Religion in the Yggdrasil System
To understand varjag religion, you have to understand their history. To understand their history, you have to go far back into the distant past, before the varjag even existed. The reason for this is that all of their deities are akin to folk heroes. None of them began as gods or goddesses, they each rose to that height. And the first of these was born before their star system was.
Known only as Allfather, the enigmatic head of the varjag pantheon was created by a long vanished race called the Ymir. The Ymir were a powerful species in the primordial time when the galaxy was still forming. Though it is unknown how, they had the ability to move nearly any celestial body, arrange star systems, and reshape them to suit their needs. They would even seed plants with sentient life. Allfather was the seed-being meant for the star system the Ymir built now known as the Yggdrasil system, meant to be the progenitor of a new race. This was long before Yggdrasil was grown. The only thing Allfather has ever shared of that time is that he learned all he could of their techniques, and then claimed the star system as his territory. He destroyed the Ymir who were there, and they have never been seen in this galaxy since.
Allfather faced many trials in his rise, not only learning to harness the powers of the Ymir, but learning the power gained from the self-sacrifice and suffering, far greater than that gained from the suffering of others. He mastered the forces of magic as well as more physical arts. Eventually he did become the progenitor of the varjag, but whether the varjag are what the Ymir intended or not, only Allfather knows.
While nowhere nearly as ancient as the primordial Ymir, the varjag are among the oldest races in the galaxy. From their ranks each of their other gods rose to positions in the pantheon. Many of them had joined it before it was ever discovered that the Ymir had planted the seed of the star system’s destruction in it’s sun: the egg novaspawn. It was Ymir techniques that Allfather bent to his will, with the aid of the pantheon, that grew the great world tree Yggdrasil.
With this history in mind, it should be no surprise that the varjag pantheon feels no reason not to interfere with the growth of the system and their people. They take an active part in Varjag life, looking upon it as their duty to create and maintain the processes of their people. As such the so-called “natural order” is not very high on their priority list. If it was, they would have disappeared from existence untold millennia ago. That has brought them into conflict with certain organizations and faiths, namely the Green Faith, and the Xenowardens.
The Green Faith and the Xenowardens expected to have much in common with the varjag when they initially discovered the Yggdrasil system. However the varjag’s disdain and disregard for the natural order puts them at opposition far too often, and eventually both organizations were barred from varjag territories. There is no love lost between those organizations and the varjag.
Organized religion is not particularly common among the varjag, since they treat most of their gods and goddesses more and folk-heroes than objects of awe. However there are a few semi-organized groups that fall into that category. One such group seeks to emulate Allfather based on the information known about him. Another, also associated with Allfather, trades self-sacrifice for power. The most organized varjag religious group are the caretakers of Yggdrasil. They wander the branches of the tree helping to maintain its health and remove any threats to its safety. They actively coordinate their efforts in order to maximize what they can do.
Below are some new Mystic Connections associated with the varjag.
Mystic Connection - Allfather
Some Varjag seem to follow in the path of their primary deity, known only by the enigmatic title of Allfather. This connection is almost exclusive to the Varjag for that reason. However a rare few members of other species who have taken up their religion have also made this connection. Allfather is an ancient deity, old enough to remember the Ymir, a primordial progenitor species long disappeared from the universe. Old enough to have been present when the Yggdrasil system was created and possibly even helped in that creation. Stories abound of his ability to disguise himself as anyone and test those he meets. Said to have invented the very concept of language as we know it. Friends with the Akashic Librarian known as Mimir. Those with this connection seek to emulate him.
Associated Deities: Allfather
Associated Skills: Culture and Disguise
Spells: 1st-6th Polymorph; replaced by 1st - Disguise Self, 2nd - Augury, 3rd - Tongues, 4th - Discern Lies, 5th - Break Enchantment
Self-control (Sp) - 1st Level
The mystic may cast the Quick Change spell as a spell-like ability at will if they are under the effects of a polymorph or illusion spell they cast themselves. However to use this ability you must pass a disguise check DC 10+your mystic level. This ends any illusion spells they cast themselves, just as it would end a polymorph effect.
