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Hoyklan Deer Pantheon

The Hoyklan Deer pantheon is another sub-group of divine Deer, who were all former members of the Elternteil pantheon before they split off to form their own group, due to disagreements over how to handle the future of mortal Deerkind. However, they ran into a problem - unlike the Bogolenya pantheon, the Hoyklan Deer had no one adequate enough to both lead them and protect them from High King Irminsul, who's been trying to pressure his rebellious children into reuniting with the Elternteil pantheon.

Fortunately, they met Kaldr, High King and Father deity of the divine moose, elk, and caribou. Kaldr was more than happy to accept when the Hoyklan Deer invited him to be their leader, and due to his naturally joking disposition and being Irminsul's senior, he served as a barrier between the Hoyklan Deer and their self-righteous ex-leader.

Of the three mortal Deer herds, the Nordskelt Deer are the Hoyklan pantheon's primary worshipers.
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    General 
  • Adaptational Heroism: Many of their members are far more heroic than in mythology, and also as they're not acting on the morality and values of the Vikings, they're all overall more heroic than original.
  • Captain Ersatz: The Hoyklan pantheon in general are the Fourth Age's equivalent of the Aesir, though the actual Aesir analogues themselves once existed, but was wiped out in their Ragnarok. And even they are only the latest of many similar pantheons who once reigned over Cervidia.
  • Fantastic Racism: Averted; much like the Bogolenya pantheon and their acceptance of divine Draconequui and their hybrid children, the fact that an Alicorn and a divine Jotunn Deer are living among the Hoyklan means that Kaldr's benevolent influence is at work.
  • Meaningful Name: Hoyklan means 'High Clan' in Norweigian, which reflects their divine, higher power status.
  • Start My Own: Much like what Belyolen did, the Hoyklan deities left the Elternteil pantheon to create their own pantheon so they can follow their own ideas on how to handle to future of mortal Deerkind.
  • Vicious Cycle: Their lands is infamous for being caught in one, a 'Ragnarok Cycle' of sorts that periodically wiped out every pantheon before them due to the flaws, mistakes and failings of their predecessors. The Hoyklan is currently working to avoid the next one and breaking the cycle for good.
  • Would Hurt a Child / Wouldn't Hurt a Child: Some Hoyklan deities and other gods advocated for killing or at least suppressing Flœrð, once it became known that the divine trickster would cause yet another "Ragnarok" that would wipe them out, just like how Flœrð's predecessors have done after they were adopted into their respective pantheons. However, Kaldr has realized that the previous tricksters have acted that way because of the emotional abuse and ostracism they would suffer because of fate, and thus became the prophecised villainous tricksters out of spite and hatred. He then decided to Take a Third Option by spitting at fate and becoming a loving parent for Flœrð instead, resulting in a heroic and emotionally well-adjusted trickster god.

    Kaldr, High King of the Hoyklan 

Divine Classification: Elemental/Ascendant

Portfolio: Winter, Wisdom, Parental Deity (Moose/Elk/Caribou)

Rank: Divine (Tier IV/Greater)

"Winter is coming."

Kaldr (his entry here) is the High King of the Hoyklan Deer Pantheon, and the god of Winter and Wisdom.

Kaldr was once the mortal Oakly, the first sapient moose to exist on Equus and a 'Ponyfriend' of the legendary civilization of Paradise Estate during the First Age of Known History. He was also a friend of the mortal zebra and fellow 'Ponyfriend', Zigzag, who was in fact the ancient Zebra mother goddess Mzazi, incarnating into a mortal life. Once Zigzag regained her memories and returned to her divine glory, she would help Oakly Ascend to godhood as well, who in turned uplifted Moose, Elks and other chosen Caribou species into sapience and became their father deity.

