(Moonlight, Agathocacological, Ordered, Great God)
Njord has become the symbol of the sea and those who sail upon it.
He is father to Frey and Freya.
They are of the Vanir, a group of rival gods to the Æsir (to whom 
Odin,
Thor, and the other inhabitants of 
Valhalla belong).
As a condition of truce between the warring factions, Njord and his 
twin children came to live among the Æsir.
Among the Norse cultures of Ærth, the Vanir, having dwelt among the 
Æsir for so long, are often considered practically a part of that 
deific tribe.  The religion had considerably more time to develop in full, 
resulting in more overlap in spheres of influence.  On modern Ærth, 
Njord has become the god of the sea and those things upon them, in particular 
sailing vessels and sailors.  AEgir has become the god of the sea and those
things within (fish, etc.), thus becoming the patron of fisherfolk.
Njord's priests are fairly rare, but they are in high demand as sailing 
companions.
Their castings, not surprisingly, bring great benefit to those who sail,
and most (if not all) sailors following the Norse gods will seek out the 
blessing of a priest of Njord before any lengthy sea voyage.
Grade I:
| Heaveto Cantrip | 
| Time: 1 AT | Other Heka Costs: | 
| Area: 1 sailing vessel | R&D: Nil | 
| Distance: 1 rod per 10 STEEP |  Other: 10:1 additional AT | 
E/F/M: This cantrip causes the winds around the chosen vessel to
still briefly.  It does not affect the weather, although the vessel will
coast to a halt, the sails and rigging hanging lax.  The range makes it
difficult to use offensively or defensively, and rare is the priest of Njord
who would attempt to do so.  However, it can and does guarantee that the
vessel will be stopped, even in a fearsome storm, and such a break can be
very beneficial.  Note that the cantrip does not have any further effect on
the weather, and rain, heavy waves, lightning, and thunder continue
normally.  Further, although the vessel has stopped, the wind will continue
to lash those on board, only the sails and rigging are unaffected.
| Safetack Charm | 
| Time: 1 BT per STEEP | Other Heka Costs: | 
| Area: 1 sailing vessel | R&D: Nil | 
| Distance: 1 rod per STEEP | Other: Nil | 
E/F/M: This useful charm will weaken the winds around a sailing
vessel's rigging for a brief time, allowing what could be an otherwise
difficult change of direction to be quite safe.  This will not affect the
speed of the vessel (any more than tacking normally would), but it does
prevent severe damage to the sails and rigging in all but the most terrible
of hurricanes.
Grade II:
| Long Rowing Formula | 
| Time: 1 day per 10 STEEP  | Other Heka Costs:  | 
| Area: 1 sailor  | R&D: Nil  | 
| Distance: Touch  | Other: 25:1 additional sailor  | 
E/F/M: Using this formula, the priest can extend the endurance of 
a single rower, granding the rower the Endurance K/S Area at half the 
priest's STEEP in Priestcræft.
If the rower already possesses Endurance, then he receives a temporary
increase of 1D6 per 10 STEEP possessed by the caster.
This increase in Endurance STEEP only lasts while the rower is 
still rowing, and it ends once the rower has exhausted himself.
The priest may add more rowers at a cost of 25 additional Heka 
per additional rower, to a limit of half his STEEP in Priestcræft.
| Windlift Formula | 
| Time: 1 AT  | Other Heka Costs: | 
| Area: 1 sailing vessel  | R&D: Nil  | 
| Distance: 0  | Other: 10:1 additional ATs  | 
E/F/M: This particularly useful formula is employed by priests to 
gain a minor advantage over other vessels.  The precise effect of the 
casting is variable, but generally the vessel is able to point higher 
into the wind (and square-riggers will actually be able to almost point 
into the wind), resulting in the target vessel probably being able to 
out-maneuver any competing vessel.  The typical application would be for 
a vessel targeted by pirates to slip away from the pursuers.  The casting 
may be extended at a cost of 10 Heka per additional AT, to a total maximum 
of 1 AT per 10 STEEP or fraction thereof.
Grade III:
| Fair Winds Formula | 
| Time: 1 hour  | Other Heka Costs: | 
| Area: 1 sailing vessel  | R&D: Nil  | 
| Distance: 0  | Other: 25:1 additional hour  | 
E/F/M: This Casting causes the air around the subject vessel to 
become vastly more favorable for the duration.  For purposes of computation, 
the vessel will sail at its maximum speed while under the influence of this 
casting.  However, any significant maneuvering (e.g. naval combat) will 
cause the benefits to cease for 1 AT each time the heading changes, as 
the winds whip around and re-orient to the new direction.
The duration of this casting may be extended by extending 25 Heka per 
additional hour, to a maximum duration of 1 hour per 10 STEEP possessed 
by the caster.
Grade IV:
| Safevoyage Ritual | 
| Time: Special  | Other Heka Costs: | 
| Area: 1 vessel  | R&D: Nil  | 
| Distance: 0  | Other: Nil  | 
E/F/M: Upon the successful application of this Casting, the priest 
places a protective aura of safety around the vessel targeted.  The JM 
will then make a secret roll against the caster's Priestcræft STEEP
at base DR Moderate (modified by the table below).
| Safevoyage DR Modifiers | 
  
