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Forseti ‘God of justice and law’

Forseti is a Norse god associated with justice and reconciliation.

Forseti 'God of justice and law'

Deities & Demigods

By Rich Redman, Skip Williams, James Wyatt

  • Pantheon: Norse Pantheon
  • Deity Title: Forseti, God of Justice and Harmony
  • Deity Symbol: A golden balance H
  • ome Plane: Glitnir, a golden hall in Asgard
  • Deity Level: Intermediate
  • Deity Alignment: Lawful Neutral
  • Aliases: None
  • Superior: None
  • Traditional Allies: Odin, Tyr, Frigg
  • Traditional Foes: Loki, Hel, Fenrir
  • Divine Artifact: A golden staff named “Gambanteinn”
  • Servants: Valkyries
  • Servitor Creatures: None
  • Sacred Animal: None
  • Manifestations: A glowing aura of peace and serenity, a sudden gust of wind that restores order to chaos
  • Signs of Favor: A sense of calm and clarity, success in legal matters
  • Worshipers: Judges, lawyers, diplomats, peacemakers, those seeking justice
  • Cleric Alignments: Lawful Good, Lawful Neutral, Neutral Good
  • Specialty Priests: Justiciars, diplomats
  • Holy Days: The day of the summer solstice
  • Portfolio: Justice, Harmony, Mediation, Law
  • Domains: Knowledge, Life, Light, Order
  • Favored Weapon: A staff or mace
  • Favored Class: Cleric Favored Race: Humans, dwarves Duties of the Priesthood: To act as mediators and peacemakers, to uphold and enforce the law, to serve as judges and arbiters in legal matters Major Cult/Temple Sites: Temple of Forseti in Thingvellir, Iceland Benefits: Access to spells and abilities related to justice and harmony, protection and guidance from Forseti and his valkyries, the ability to call upon the power of Gambanteinn in times of need.

Forseti is a Norse god of justice and reconciliation, widely known for his ability to resolve disputes and make fair decisions. He is often depicted as a wise, impartial judge, with long blonde hair and a serene expression that belies his immense power and influence.

As a god, Forseti is highly respected among the Norse pantheon, and his opinions and judgments are highly valued by both gods and mortals alike. He is a true embodiment of justice and fairness, and his goal is to ensure that all disputes are resolved in a way that is just and equitable for all parties involved.

Forseti spends much of his time mediating between warring factions and resolving disputes, both big and small. He is a calm, measured presence in the midst of chaos, and his serene demeanor has a way of calming even the most contentious of arguments.

Despite his role as a mediator, however, Forseti is not afraid to take a stand when he feels that justice is at stake. He is known to be fiercely protective of the innocent and the downtrodden, and he will not hesitate to speak out against injustice or oppression, no matter who the oppressor may be.

Forseti stands tall and regal, with long golden hair that falls in waves down his back and a neatly trimmed beard. He has piercing blue eyes that seem to hold the wisdom of ages, and his skin is fair and unblemished. He wears a long white robe adorned with intricate golden patterns, and carries a golden scepter in his hand. He exudes an air of calm and authority, and his very presence seems to bring order and peace to those around him.

Ultimately, Forseti’s goal is to create a world in which justice and fairness reign supreme, and where all beings are treated with the dignity and respect they deserve. He is a powerful force for good in the Norse pantheon, and his influence is felt far and wide throughout the Nine Worlds.


Forseti is most concerned with justice and truth. Whenever a body of men gathers to make laws, there is a 10% chance that Forseti’s will send aid to them. If this body is making laws that affect more than fifty thousand people, One of his followers is sure to appear at the meeting disguised as one of the lords who has a right to attend the meeting. There is a 10% chance that he will send aid those trying to throw off the rule of an unjust tyrant.

Forseti’s cult believes that ethics and morality originate from the lawmakers and rulers. True justice can only come from staying impartial. His worshipers teach the value of judges and arbitrators to society, and seek to develop the same unbiased sense of justice through Forseti’s teachings.