Language of the Ymir (Sp) - 3rd Level
When trying to understand someone speaking a language the mystic does not know, they may make a DC 20+CR of the target Culture Check. If they pass, they benefit from the effects of a Comprehend Language spell as if that spell had been cast on them, but only to understand that individual. At 5th level or higher, if the mystic passes that culture check, the mystic may spend 1 resolve point to have the target benefit from a Shared Language spell. These effects last for 24 hours per level of the mystic. It may even be used on creatures with a 3 or lower intelligence, in allowing the mystic and the creature to understand each other. In this case, the mystic may use the diplomacy or intimidate skill in place of survival for handling an animal.
Consult Mimir (Sp) - 6th Level
The mystic may spend 1 resolve point to cast the Akashic Download spell. When they do a disembodied head appears and relates the information to them in the allotted time. This ability may be used more than once in a day, but each additional use after the first costs an additional resolve point.
Superior Self-control (Su) - 9th Level
When using the Self-control ability, the mystic may spend 1 resolve point to have any polymorph spell that would be ended by that ability suppressed instead. It’s duration still continues to count down while suppressed. Using the Self-control ability again will un-suppress the polymorph spell. This ability does not work with illusion spells ended by the Self-control spell.
Superior Consult Mimir (Sp) - 12th Level
When the mystic uses the Consult Mimir ability, they may also cast the Akashic Tutor 2 spell by spending 1 additional resolve point. At level 18, this becomes Akashic Tutor 3. The same disembodied head is the tutor used by this spell.
Forge of the Ymir (Sp) - 15th Level
While in the void of space, or in any zero-gravity environment, the mystic may cast the Call Cosmos spell by spending 1 resolve point and passing a Mysticism check DC 15+1½ their mystic level. If the check is failed, the resolve point is not spent. If the mystic casts Call Cosmos again, either using this ability or from any other source, the one produced by Forge of the Ymir immediately ends and cannot be used again until the mystic has no other copies of the spell active.
Ymir Shaping (Sp) - 18th Level
While on the surface of any planet or celestial object with its own gravity, the mystic may cast the Terraform spell at will by passing three skill checks: A Life Science check, a Physical Science check, and a Mysticism check. Each of these checks is DC 20+twice their mystic level. Failing either one of them causes the casting to fail and prevents use of this ability on that celestial object by the mystic for 24 hours. This ability does not reduce the normal 1 hour cast time of the Terraform spell. The mystic does not need to pay the credit cost normally associated with this spell.
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Mystic Connection - Path of the Cyclops
One of the paths to power is to sacrifice part of your vision to gain access to new ways of seeing. One of the first to ever follow this path was the enigmatic deity of the varjag, Allfather. Since then many have followed this path, and it has spread through the cosmos. While Allfather was the first, this connection has spread so far that it is often not even associated with any deity at all. Some worlds have forgotten it's origins so completely they simply believe that one eyed giants are born with the powers of a seer.
Associated Deities: Allfather, The Fates
Associated Skills: Mysticism and Perception
Spells: 1st - Seeking Shot, 2nd - Predict Foe, 3rd - Glimpse of Truth, 4th - Read the Flames, 5th - Retrocognition, 6th - True Seeing
Sacrifice (Su) - 1st Level
The mystic has permanently sacrificed an eye for power. The mystic permanently suffers from being Flat-footed and suffers a -2 penalty on sight based perception checks and initiative. The affected system may never be replaced with an augment of any type. It may never be restored by any means. In exchange, the mystic may cast any of the Connection Spells they have learned without using a spell slot by spending 1 resolve point.
Adapted Predictive Reactions (Su) - 3rd Level
The mystic has adapted to its new state of vision. Any spell you cast that would normally take a reaction, instead takes your swift action to cast, and lasts until the start of your next turn, applying against each applicable action that occurs during that interval.
Oracular Instincts (Su) - 6th Level
The mystic can use their wisdom modifier instead of their dexterity modifier for reflex saves. In addition, if they pass a reflex save for a spell or ability that does half damage on a passed save, they instead take no damage.
Wandering Vision (Sp) - 9th Level
The mystic may cast Arcane Eye as a spell-like ability once per day at 9th level, and a second time per day at 18th level. At 15th level they may cast Prying Eyes instead.
Center the Flames (Su) - 12th Level
When you cast Read the Flames, you may center yourself to gain one of it’s bonuses a number of times equal to your key ability modifier before the spell is ended.