    | Factor  | 
    DR Modifier  | 
  
  
    | Short (< 1 day)  | 
     +1  | 
  
  
    | Medium (1 day - 1 week)  | 
     0  | 
  
  
    | Long (1 week - 1 month)  | 
     -1  | 
  
  
    | Very Long (> 1 month)  | 
     -3  | 
  
  
    | No major weather conditions  | 
     +1  | 
  
  
    | No significant opponents*  | 
     0  | 
  
  
    | Normal opponents  | 
     -1  | 
  
  
    | Preternatural opponents  | 
     -2  | 
  
  
    | Supernatural opponents  | 
     -3  | 
  
  
    | Entital opponents  | 
     -5  | 
  
  
    | Priest in very good favor**  | 
     +1  | 
  
  
    | Priest out of favor  | 
     -1  | 
  
  
    | 
    * opponents are any beings interested in the ship in particular.  
     | 
  
  
    | 
    ** determined by recent service (modifiers may increase/decrease at 
       JM's option)
     | 
  
If this die roll is successful, nothing untoward happens during the 
sea voyage.  If the die roll is unsuccessful, then the vessel is not so 
protected, and the ordinary course of events will take place.  If this 
secret roll results in a Special Failure, then the worst-case scenario 
occurs (e.g. the pirates just happen to have picked up a second 
vessel no one knew about, and they just happen to cross paths with 
the vessel).  As is logical, the more fearsome the opposition directly 
interested in the specific vessel, the harder it is to avoid notice.
Plainly, a short trip through calm seas is virtually guaranteed to be safe, 
while fleeing an Atlantlan god during a hurricane is a risky proposition,
this Casting notwithstanding!
Grade V:
| Following Seas Formula | 
| Time: 1 day  | Other Heka Costs: | 
| Area: 1 vessel  | R&D: nil  | 
| Distance: 0  | Other: 25:1 additional day  | 
E/F/M: This casting causes the sea to "follow" the vessel, 
effectively pushing it along, resulting in a speed increase of one-half the 
caster's STEEP in this area.  Much like the 
Fair Winds Formula, 
any sudden maneuvering or other major shift of heading will negate this 
bonus, in this case for an hour each time it occurs (the seas need some 
time to churn themselves into a more helpful position).  In addition, a 
speed penalty of half the bonus applies for the first half hour.
The duration of this casting may be extended by expending 25 Heka per 
additional day, to a maximum of 1 day per 10 STEEP possessed in this 
area.
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Castings by: 
Mike Phillips
(msphil@widomaker.com)