for up to 5 turns 7 turn cooldown.

### Moderate Powers

#### *Limited Chlorokinesis* (Moderate/Minor)

* As their father is the god of wealth around the field his children have limited power around plants to help make them grow and the bounty from the plants grow. This also has effect on water based plants starting at level 4
* **Level 1-3**: Children of Njodor have the ability to make land plants grow around them even stronger, and bear more food or seeds. This has a 10 foot radius and lasts for 4 turns with an 8 turn cooldown.
* **Level 4-6**: Children of Njodor now have an effect on aquatic plants at this level their power over land plants goes away and they switch to having an effect over water plants. They can make aquatic plants grow stronger and bear more food or seeds in a 5 foot radius. This has a 3 turn cool down and lasts for 2 turns.

#### *Ship Based Aerokinesis* (Moderate)

* As their father is the god of ship sailing they can also use their Aerokinesis to be able to give more gentle breezes for good sailing.
* **Level 1-3**: Children of Njodor can create gentle winds of up to 5 knots to help sailboats they are on to move faster. This lasts for 3 turns with a 6 turn cooldown.
* **Level 4-6**: Children of Njodor can create gentle winds of up to 10 knots to help sailboats they are on to move faster. This lasts for 5 turns and has a 8 turn cooldown.

### Minor Powers

#### *Echolocation* (minor)

* Children of Njodor with this power can sense creatures the size of a small fish or larger in water. This power has the drawback of it does cause Headaches.
* Level 1:  The demigod can use this power for up to 3 turns with a 6 turn cool down and the radius is 20 feet.
* Level 2: The demigod can use this power for up to 4 turns with a 8 turn cool down and the radius is 30 feet.
* Level 3: The demigod  can use this power for up to 5 turns with a 10 turn cool down and the radius is 40 feet.
* Level 4 (minor degree only): The demigod  can use this power for up to 6 turns with a 12 turn cool down and the radius is 50 feet.

#### *Aquatic Animal Summoning* (Minor)

* As Njodor has myths around him being in charge of plentiful fish harvest, children of Njodor are able to summon aquatic animals.
* **Level 1**: Children of Njodor are able to summon up to two small fish for up to 2 turns; this has a 4 turn cool down.
* **Level 2**: Children of Njodor are able to summon up to 4 small/medium sized fish for up to 4 turns; this has a 6 turn cool down.
* **Level 3**: Children of Njodor are able to summon up to 6 small to large sized fish for up to 6 turns; this has a 8 turn cool down.
* **Level 4 (Minor Degree only)**:  Children of Njodor are able to summon up to 8 small to large fish at this level they can start to summon smaller marine mammals (For example sea otters). This lasts for up to 8 turns with a 10 turn cool down.

#### *Ship control* (minor)

* As their father is the god of sailing children of Njodor when they are sailing a ship can make their ship go straight and true to their destination along with at higher levels they can “overclock” their ship to go faster.
* **Level 1**: At this level children of Njodor can control their ship to stay on target out of battle for 1 hour no problem, and  in battle 2 turns. Out of battle this has a 2 hour cool down in battle this has a 4 turn cool down.
* **Level 2**: At this level children of Njodor can control their ship to stay on target out of battle for 2 hours no problem, and in battle 4 turns. Out of battle this has a 4 hour cool down, and in battle this has a 6 turn cooldown.
* **Level 3**: At this level children of Njodor can control their ship to stay on target out of battle for 3 hours no problem, and in battle 6 turns. At this level they can also overclock their ship to travel faster for 1 hour. Out of battle this has a 6 hour cool down, in battle this has a 8 turn cooldown and the overclock has a 4 hour cooldown.
* **Level 4 (Minor degree only)**: At this level children of Njodor can control their ship to stay on target out of battle for 4 hours no problem, and in battle for 8 turns. At this level they can overclock their ship to travel faster for 2 hours. Out of battle this has an 8 hour cool down, in battle 10 turn cooldown and overclock has an 8 hour cooldown.

#### *Aura of Calm* (minor)

* In a story Njodor has been written to be able to calm the sea and fire so children of Njodor can summon an aura of calm around them to attempt to make people calm down.
* **Level 1**: At this level children of Njodor can create an aura that is 5 feet in radius that has a calming effect on people. It is not a surefire way to end a fight that’s about to start but it has some effect to try to calm people down. This aura lasts for 2 turns and has a 4 turn cooldown.
* **Level 2**: At this level children of Njodor can create a calming aura that is 10 feet in radius and has an even better calming effect on people. Still not to the point of stopping fights out right. This aura lasts for 4 turns and has a 6 turn cool down.
* **Level 3**: Level 3: At this level children of Njodor can create a calming aura that is 15 feet in radius and has an even better calming effect on people. Lasts for 6 turns and has a 8 turn cool down.
* **Level 4 (Minor degree only)**: At this level children of Njodor can create a calming aura that is 20 feet in radius, and has an even better calming effect on people. Lasts for 8 turn and has a 10 turn cool down.

### Given Powers

#### *"Water Under The Bridge"* (Given)

* Njodor demigods are more willing to let things go and are often known for being level-headed in most situations

#### *Bioluminescence* (Given)

* Children of Njodor have the ability to give off a glow at night, like fish and other living organisms in the ocean. Mainly underwater but can be faint on land.

#### *Deep ocean sickness immunity* (Given)

* Kids of the ocean gods are immune to the effects of Nitrogen Narcosis and decompression sickness.

#### *Aquatic Zoolingualism* (Given)

* Children of Njodor are able to communicate with fish and other animals of the ocean.

#### *Njodor perks* (Given)

* Can breath underwater
* Can keep their clothes dry if they want to
* Are a little faster in water than on land
* Can tell where they are in the water
* Can control a boat with little to no problem with their father being the god of Sailors.
* Have amazing looking feet.

#### *Charioteer* (Given)

* Children of Njodor are really good at riding a chariot as one of their father’s kennings is god of chariots.

## Trivia

* Contributors to Angrboða:
	+ Alolan (Creator)