Today Kaldr leads the Hoyklan Deer Pantheon, having been invited to lead it when they couldn't choose a new leader among themselves. While he is jovial and can be silly at times, his ancient wisdom and might is undisputed, and has allowed the Hoyklan Deer Pantheon and their Nordslekt Deer Herd worshippers to flourish. At present, he is working to prevent the Hoyklan from being reabsorbed by the Eltenteil Deer Pantheon, popping High King Irminsul's haughty ego and preventing a repeat of the vicious 'Ragnarok Cycle' that had wiped out the Hoyklan's many predecessors.
  • Anthropomorphic Personification: Embodies Winter, Wisdom, and Moose/Elk/Caribou; the last part is because he is their "Parental Deity"
  • Beware the Silly Ones: He's quite friendly and quick to make jokes, even laughing at jokes made at his expense. However, when angered, he can be as harsh and severe as the winter he embodies. Also, as a god of wisdom, he knows how to be The Chessmaster who can patiently plan and prepare literally centuries in advance.
  • Break the Haughty: What he's trying to do with High King Irminsul. While he doesn't have Temnobog's murderous hatred, Irminsul's haughty and self-righteous nature still rubs him the wrong way, and thus he thoroughly believes his ego needs to be popped, so he acts like a friendly and goofy person because he knows that it'll get under the divine stag's skin. It's partially the reason why the divine Hoyklan Deer chose him to be the leader of their pantheon, other than needing protection from being pressured into reuniting with the Elternteil pantheon.
  • The Chessmaster: As noted under Beware the Silly Ones, if necessary he can be this, being a God of Wisdom.
  • Deity of Human Origin: He was once Oakly, the first sapient moose on Equus. After his good friend, Zigzag, regained her memories and became Queen Mzazi once again, she helped him Ascend as well, after which he uplifted all the moose, elk, and caribou into sapience.
  • Elemental Hair: His mane and tail (which, strangely, resemble a pony's) are made of blue ice to signify his divine domain as the embodiment of Winter.
  • Captain Ersatz: An Odin-archetype, at least at the present. Even inherited the Gungnir spear from one of his predecessors long after that pantheon got Ragnarok'd.
  • Gatling Good: While his signature weapon is a spear - THE one and only Gungnir spear - during the 'Final Ragnarok' arc, he managed to procure a Second Age minigun from Queen Dazzleglow, enchanted and enhanced it, named it Fimbulvetr, and proceeded to utterly annihilate wave after wave of the Shadowed Ones' minions and monsters.
    High King Kaldr: "Strike hard and true, o' lord of war! Smite our foes with thunder and steel! Let our enemies behold your fire and fury! Sow horror that your makers once unleashed on the world! Roar your hymn of havoc! Sing your song of slaughter! High King Kaldr commands you! SING FOR ME!!!"
  • Good Parents: He became a good father for both Flœrð, a divine Jotunn stag, and Mjolna, the Alicorn goddess of Thunder. Flœrð especially applies since he was prophecised to bring about Ragnarok for the Hoyklan pantheon out of bitterness and envy, but Kaldr refuses to kill or mistreat a child because of fate and decided to raise the trickster god with love and care instead, resulting in Flœrð becoming heroic and well-adjusted. He even tries to protect Flœrð from those who want to kill him because of said prophecy, noting that it'll not only perpetuate the Vicious Cycle associated with Ragnarok, but also make him similar to Irminsul, who claimed to be "benevolent" yet abused Temnobog just for being born "evil" even though he hadn't really done anything to warrant it.
  • An Ice Person: One of his domains is Winter, so naturally he has ice powers. Among his capabilities are generating massive snowstorms and blizzards, firing beams of freezing cold, and weapons creation. Because he embodies the winter season, he's immune to cold, and is responsible for overseeing the transition to winter in his mortal realms.
  • Long Game: His plans to end Ragnarok and defeat the Shadowed Ones was in the works for centuries.
  • Not So Different: Defied in-universe. It's noted in his entry that when he discovered that Flœrð was prophesied to kickstart Ragnarok just like how his predecessors have done after being adopted into a pantheon, Kaldr realized that the only reason previous trickster deities behaved the way they did was because they were emotionally abused and ostracized by the very parental figures who adopted them in the first place simply because they were chosen by fate, thus ensuring the continuation of a Vicious Cycle. He also realized that mistreating Flœrð this way will make him similar to Irminsul, whose self-righteousness caused him to abuse one of his own sons just for being born "evil" even though he didn't do anything to warrant it. So instead of ostracizing him or killing him to avert fate, Kaldr decided to Take a Third Option by raising Flœrð with love and care like a good father should.
  • O.O.C. Is Serious Business: It's noted in his entry that the moment he stops joking, he's become genuinely enraged. What makes these moments so powerful is that due to being around the Paradise Ponies, who saved their anger for the genuinely evil and unrepentant, he's extremely difficult to rile up.
  • Pals with Jesus: Justified. He once knew Queen Mzazi back when she was Zigzag, living a life as a mortal zebra. After Zigzag regained her memories and returned to her true divine form, she helped him Ascend as well. If it weren't for her, he wouldn't be able to uplift the moose, elk, and caribou into sapience and influence his people into what they are today.
  • Papa Wolf: Loves his adopted children and made it clear to those like Irminsul that he would not tolerate any hostility against them. Notably, when Irminsul made it clear that he would not let Flœrð live long enough to kill off even his rebellious children, Kaldr not-so-subtly reminded him of his failures with Temnobog, then threatened the divine stag that if he ever badmouthed his son again, he'll consider putting him in an "icy time-out".
  • Screw Destiny: He decides to avert Ragnarok by treating his adoptive son Flœrð with the love, honesty, and respect any child deserves. The other options - ostracizing Flœrð or letting him be killed to avoid fate - are considered morally wrong in his eyes and will make him no better than Irminsul, or his own predecessors.
  • Top God: Of the Hoyklan pantheon. Strangely, he's a moose compared to the leading Deer stags of the Bogolenya and Elternteil pantheons; the divine Hoyklan deer had no one among their group who could adequately lead them, so they invited Kaldr to be the leader of their budding pantheon. He accepted.

    Haust, High Queen of the Hoyklan 

Divine Classification: Elemental/Ethereal

Portfolio: Autumn, Death, and Fertility

Rank: Divine (Tier IV/Greater)

"Life and death are but a cycle, just as the passing of the seasons. Though leafs may fall in Autumn and plants wither in Winter, new life will sprout once more come Spring."