Clergy and Temples

Forseti’s clergy believe in justice, though they respect Asgardian traditions of revenge. They often act as judges, intermediaries, and arbitrators for their communities. They’re generally respected for their talents in these fields. The clergy are quick to protect those involved in disputes, insisting that no one is guilty without a fair trial.

Forseti’s temples resemble courtrooms and often serve as the same. Like other Asgardian temples, they also double as forts. Some temples also serve as the local jail. They contain small rooms for legal discussions and settlements, libraries of local laws, and armories. Though Halflings prefer neutrality for different reasons, they find Forseti’s temples comforting and welcoming for their lack of bias.

Forseti’s priests often serve as advisors to their chieftains, and are sometimes entrusted with full authority to administer the law. They must always be fair and consistent in their advice or decisions, avoiding any temptation to use their positions to further their own interests

Visitors to Forseti’s temples find them quieter and more restrained than other Asgardian temples, particularly if court is in session. Those seeking assistance in resolving a dispute can request a private conference with at least one member of the clergy.

Ranger 20/Cleric 20
Medium-Size outsider
Divine Rank13
Hit Dice20d8+160 (outsider) plus 20d10+160 (Rgr) plus 20d8+160 (Clr) (1,000 hp)
Initiative+12 (+8 Dexterity, +4 Improved Initiative)
Speed60 ft.
AC65 (+8 Dexterity, +26 natural, +13 divine, +8 deflection)
Attacks+5 vorpal longsword +72/+67/+62/+57 melee; or spell +62 melee touch or +61 ranged touch
Damage+5 vorpal longsword 1d8+31/17-20 or by spell
Face/Reach5 ft. by 5 ft./5 ft.
Special AttacksDomain powers, salient divine abilities, spell-like abilities,turn undead 11/day.
Divine immunities, DR 48/+4, fire resistance 33, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication, godly realm, teleport without error at will, plane shift at will, favored enemies (giants +5, goblinoids +4, dragons +3, aberrations +2, undead +1), SR 45. divine aura (1,300 ft., DC 31).
SavesFort +53, Ref +55, Will +61.
AbilitiesStrength 28, Dexterity 27, Constitution 27, Intelligence 31, Wisdom 43, Charisma 27.
Skills*Animal Empathy +46, Climb +52, Concentration +64, Craft (metalworking) +58, Craft (stoneworking) +58, Diplomacy +55, Gather Information +24, Handle Animal +51, Heal +64, Hide +37, Intimidate +46, Intuit Direction +45, Jump +52, Knowledge (arcana) +52, Knowledge (history) +39, Knowledge (nature) +50, Knowledge (the planes) +44, Knowledge (religion) +52, Listen +56, Move Silently +46, Ride (horse) +55, Scry +55, Search +55, Sense Motive +54, Spellcraft +60, Spot +61, Swim +52, Wilderness Lore +61. *Always receives a 20 on checks.
FeatsAlertness, Blind-FightCleave, Combat Casting, Combat ReflexesDodge, Combat Expertise, Great CleaveImproved Critical (longsword), Improved Disarm, Improved Initiative, Leadership, Lightning Reflexes, Mobility, Power Attack, Quick DrawSpring Attack, Sunder, Track, Weapon Focus (longsword), Whirlwind Attack.
Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Divine Abilities
Alter Form, Alter Size, Annihilating Strike, Banestrike (giants), Battlesense, Clearsight,
Create Greater Object, Create ObjectDivine Blessing (Wisdom), Divine Inspiration (courage), Divine Recall (legal arguments), Divine Weapon Focus (longsword), Divine Weapon Specialization (longsword), Lay Quest, Power of TruthShapechange.
Cast divination spells at +1 caster level; 13/day protective ward (touched subject gains +20 resistance bonus on next saving throw, maximum duration 1 hour); 13/day feat of strength (+20 enhancement bonus to Strength for 1 round).
Forseti uses these abilities as a 23rd-level caster, except for divination spells, which he uses as a 24th-level caster. The save DCs are 31 + spell level. Antimagic Field, Calm Emotions Clairaudience/ClairvoyanceDictum , Detect Secret Doors, Detect Thoughts, Discern Location, Dispel ChaosDivination, Find the Path, Foresight, Hold Monster, Legend LoreMagic Circle against Chaos, Mind BlankOrder’s Wrath, Prismatic Sphere, Protection from Chaos, Protection from Energy, SanctuaryShield of Law, Shield Other, Spell ImmunitySpell Resistance, RepulsionSummon Monster IXTrue Seeing.