Oracular Strike (Su) - 15th Level
You gain the Blind-fight feat. You may use it’s reroll in ranged combat as well. When you use this reroll on a ranged attack, but the reroll misses, you gain the benefit of the seeking shot spell on your next turn, without using a spell slot.
Oracular Preparation (Su) - 18th Level
Once each day for each spell level you may cast any mystic spell of that spell level that is not on your list of spells known.
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Mystic Connection - Worldtree
Those who study and help maintain Yggdrasil, the great world tree of the Varjag’s home system learn a great deal about growing things, the ebb and flow of cosmic energies, and planar interactions.
Associated Deities: None
Associated Skills: Life Science and Physical Science
Spells: 1st - Verdant Code, 2nd - Personal Gravity, 3rd - Displacement, 4th - Control Atmosphere, 5th - Creation, 6th - Control Gravity
Environmental Senses (Su) - 1st Level
The mystic gains an incredible sense of their environment. As a full action you may use the Scan Environment spell as a supernatural ability by passing a Life Science skill check and a Physical Science skill check each at DC10+mystic level.
Grasping Vines (Su) - 3rd Level
You can spend 1 Resolve Point as a standard action to cause an area within 100 feet to sprout writhing vines in a 20-foot-radius spread. The target surface must be solid but does not need to be capable of sustaining plants normally. The vines have a reach of 5 feet and attempt to wrap around creatures in the area of effect or those that enter the area; such a creature must succeed at a Reflex save or gain the entangled condition. Creatures that successfully save can move as normal, but those that remain in the area must attempt a new save at the end of your turn each round. Creatures moving into the area must attempt a save immediately; failure ends their movement and they become entangled. An entangled creature can break free as a move action with a successful Acrobatics check or DC 15 Strength check. The vines last for a number of rounds equal to your mystic level, and the entire area is difficult terrain while the effect lasts. At 11th level, the vines can reach 10 feet and sprout thorns that deal 1d6 piercing damage each round to creatures in the area.
Root Flesh (Sp) - 6th Level
The mystic can channel the spores of the world tree into the flesh of an enemy. A number of times per day equal to their key ability modifier the mystic can use Rewire Flesh as a spell-like ability. Instead of becoming more robotic, the target becomes more wooden and plantlike. Instead of the normal damage, this spell deals 1d6+mystic level damage per round.
Superior Environmental Senses (Su) - 9th Level
Once per day the mystic may use the Environmental Senses ability to cast Commune with Nature instead of Scan Environment. At 14th level and again at 19th level the mystic gains additional uses of this ability.
Channeled Form (Sp) - 12th Level
The mystic has learned to channel the energies moving through the world tree into its own body. They may cast the Polymorph 5 spell by spending 2 resolve points. It lasts for a number of hours equal to their mystic level. They learn a number of polymorph forms equal to their key ability modifier, but each form must have the Plant or Elemental type, and they are still recognizable as themselves. They may not cast lower spell levels of polymorph using this ability. At level 15 this becomes Polymorph 6, and the mystic replaces the polymorph forms they know with new ones for the new spell level, but they must still be of the Elemental or Plant type, and they are still recognizable as themselves.
Plant Transport (Su) - 15th Level
Once per day as a full action, you can enter any living plant equal to your size or larger and exit from another plant of the same kind in the same solar system, regardless of the distance separating the two. The destination plant does not need to be familiar to you. If you are uncertain of the location of a particular kind of destination plant, you merely designate direction and distance and this ability moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, this ability fails and you are ejected from the entry plant. You cannot travel through plant creatures. You can bring along objects as long as their bulk doesn’t exceed your Strength score. You can also bring up to five willing Medium or smaller creatures (each carrying no more bulk than their Strength scores) with you, provided they are linked to you with joined hands.
Crossing Thresholds (Sp) - 18th Level
The mystic can easily cross the planar boundaries of the closest planes to the material plane. A number of times per day equal to the mystic’s key ability modifier, they may cast Ethereal Jaunt or Shadow Walk as spell-like abilities. Once per day they may use this ability to cast Plane Shift as a spell-like ability instead, but only to travel to one of the elemental planes, the First World, Ethereal Plane, or Shadow Plane.