Haust (her entry here) is the wife of High King Kaldr and the High Queen of the Hoyklan Deer. She was once part of the Elternteil Deer pantheon, but disagreements over the future of mortal Deerkind and the mistreatment of Temnobog caused the once large group to splinter. Haust chose to go with those that would become the Hoyklan pantheon because she recognized their need for more deities strong and capable enough to defend them and put them on par with the Elternteil and Bogolenya pantheons. However, knowing that she alone couldn't stand up to Irminsul, her uncle, she instead appealed to Kaldr to come help lead the Hoyklan deities as their High King. Years of working together due to their domains caused Haust and Kaldr to fall in love and marry each other, giving Haust the title of High Queen.
  • Anthropomorphic Personification: Embodies Autumn, Death, and Fertility.
  • Don't Fear the Reaper: She comforts mortals upon their deaths even as she takes them to their rightful reward in the afterlife. It's Armr, her granddaughter, whom the wicked dead should worry about.
  • Good Parents: Loved her adopted son Flœr&eth and comforted him when he learnt that he was destined to bring about Ragnarok, even encouraging him to fight tooth and nail to break free of his destiny. She and Kaldr's efforts worked, and Flœr&eth grew up a heroic and well-adjusted Trickster God who would never willingly start Ragnarok.
  • Psychopomp: For the noble dead, whom she would take to her Divine wetland afterlife of Fensalir.
  • Sinister Scythe: Subverted. While she does wield a scythe as her main weapon, it resembles a harvesting scythe than an actual weapon. She's also a very nice, motherly, and compassionate person, and she chooses to behave that way despite one of her domains being Death. That being said, she's extremely terrifying if truly angered.
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    Flœrð, the Maker of Mischief 

Divine Classification: Elemental/Ethereal

Portfolio: Mischief, Deceit, Trickery

Rank: Divine (Tier III/Intermediate)

"I may not be the strongest or biggest of my fellow kins, but I am the wiliest. And as they always say: brains always beat mere brawn!"

Flœrð (his entry here) is an adoptive son of High King Kaldr, and the Hoyklan Deer Pantheon's Jotunn god of Mischief, Deceit, and Trickery.

When Flœrð was a baby, a splinter-group, full of rogue divine Jotunn Deer who broke off from a larger Jotunn pantheon, tried subjugating the Hoyklan Deer Pantheon. Kaldr defeated them to protect his wife and divine subjects, killing the leader and letting the rest be dragged back by the larger Jotunn pantheon in chains. It was in the ruins of the defeated Jotunn splinter-group that Kaldr heard Flœrð's crying, and proceeded to adopt him out of pity. However, shortly after adopting the young child, Kaldr learned that he Jotunn divine is seemingly destined to grow up and bring about "Ragnarok", a catastrophic event/conflict that would be triggered by the trickster god of the land's local pantheon.

When Luminiferous and Choice showed Kaldr the various local temples that shared this prophecy, Kaldr realized that the trickster gods responsible actually triggered Ragnarok out of evil, but out of spite. Having experienced severe emotional abuse and ostracism just for being chosen by prophecy despite not truly warranting such treatment, the trickster gods would end up resenting their parental figures and envious of his peers for being lavished with love and praise, until they decide that their adoptive pantheons don't deserve to live anymore. Such a fate would repeat with Flœrð and the Hoyklan Deer, if certain events played right. Despite strong calls for Flœrð's death/suppression from several gods like High King Irminsul and even some deities from the Hoyklan pantheon, Kaldr decided to spit in the face of destiny and raise Flœrð like his own son, protecting him from those who want Flœrð dead and gone.