Cleric Spells/Day: 6/10/10/10/10/9/8/8/8/7; base DC = 26 + spell level.

Ranger Spells/Day: 7/7/7/7; base DC = 26 + spell level.

Other Divine Powers

As an intermediate deity, Forseti automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Forseti can see, hear, touch, and smell at a distance of thirteen miles. As a standard action, he can perceive anything within thirteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 13 hours.

Portfolio Sense: Forseti senses all events involving legal disputes the instant they happen and and thirteen weeks into the past.

Automatic Actions: Forseti can use Intuit Direction or Search as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round.

Create Magic Items: Forseti can create magic weapons and armor and divination items related to the emotions or thoughts of living beings, as long as the item’s market price does not exceed 200,000 gp.


Forseti zu Gericht sitzend. Forseti sits in judgement, presumably in Glitnir. Date Published in 1882. The signature seems to indicate it was made in 1881.

Divine Artifact: Gambanteinn

Weapon (quarterstaff), artifact (requires attunement by a deity)

This golden staff is imbued with powerful divine magic and is said to have been crafted by the gods themselves. It is a symbol of great power and authority, and is often wielded by deities or their most powerful champions.


  • +3 to attack and damage rolls made with this staff
  • The staff can be used to cast any cleric or druid spell of 8th level or lower. The wielder must provide the appropriate spell components, as normal.
  • The staff has 30 charges for the following properties. It regains 1d10 + 5 charges each day at dawn.
    • Gambanteinn can be used to cast any spell of 7th level or lower from the cleric or druid spell list. The wielder must provide the appropriate spell components, as normal. Each spell costs a number of charges equal to its level.
    • Gambanteinn can be used to cast the following spells at 9th level without expending a spell slot or requiring components: heal, mass heal, resurrection.
    • The staff can be used as a melee weapon, dealing 1d8 bludgeoning damage on a hit. It has the finesse and versatile (1d10) properties.
    • The staff can be used to cast the following spells without expending charges: light, detect magic, detect evil and good, detect poison and disease, detect thoughts, locate object.

Special Purpose: Gambanteinn was created for the purpose of upholding justice and protecting the innocent. When wielded in pursuit of this goal, it glows with a brilliant golden light.

Curse: None known.

Note: Specific details and properties may vary based on the campaign setting and DM’s discretion.


Forseti roams through the bustling streets of a growing city, his keen eyes taking in the sights and sounds of the people going about their daily business. He has always had a fascination with human society, marveling at the way they build and create, but also at the way they can be so cruel and unfair to each other.

As the years have passed, Forseti has become increasingly concerned with the growing conflict and violence between different groups of humans. He sees how they use their laws and justice systems to justify their actions, but often these systems only serve to perpetuate injustice and suffering.

Forseti has made it his mission to inspire humans to create a more just and peaceful world. He spends his days traveling from place to place, offering counsel and guidance to those in need. His wisdom and impartiality are renowned, and many seek him out to resolve disputes and find solutions to their problems.

In the 1450s, Forseti finds himself in the midst of a growing movement for social and political change. He sees the potential for a better world, but also the dangers of violence and conflict that could derail these efforts. He works tirelessly to encourage cooperation and understanding, even as he confronts those who seek to use violence to achieve their goals.

Despite the challenges, Forseti remains optimistic. He believes that humans are capable of great things, and that with guidance and wisdom, they can build a society based on justice and compassion. Forseti knows that his mission will take time and effort, but he is committed to seeing it through, for the sake of all living beings.

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