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In document ALICORP S.A.A. Y SUBSIDIARIAS (página 58-61)

The woman master of the Seiðr is called the Seiðkona, Vísendakona or Volur. She is not a priestess but a sorceress capable of great magic and usually for positive ends. The Seiðkona represents the idea and belief in the Seiðr at its fullest and will give aid of their abilities to kings, heroes and even gods, if asked, but often with a price.

They usually carry a distaff (seiðstafr) on them, sometimes small and other times its normal scale for sewing, which is en- chanted. This object acts as a wand for the Seiðkona and can be protected from others by alignment wards to guard its secrets from others. This is also a common practice with the holy Völva in Scandinavia.

Among the Saxons, the sorceress is called Wicce. This character class is on one level, a female wizard or illusionist in the standard rules, but on another, she is capable of divination and many other traits that a normal spell.caster does not have.The Seiðkona are not treated with dislike or hate by the peoples of the Nine Worlds. They are respected, and their presence admired. The male counterparts, however, the Seiðmaðr, are not.

Rune magic is a lesser art for this class since the practitioners are using the manipulative powers of the Seiðr. It isn’t impossible for the two to be double-classed, wielding both forms of magic at once. They will use runes in their stitchery and sewing regularly but not always with the element of magic embedded within.

Unlike the normal wizard class wherein the spells are kept in a book to be memorized each day, the Seiðkona usually possesses each spell inscribed on their distaff or sigil staves and can call upon them. These spells can be woven into the fabric of their sorceress’ dress or cloak, as well, in time, forming part of the complex artwork and decoration.

abiliTies

Spells:

Seiðkona cast arcane spells as wizards do in the nor- mal rules. This number is limited to each spell level per day in the same manner. Use the ‘Wizard and Illusionist Spells Per Day’ table in the Player’s Handbook to find the limit. If the character has a charisma of 19-20, they gain the ability of a Seer (See ‘Second Sight’ in this chapter).

As a wizard must spend time each day preparing to cast spells by studying the incantations and ingredients, the Seiðkona must trace the outlines to the spells on their items and clothing each morning. In doing this, they must quietly recite the galdr to themselves with their eyes closed. Note that if their clothing or distaff is not present for some reason, they will not be able to use the magics inscribed until it is returned.

Eiris sazun idisi sazun hera duoder. suma hapt heptidun,

suma heri lezidun, suma clubodun umbi cuoniouuidi:

insprinc haptbandun, inuar uigandun. Once sat women, They sat here, then there.

Some fastened bonds, Some impeded an army, Some unraveled fetters:

Escape the bonds, flee the enemy!

The Seiðr is inescapable in the Nine Worlds; there is perhaps only one place that is devoid of it  – the Gunnagagap. Little magic is found here because it is a complete void of all (there is a 3 in 6 chance that any spell cast here will fail). Magic here is not quite what it seems and is spotty at times.

Spells, for good or evil, can be cast through circular dances around blazing fires or by sexual energies and through gal- dralag (‘poetic spell metres’). Each spell is called a galdr, and it is the hope of each learner of the Seiðr-craft that they master as many of these galdrs as possible in their life.

The Castle Keeper can choose to change the Spell Prepa- ration and Component basic rules and make the few Nor- dic ‘components’ in evidence a part of the process. This can be done for each spell or galdr as they go along in gameplay, or it can be mixed together to create a more di- verse range of possibilities. Spells that are ‘Spoken’ could simply be performed by galdralag.

Technically speaking, each galdr is cast by reciting a careful poetic metre that initiates the desired effect, but the Castle Keeper can play with this as they see fit. Wizards do not openly speak their galdralag in the company of other men if they are warriors due to the societal taboos they are given, but this can be forgiven in the company of close friends or family.

Oðin Allfather was master over eighteen galdrs, a mere insig- nificant number compared to many high level spell casters in role-playing games today. It is not impossible for the adven- turer to master more than even him throughout their gaming career. The sorcery of Oðin is minute compared to that of Ullr, and it was never written how many galdr he mastered, and he was one of the few beings in the Nine Worlds that was more  powerful than the Allfather in the arts of spellcraft.

Enchanted Staff:

The Seiðkona can turn a normal  spinning distaff into their casting object. It requires the sorceress remaining in constant contact with the item for an entire day  – sleeping with it and carrying it everywhere to magically imbue it with their power. Once enchanted, this is the sorceress’ lifeline as it harbors the total sum of their magic, if not spells. If broken, the Seiðkona will be rendered unconscious for 1d4 hours and without the ability to cast until another is in its place. Wooden staves can be used in place of a distaff for the same purpose.