Because of this, Flœrð grew up well-adjusted and noble, unlike many of his predecessors, and become a well-respected member of his divine family and pantheon, using deceit to cause mischief among their enemies and act as trickster mentors to mortals. Having learnt and come to terms with his heritage long ago, Flœrð vowed never to repeat the mistakes of his predecessors and fight his supposed 'destiny', giving high hopes that this time around, the Hoyklan Deer Pantheon would finally break the infamous 'Ragnarok Cycle'.
  • Adaptational Heroism: Invoked; Kaldr intentionally raised him far far better than previous pantheons did their equal to Loki to make him come out as a heroic, well adjusted god who loves his family and worshipers dearly.
  • Anti-Antichrist: He was fated to cause the Codexverse's equivalent of Ragnarok due to being born a trickster god that was adopted into another divine pantheon. This caused some gods like Irminsul to advocate for Flœrð's death and/or suppression for the good of all Deerkind, but Kaldr realized that to do so would make him no better than Irminsul, who abused Temnobog simply for being born "evil" despite not having done anything to truly warrant it, or the predecessors of the Hoyklan pantheon who abused their own trickster deities in an attempt to avoid the prophecies. Because of Kaldr's choice to become a good father instead, Flœrð became a heroic and well-adjusted trickster instead, and is actively fighting his supposed "destiny" by doing good deeds.
  • Anthropomorphic Personification: Embodies Mischief, Deceit, and Trickery.
  • Attack of the 50-Foot Whatever: Is an adopted Jotunn god and unlike some of his predecessors is well-aware of his heritage. While he is 'a runt' by Jotunn standards and prefers to use guile over strength, his true form is still big as a mountain and he is more willing and able to take advantage of that for all its worth, unlike many of his predecessors.
  • Bad "Bad Acting": Played With. During the rehearsal for the deception operation leading up to the 'Final Ragnarok', where he had to pretend to have a Face–Heel Turn and betray the Hoyklan, it was said he and his siblings couldn't keep a straight face through all his lines, which he said in the most ridiculous and over-the-top manner. Though Haust noted that he was probably joking (and trolling the movie-directing Changeling Queen Ithomii, who is helping with staging the deception) to break the tension and boost morale, and when the time comes to really act it out, he played his part perfectly. Flœrð is the God of Deceit, after all; consummate acting is second-nature to him.
  • Big Eater: Like Loki he was based on and being a Jotunn god, he is this, though in his case his actual size and heritage gave him the ability and appetite to eat whole armies, kingdoms and pantheons (Which is standard for Giants and their Divines in the Codexverse). When combined with his guile, this leads to often hilarious results. He even out-eats Volstaff, the Expy/Ersatz of Volstagg of the Warriors Three.
  • Bigger on the Inside: Standard as to Giants and their Divines, of which Flœrð is one. His bowels are described as 'endless' and he had eaten whole kingdoms and pantheons before.
  • Break the Cutie: A canonical drabble reveals that as a young fawn, he fell into a period of heartbreak after overhearing a conversation between Kaldr and Irminsul, and learning that Irminsul regards him as a threat that must be killed or suppressed just because he was prophesied to wipe out the Hoyklan Deer. He is comforted by his adoptive mother, Haust, who assures him that just because prophecies foretold his actions doesn't mean he should act like the prophecies dictated, since he has the freedom of choice over his own life.
  • Captain Ersatz: Of Loki from Norse Mythology. What's interesting is that he is merely the latest in a number of trickster gods like Loki who once become part of the pantheons that held domain over Cervidia, and had either perished in or even kick-started the previous cycles of Ragnarok that destroyed them. His colors of green and gold also bring to mind the Marvel version of Loki.
  • Chaotic Good: Classified even in-universe to be his 'moral alignment', which given who he is is unsurprising.
  • Chivalrous Pervert: Developed the same lecherous drive as Loki did, having slept with countless partners, but unlike Loki and many of his predecessors genuinely respects and cherishes his partners. This also gave him many strange children like Loki did, whom he also truly loves and adores. It is stated in his entry that this initially began as a coping mechanism from learning he was 'destined' to start Ragnarok when he was young, which he did not take very well. He remains so after getting over it because he REALLY enjoys dating and sleeping with his partners.
  • Combat Pragmatist: Comes with being a god of trickery, mischief and deceit. Few methods are too dirty for him to use against those he opposes, up to and including cheating in contests and challenges, or surprising his foes with his true form as an adopted Jotunn god and stomping/chomping them before they know it.
  • Consummate Liar: Comes with being a deity of deceit and is officially classified as such, noted to be a silver-tongued master actor (when not joking or trolling others). Can even pull Exact Words tricks like the Changelings are famous for with style, according to one canonical drabble.
  • Eating the Enemy: Tying with his Jotunn divine heritage, which in the Codexverse comes with Big Eater tendencies, this is how he dealt with a lot of problems and threats. And this silver-tongued trickster is so good at persuading people, he even managed to convince some of them into WILLINGLY let him eat them alive, and never realize they've been duped even after they are left lost and trapped inside his belly forever. To note, he has lost count just how many people he ate.
  • Friend to All Children: According to Jotunn War Goddess Astrid's recollection, he is shown as this, as he went great lengths to rescue children from Evil Overlords and Wretched Hives, leaving them with Elske to take care of and coming back to help them settle in after he finished dealing with the evil bastards, spending time playing with and entertaining them with pranks, water-balloon fights and stand-up comedy routines. One wonders if his own status as an orphaned Jotunn divine and being raised by loving parent in Kaldr had anything to do with this child-friendly attitude.
  • Götterdämmerung: Was apparently destined to trigger this for the Hoyklan, as many of his predecessors did, but both Kaldr and Flœrð are actively working to avoid it.
  • Guile Hero: Is one himself among the Hoyklan and a Trickster Mentor to many among mortals.
  • Large Runt: Is considered a runt by Jotunn standards. Had we mentioned already he is still mountain-sized in his true form?
  • Magnetic Hero: Known to be very charismatic and persuasive, which comes with being a god of deceit and trickery. Might also explain how he Really Gets Around.
  • Massive Numbered Siblings: There's the extended Divine pantheon of the Hoyklan which he's part of, and then there's the enormous number of strange and wonderful offsprings he has from his many, ''many'' flings with countless mortals, demigods and divines. He humourously credits his adopted mother Haust a goddess of fertility for this, much to her embarrassment.
  • Master of Illusion: As a trickster deity, creating illusions is part of his forte, which he uses to fight evil and enemies or playfully prank his friends and family.
  • The Marvelous Deer: Like his peers among the Hoyklan, he is a Deer. And as an adopted Jotunn deity, it also means he is a COLOSSAL Deer. Has green fur with golden armour that makes him resemble a certain notorious Loki from Marvel comics...
  • Meaningful Name: His name means 'Deceit' in old Norse, though his character subverts the negative connotations as part of a deliberate attempt to subvert his destiny as the person chosen to bring about Ragnarok.
  • Off with His Head!: Was once decapitated during a fight against a mutual foe with his sister Mjolna, the Goddess of Thunder, to the latter's horror. It did little more than getting a quip from him about needing to (literally) 'find his wits', and he was fine once he got his head re-attached. As it turned out, he took one of his Trickster God predecessor's advice to heart...
  • The Prankster: Loves pulling pranks on his friends and family like any respectable Trickster God, usually of the good-nature kind. Also likes to prank mortals and other gods, and while even then they're normally not mean-spirited, he can go into Karmic Trickster territories if the target is of a hostile or malicious disposition.
    • During one of his visits to Elske's realm, he shrank down and participated with one of the children's 'Seat-Sprint' games. He got sat on by Elske in her true size... only to then make a whoopie-cushion sound and came back out holding his nose. Everyone including Elske found it hilarious.
    • Jotunn war goddess Astrid once had enough of his antics and tried to whack him with her Hellbane axe. She didn't know he already covered it in butter, resulting in it flying out of Astrid's hoof and bonking Astrid and Elske's dad in the head, splitting his favourite helmet. She was grounded, had her signature weapon confiscated, forbidden from eating anyone for a century, and is still embarrassed by the whole thing.
  • Really Gets Around: Like his inspiration and many of his predecessors, he is still very attracted to the opposite sex, and is stated to had slept with countless mortals, demigods and divines alike. Because of his more noble character however, it's all consensual and he treats all his partners with utmost respect, subverting the heinous implications and consequences that are often saddled with the more unscrupulous philandering divines, like his predecessors. This incidentally also left him with many, MANY strange and wonderful children, like Loki had.
    • Leads to a crowning moment of awesome/heartwarming/funny in a canonical drabble: When the 'Final Ragnarok' comes and Flœrð called his extended family for aid, a WHOLE ARMY of gods and demigods, his children and grandchildren, turned up as reinforcements for the Final Battle. AND they were only the ones who can make it in time, barely 'a splinter of the whole tree'. Flœrð sheepishly admitted in regard to just how many girlfriends he had slept with, it's the same with just how many people he had tricked, pranked and eaten: he has LOST COUNT.
  • Screw Destiny: He was apparently destined to cause another 'Ragnarok' that would spell the end the Hoyklan Deer Pantheon the moment he was born, which caused some morally puristic deities like Iriminsul to advocate for his death or, if he was allowed to live, his suppression and ostracism. Thanks to the efforts of Kaldr and Luminiferous, plus his own personal resolve, this is not looking to happen. At least, not by his hooves.
  • Shapeshifting: As a trickster deity, he is very well-versed in changing forms for guile purposes.
  • Size Shifting: Is capable of this, partly because even as a 'runt' among Jotunn gods, his true size is big as a mountain and thus he needs to shrink down to fit in among his peers. As noted, he milks it for all its worth.
  • Swallowed Whole: Tying with his Jotunn heritage giving him an appetite to swallow whole lands, this is the fate of many of his and the Hoyklan's enemies he defeated.
    • Chetgalva the Four Headed, a powerful god, apparently once tried to do this to him (A standard tactic in both the Codexverse and RL mythology, where gods eating each other and other beings is a common occurrence). He responded by dumping a 'dragon's hoard' worth of divinely-enchanted emetics and 'Hellfire' Chili into his stomach. On top of getting him out of Chetgalva's belly, the results were reportedly 'spectacular'.
  • The Trickster: Of the divine variety.
  • Trickster God: Like the guy he was based on, he's essentially a trickster deity who use deception and guile against the wicked and enemies of the Hoyklan, or act as Trickster Mentor to noble and heroic among their mortal worshippers.
  • Upbringing Makes the Hero: He's so much different thank classical Loki and his predecessors in previous Cycles because Kaldr and Haust were Good Parents and loved him dearly.
  • Vicious Cycle: The 'Ragnarok Cycle' that undone so many predecessors of the Hoyklan Deer Pantheon in their lands often involved the adopted Trickster God turning evil and help to trigger it, usually out of spite of a Divine family who end up pushing them away precisely because destiny said he would do it. Both Kaldr and Flœrð made certain this would never happen, the former by being honest and loving with him and the latter actively vowing to avoid it. It remains to be seen whether this will work, but it certainly looks like it.