Inscribe Clothing:

The mastery over sewing and the use of the distaff allows the Seiðkona the knowledge to imbue spells into clothing for later usage; this replaces the wizard’s spell book. The complex threading and stitching be- hind each pattern is unique and individual, only allowing the sorceress who made it to know it. The magical patterns must remain in good shape or their enchantments will be broken in which case it must be resewn.

Bonus Spells:

This works the same as the wizard class in addition to being able to include the other spell lists (druid and cleric) in their repertoire. Since Nordic pagan religion did not have an outright priesthood (See ‘Goði’ in this chapter) like the Celtic druids or holy men of other peoples, the magic in the Nine Worlds is both ‘Arcane’ and ‘Divine.’

PRIME ATTRIBUTE: Intelligence

ALIGNMENT: Any but Evil

HIT DICE: 1d4

WEAPONS: Staff, dagger, spear, axe

ARMOR: Padded, leather, chain

SPECIAL: Spell Casting, Enchanted Staff, Inscribe Clothing Level HD BtH EPP 1 d4 0 0 2 d4 +1 2,601 3 d4 +1 5,201 4 d4 +1 10,401 5 d4 +1 20,801 6 d4 +2 42,501 7 d4 +2 85,001 8 d4 +2 170,001 9 d4 +2 340,001 10 d4 +3 500,001 11 +1 HP +3 750,001 12 +1 HP +3 1,000,001

Each rune represented a certain concept and type of magic. This knowledge was distributed amongst the Æsir and, gradu- ally, the Vanir and found its way down to all races in the Nine Worlds in time. Those that mastered this secret knowledge were called Heidzruno (‘Rune Master’), and they could manipulate the many runes for many things and purposes. The many Heidzruno in Scandinavia, originally few in number, gave out their secret wisdoms to a select few. Each tribe of the descendants of Mannaz obtained this, in time, and were able to enchant their possessions and objects. These first Heidzruno are honored by others as venerable ancestors and akin to the gods for their contributions.

Rune Masters developed, in time, the skills to carve detailed and elaborate standing stones, which had the runes embedded in them, for blessings and protection. Their magical skill was used heavily to create the border stones that sat between tribes.

Each rune that he obtained for the Nine Worlds holds untold powers, and their full potential is only realized when Oðin uses them, but it is rare that he does so since he has so many other talents and skills. The rune was a symbol, each one, of the link between men and the gods, but only the Rune Master could fully comprehend their worth.

To the users of lesser magic, the runes can be used for the casting of lots in divination, but to the Heidzruno, it can be so much more. They have acquired the hidden nature of the symbols and can place words into form that also can give latent spells, if needed. Many forms of the runes became common practice by the peo- ples of Germania and the Nine Worlds, over time, until it was not just the original eighteen of Oðin Allfather that were in use anymore. The Rune Masters uncovered more, be they Dvergar or elfin or even human. Exactly twenty-four runes were now in use, but there are variants in Scandinavia, each similar but a little different in places.

Seven forms of rune magic were now in the hands of the Rune Masters and those fortunate enough to comprehend their secret shapes and wisdoms. These seven are: Ølrunr (Ale Runes), Biar-

grunr (Birth Runes), Brimrunr (Wave Runes), Limrunr (Branch

Runes), Malrunr (Speech Runes), Hugrunr (Thought Runes) and

Sigrdrífumál (Victory Runes). There are many variations within

each grouping (these are based on the particular spell(s) inscribed). Note, these runes listed below are the ‘Young’ Elder Fuþark. Academically, the subject of runes in early Germanic/Nordic society is thinly understood in places, and there are not absolutes or hard-set rules. Runes, as given in Neo-Pagan literature, is purely fantasized and conveniently categorized for consumer ‘need,’ whilst, in reality, the subject is poorly understood. The system portrayed here is a combination of the typical ‘Norse’ Fuþark into one usable system. CKs and players can use the Rune  Lore book to enhance this section and the Erilaz class in the Codex  Germania to create characters capable of manipulating the runes. The player of a Seiðmaðr must bear in mind the lack of respect

that other males who do more ‘manly’ occupations will give them during gameplay. Men who work hard labor jobs in the Nine Worlds might show a slight more tolerance for the male wizards in comparison to the warriors, kings and nobles they encounter. Even Oðin was chided by Loki for his knowledge and use of Seiðr. When the sacred Blóts are done throughout the Nine Worlds, they will require the services of the Seiðkona if there are no Goði or Gyðja present in the region to shed the blood, say the  chants and direct the rites to attract the attention of the gods.

In document ALICORP S.A.A. Y SUBSIDIARIAS (página 58-61)