    Mjolna, the Goddess of Thunder 

Divine Classification: Elemental/Ascendant

Portfolio: Thunder, Storm, Strength

Rank: Godling

"Feel heavens' wrath! For now, you face the might of MJOLNA!"

Mjolna (her entry here) is the Hoyklan Alicorn goddess of Thunder, Storm, and Strength, and an adoptive daughter of High King Kaldr and High Queen Haust.

The youngest member of the Hoyklan Deer Pantheon, Mjolna the Goddess of Thunder, Storm and Strength stands out for the unusual circumstances behind her existence, her incredible might despite her age and the fact that she is not a Deer divine, but rather a Pony.

Born a Pony in Equestria and living in Ponyville, a young blacksmith mare found herself drawn to storms and lightning throughout her whole life for reasons unknown, as well as burning with the desire to take part in heroic adventures like her friend Rainbow Dash and the other heroes of Equestria.

When the 'Storm King Crisis' occurred, she like many others fled into the safety of the Everfree Forest, where she found herself drawn to a mysterious one-hoofed magic hammer deep in the woods. Upon picking it up, she was granted the power and legacy of the previous God of Thunder from Cervidia, Megin, who as it would be revealed was none other than herself in a past life, and who in turn is a reincarnation of many Thunder Gods of Cervidia whose lives and Pantheons ended in their Ragnaroks.

Wielding the hammer and eventually reawakening to her full power and memory, Mjolna would aid the Equestrian Resistance against the Storm Empire's forces, re-Ascending to Godhood along the way. After the fall of the Storm King and liberation of Equestria, Kaldr of the Hoyklan Deer Pantheon would come to her and offer her a place in their pantheon in Cervidia, her soul's ancestral home. Mjolna would accept that offer and become the adopted daughter of Kaldr, joining with her now adopted elder brother Flœrð to become a worthwhile member of the Hoyklan, ready to face whatever trials and threats ahead together for the Hoyklan and the mortals of Cervidia.
  • The Alcoholic: Has a drinking habit as part of her personality, which can sometimes get out of hoof. One time she got so drunk she started smiting trees at random with lightning. She's still trying to convince her worshippers and fellow deities she nor her past-lives are enemies of trees.
  • Anthropomorphic Personification: Embodies Thunder, Storms, and Strength.
  • Bash Brothers: In battle, she fights alongside her fellow adopted sibling Flœrð, complementing each others' strengths and weaknesses.
  • Brains and Brawn: She is the brawn to her brother's brain, though both has some share of the other that they are lacking.
  • The Blacksmith: Another thing that made her differ from many previous thunder gods. She was this back when she was a Pony living in Ponyville. After her Ascension as the Goddess of Thunder, she took her blacksmithing skills with her to the Hoyklan Pantheon and became their go-to deity for weapons repair and forging.
  • Blood Knight: Eager for battle and frequently first into the fray, always eager for a good tussle against a worthy opponent.
  • Boisterous Bruiser: Has Large Ham tendencies and frequently banters and quips in joyous combat.
  • Captain Ersatz: The Fourth Age's incarnation of Thor, complete with the signature hammer, except unlike Thor, she was once a mortal who eventually turned into a goddess after finding Mjolnir. Interestingly, all available facts implies the actual Codexverse version of Thor (Thorse?) actually existed at some point.
  • Child Prodigy: Is the Divine-equivalent of a child (Godling), but is incredibly powerful for her age due to inheriting power from her past-selves.
  • The Chosen One: Kaldr waited for her to join the Pantheon before engaging his Long Game to defeat the Shadowed Ones, as it was predicted her birth would be necessary for it. This turns out to be because the power amassed by her Reincarnation cycle makes her strong enough to destroy the Loom of Fate.
  • Conveniently an Orphan: Implied. She was born and raised in Ponyville before discovering and awakening to her true nature. No mention is ever made to her Pony birth-parents, so it can be assume they are no longer around, having been outlived by their own daughter, or even around at all.
  • Drop the Hammer: Wields an enchanted magic hammer that can return to her when thrown (Among other abilities) in battle in addition to her divine powers over storms, thunder and lightning. It is called Mjolnir - yes, THAT Mjolnir.
  • Dumb Muscle: While intelligent and increasingly cunning in combat terms, she's not very bright and can be easily fooled. That's why she tags along with her brother, whose knowledge guides her where she (and her hammer) needs to go.
  • Genius Bruiser: Zigzagged. Mjolna is not known for her smarts and also known to be easily tricked, but thanks to Flœrð's help she's slowly moving towards this direction. She's still rather lacking in combat-cunning, though, which is why she pairs up with Flœrð in battle.
  • Hair-Trigger Temper: Has an impulsive anger problem that took a lot of effort from her fellow adopted elder brother Flœrð to help her fix, by arranging it to bite her repeatedly in her flanks until she finally admit it as a weakness.
  • Happily Adopted: Despite being a Pony living in a Deer pantheon that's also ruled by a divine Moose, Mjolna is treated by Kaldr like any loving parent would treat their children. Thus, much like her older adoptive brother, she enjoys a good relationship with her father.
  • Legacy Character: She is the latest Divine of thunder, storms and strength of Cervidia, which she inherited from a previous god of thunder, storms and strength named Megin along with the hammer Mjolnir (Yes, that Mjolnir). She also happens to be a Reincarnation of said thunder god and all the previous thunder gods.
  • Made of Iron: Can take an immense amount of damage as part of her divine nature. This suits her fine given her perchance for fighting in close-quarters melee, frequently making frontal assaults, tanking enemy offences and drawing their attacks while her brother and allies use openings this creates to make their own strikes.
  • Modernized God: She wields an enchanted magic hammer inherited across the aeons. Lives among gods many whom are already centuries to thousands of years old themselves. Listens to a portable music player (A 'Mini-phonograph') on- and off-battle.
  • Named Weapon: Her enchanted magic hammer is called Mjolnir - Yes, THAT Mjolnir.
  • Only the Chosen May Wield: Her hammer has an inscription proclaiming that it can only be picked up and used by someone worthy of its power, whereupon they may wield the power of Megin (The last Cervidian thunder god who wielded it). Once it turned out that Mjolna IS Megin all along, reborn as the latest reincarnation of him and all his predecessors, the name inscribed switched to that of Mjolna. As it turns out, Rainbow Dash is also worthy of it, as shown during the fight against the 'Shadowed Ones'.
  • Past-Life Memories: Mjolna could recall some of her past incarnations' memories and experiences, but ultimately is her own Pony/Divine. This may also explain her incredible combat skills, in the form of battle experiences of her past-lives being recalled into her mind.
  • Parental Abandonment: It's implied that her biological parents died, being mortals compared to their now immortal Alicorn daughter. Either that, or they weren't around at all, and she was raised by someone else while in Ponyville instead.
  • Reincarnation: Mjolna is a reincarnation of the previous thunder god of Cervidia, Megin, who in turn is a reincarnation of another previous thunder god of Cervidia, and many more before them. From available facts, she was apparently placed in a reincarnation cycle like the trio of Hyrule, for reasons yet to be known.
    • This raises an interesting question: Did Mjolna the mortal Pony ever existed, or was it just the unwittingly assumed identity of an amnesiac/dormant thunder deity? Were they one and the same, or were they separate and Mjolna the Pony had been fully replaced by the thunder deity, all except in name? Is Mjolna her own being or is she merely the latest guise of a more ancient entity? Is she a life, or a legacy?
      • It had since been clarified that while she is the thunder god from the past reincarnated into the future, her present identity and life exists as her own, with access to her Past-Life Memories.
    • On a more hilarious note: This implies that Thor (Thorse?) existed in the Codexverse at some point in the past.
    • It turns out the reason for this was specifically to amass enough power to allow her to destroy the Loom of Fate.
  • Shock and Awe: Wields power over lightning and storm as part of her portfolio, which she can use to spectacular and devastating effect.
  • Super Strength: One of the mightiest members of the Hoyklan Deer Pantheon by sheer strength, second only to her adopted father himself. Once threw her elder brother Flœrð, who in his true form is a Jotunn divine big as a mountain.
  • Tomboy: Enjoys being 'one of the guys', according to her entry, drinking and partying and fighting included.

    Ljóss Hefna, the Invincible One/Avenger of the Dead 

Divine Classification: Elemental/Ethereal

Portfolio: Joy, Light, Avenging the Dead

Rank: Divine (Tier III/Intermediate)

"Even those who had fallen shall know the light of justice, and rejoice!"

  • Anthropomorphic Personification: Embodies Joy, Light, and Avenging the Dead.
  • Captain Ersatz: Of Baldur, the Norse god of light and joy as well as the most beautiful and noble god of the Aesir, both the mythological and Marvel comic depiction. Unlike her predecessors, most likely including the actual Codexverse Baldur, she and her parents are doing just about everything they could to make sure she doesn't suffer the same terrible fates as her predecessors.
  • Logic Bomb: Kaldr secretly infused her with the power to make her a God of Avenging the Dead to do this on the Ragnarok Cycle itself. By doing so, they made the one who was supposed to die to set off Ragnarok the same exact entity who was supposed to avenge that death, making her the being destined to avenge her own death. The fact this did nothing to actually change the way the prophecy sought to progress exposed that someone was actively pushing it forwards, leading to the exposure of the Shadowed Ones.
  • Nigh Invulnerable: As the inheritor of the 'Invincible One' mantle, she's nigh impossible to kill and only one very specific plant is capable of doing the job if properly enchanted.
  • Screw Destiny: She, like many of her preceding counterparts, was destined to be killed by her adopted Trickster God relative - in her case her adopted brother Flœrð - which would kickstart a chain of events that would culminate in Ragnarok. Needless to say, both Kaldr and Haust decided to 'screw that!' and went great lengths to make sure that will never come to pass by doing things that ended up messing with the prophecy and making it impossible to happen.
  • Super Mode: Tapping into her Avenging the Dead aspect functions as one: the more lives she's avenging the more powerful she becomes. The sheer number of victims the Ragnarok Cycle has caused means while fighting to end it, she's likely one of the single strongest combatants on the battlefield.

    Armr, Keeper of the Wicked Dead 

Divine Classification: Ethereal

Portfolio: Death, Punishment, Judgment

Rank: Deity (Tier III/Intermediate)

"Come forth from your graves, ye restless dead! Thy mistress calls! And to our foes, ye shall bring forth judgement!"

Armr (her entry here) is the Hoyklan Deer goddess of Death, Punishment, and Judgment, as well as one of Flœrð's many divine and demi-divine children.

Having been sired by Flœrð through an affair with Audens Manes, the goddess of Death and Heroic Sacrifice, Armr inherited her mother's nature as a Death goddess, which influenced the kind of goddess she would become later in life. Unlike her grandmother, High Queen Haust, who guides noble and kindhearted souls to the blissful afterlife of Hoygard, Armr is responsible for judging and punishing the souls of the wicked and dishonorable within her own divine realm, located underneath the roots of Heimdrasil, the Tree of the Nine Realms. Hilariously, her divine realm in which she imprisons these damned souls is named after her, and so is her scythe, leading to many instances where many mortals would swear by Armr, only to be asked if they swear by the goddess, her realm, or her scythe. How she reacts depends on the answer she gets.

While she is viewed as a dreaded or evil figure due to her duty, her frightening appearance, and the notoriety of her predecessors, she is much fairer and more benevolent. This is largely thanks to the positive influence of her family, especially her father, who was in turn influenced by the love of the people who adopted and raised him. Her incredibly close relationships with the Hoyklan Deer Pantheon as a whole would prove instrumental as they are confronted with many challenges ahead...
  • Anthropomorphic Personification: Embodies Death, Punishment, and Judgement.
  • Body Horror: Like her inspiration, half her body is a skeletal corpse in her true form. She hides it with an enchanted costume that makes her resemble her Marvel Comics counterpart.
  • Captain Ersatz: Of Hel/Hela, from Norse Mythology, and also her Marvel Comics counterpart in terms of both role and appearance. Not their cold or villainous nature, however; she's decidedly more benevolent than her predecessors, including the actual Codexverse Hela whom had existed at some point in the past.
  • Half-Human Hybrid: Half-Jotunn divine and half-Alicorn death goddess, and looks the part.
  • The Judge: Of the Damned, and their punisher. Also a patron of judges and fair trials in mortal courts, and is known for watching and giving stern warnings to those judges who are decidedly bias and corrupt.
  • Large Ham: Described to have inherited her parents' flair for the dramatic. See quote for an example.
  • Our Giants Are Bigger: Since her father is Flœrð, who's a Jotunn Trickster God, her true form is actually big as a mountain. Somewhat bigger than her father, as a matter of fact, which leads to no end of mutual teasing.
  • Psychopomp: Ferries the souls of the dead with her grandmother High Queen Haust's permission. In her case, she ferries the wicked, dishonourable dead to her realm for judgement and punishment.
  • Running Gag: Her name is Armr. Her Realm is also named Armr. Even her divine scythe is called Armr just for sake of convenience. A frequent joke she makes is asking whether the one who invoke her name is asking her name, domain or weapon. Response depends on who is the one asking her.
    • Also part of a running gag with her father whereupon he, being a Large Runt, are shorter than many of his many, many children. Armr is no exception, even when they in their true forms are big as mountains.
  • Sadist: Comes with being a punisher of the damned dead, Armr also possesses a sadistic streak, which thanks to her half-Jotunn divine nature is further magnified with a Giant's natural urge to dominate and destroy. Cosmos, the Serpent of Obsession noted it must had been the 'best birthday present ever!' when she was granted absolute discretion on how she and her divine servants torment the unrepentant damned in her realm, which she agrees with. It's noted that it actually helps keep her from going villainous like many of her predecessors as she can channel all her dark urges upon those who utterly deserved it. That incidentally also makes her good friends with Phykti, the Baroness of Pain and later Cosmos and Fluttercruel.
  • Sinister Scythe: Like many death gods/goddesses, including her grandmother Haust, she wields one as her signature arms. It's also called Armr, which leads to no end of jokes.
  • The Underworld: Her Realm of Armr/Armrheim is this, located in terms of dimensional locale beneath the roots of Heimdrasil, the transdimensionally-spanning Tree of the Realms. Like its mythological inspiration of Hel/Helheim, Armr/Armrheim is the place where the wicked, dishonourable dead are judged by Armr and be punished for their sins.
  • Zombie Apocalypse: Can raise armies of the dead to fight on her behalf, and do so in dramatic fashion... with singing.

    Stórragandr, the Midgard Serpent 
Also known as just Stórr, Stórragandr is the biggest of Flœrð's many, many, many children, being the latest of the gargantuan sea-serpents that would encircle Cervidia. Supposedly destined to rise from the seas and poison Midgard, wiping it clean of life before fighting and slaying Mjolna in a Mutual Kill at Ragnarok, like his father Flœrð and his siblings like Armr the Midgard Serpent would find himself playing a different role when the anointed day finally come - namely, fighting to save Cervidia and the Hoyklan from their fate by confronting the REAL perpetrators of the Vicious Cycle.
  • Adaptational Heroism: In RL Norse Mythology and even in-universe, the Midgard Serpent is considered a hostile monster which is destined to help end the world and kill the gods. Here, however, he is firmly on the Hoyklan's side, rising up from the seas at his father Flœrð's call to battle a terrible Sea Monster the Shadowed Ones summoned to destroy the Hoyklan and Cervidia at 'Final Ragnarok'.
  • Attack of the 50-Foot Whatever: Exaggerated, as per his cred. He is big enough to encircle Cervidia around the coastlines, which is roughly the size of Scandinavia (not counting all the magically-induced spatial-distortions and pocket dimensions). He's not exactly the 'world-serpent', but to the Cervidians he might as be one.
  • Captain Ersatz / Expy: Of Jormungandr, the Midgard Serpent.
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    The Battlers Three 
The present boon companions of Mjolna, Cervidia's modern Goddess of Thunder, although it is implied that they have a bond with her that like the Cervidian Gods of Thunder transcends time and reincarnations.

    Jarnleikr 
The Hoyklan Pantheon's God of War.

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