Foreign Races - The Aesir

Appearance | Clothing | Philosophy | Society | Names | Pantheon | Terms

You can also visit the website made by Astraea, which includes a gallery and resources: The Aesir



The Aesir are a race of northern "Empyreans," whose culture is heavily based on Norse, Germanic, and Teutonic mythology. They live in the cold, wintry climates of the far north -- the Aether equivalents of Norway, Sweden, and Denmark. They tend to be bigger and brawnier than their southern cousins, and their culture is quite unlike the refined, civilized Empyre of the "known world."




Appearance

The Aesir are tall, bulky, and brawny -- more like Varati in body structure, although their skin is fair or ruddy. Their hair tends toward fair as well, yet auburn, brown, russet, etc. are not uncommon. Also, they do not consider dark hair or wings to be a sign of "taint." They actually prize individuals with dark wings or hair (wings, especially), since one of the symbols of their god, Othin, is the raven. If an Aesir is born with dark wings, he/she is considered "blessed" by Othin.

The men typically wear beards, for it is a sign of masculinity and virility among the Aesir, and unbearded men are either considered boys or vaguely effeminate. Long hair is common for both men and women, although in battle, they will bind their hair in braids or tuck it beneath their helmets so that it cannot be grabbed and pulled.

Because the Aesir are bigger and brawnier, they cannot fly as well as their southern cousins. They use their wings primarily for hopping, jumping, gliding, or flying for short bursts. But they cannot fly long distances, nor very high. Perhaps because of this, their wings are not as important to them -- they are not "defined" by their wings. They are useful, just like any limb, but losing them is not a sign of disgrace or a means of punishment. With their warlike culture, many is the warrior who has lost his wings in battle, and like any scars, those feathered stumps are worn as a badge of honor.




Clothing

The Aesir live in the northern lands, where the winters are harsh and long, and the summers are brief. Therefore, their clothing must be warm and functional. Men and women dress similarly, in layers of clothing made from tabby-woven linen or dyed wool. Furs, belted tunics, cloaks, woolen leggings, and leather shoes are some of their more common attire.

Women tend to wear full-length smocks as undergarments, and more ornamented, brighter gowns over them. The caftan -- a long-sleeved coat held together by a brooch at the center -- serves as the outermost layer. Metal-brocaded bands, woolen hoods or caps serve as headdresses. Dyed scarves are a frequent additional protection against the weather. Metal brocades and embroidered designs are common for the richer women. The signs upon the brocades or necklaces often display the god the wearer favors.

Men wear trousers or leggings, either tightly fitting or baggy -- the latter usually going only to the knee, with metal eyes adorning the fringes. Their other garments would be similar to those of the women, though possibly adorned with more metal and more extensive trimmings: smock, overtunics and coat.

As headwear, men wear hats and caps decorated with metal knotwork, or unadorned metal helmets. Unlike women, males wear belts, but no other accessories.

Since the Aesir don't fly as well or as often as their southern brethren, the warriors might wear heavier, metal armor -- scale or chainmail. They also use close-range weapons more often than their southern counterparts, favoring swords, spears, battle-axes, hammers, and so on. For long distances, longbows are their preferred weapon of choice (and it takes a powerful man to wield such a bow).




Philosophy

The Aesir are a rough-and-tumble lot. Their philosophy of life is fairly simple: live fast, die hard. Life in the cruel, rugged north has made them strong, independent, and resilient. Yet they are not particularly grim. They believe in an afterlife -- that warriors who fight with valor will be taken to Othin's "Valholl," to drink and make merry for all eternity, until they are called upon to fight in Ragnarok, the twilight of the gods. With that awaiting them, the Aesir do not particularly fear death, and their "reward" is a very earthy one. They are not spiritual philosophers concerned with matters of the soul; their concerns are very down-to-earth and practical. And they know how to have a good time.

They drink, they gamble, they tell bawdy tales, and generally "make merry." Men and women are not segregated, and the women tend to be as tough and independent as the men. The Aesir have their share of "battle-maids" as well as warriors.

Neither women nor children are sheltered from certain aspects of life -- sex, violence, and death are common occurrences, and the Aesir regard each with pragmatism. Life is short, and should be enjoyed, is their general motto. They hold no expectations for tomorrow.




Society

Aesir society is very hierarchic. One's position in society is evaluated in relation to one's control of resources and religious status. Wealth is typically measured in land, and those that own more land enjoy a higher position in the hierarchy. There is not much division between secular and religious positions, and the godi, or priests, are often wealthy landowners, as well.

Many Aesir are farmers, who work the land for a living. Yet, many of those same farmers turn to raiding in the summer, when the weather is most conducive to travel in the open sea. These raiders call themselves "vikingr,"and they travel in longboats -- sleek and sturdy crafts designed to be either rowed by a large crew of warriors, or to be powered by a single sail.

The vikingr raid coastal towns and villages, or travel inland along rivers and lakes to plunder, for the longboats can navigate shallower waters, and don't need established docks; instead, they can simply be pulled ashore and beached. In the raids, livestock, weapons, food, clothing, ornamental items, and sometimes even children are stolen; the children are then raised by the clan or tribe that captured them.

There is little segregation between men and women in Aesir society, and women may become warriors just like their male counterparts, although pregnant women or new mothers are expected to stay home and care for the children. Also, the farms or landholdings cannot be neglected, and usually the task of minding the farm will fall to a man's wife, younger siblings, or children, while he is away. Families typically live in extended units, and it is not uncommon for several generations to live in the same household, with each member pulling their own weight and performing their share of duties. Life in the rugged north is harsh and difficult, and no one -- women, children, or the aged -- is spared the rigors of toil.




Aesir Names

The Aesir are based primarily on Norse mythology, so most of the suggested names are Teutonic, which includes the ancient related languages of Northern Europe such as Norse, Scandinavian, Old German, Dutch, etc. These are just a few possibilities, and you are welcome to seek out other names on the web; some excellent resources are:

  • Alfabette Zoope: http://www.zoope.com/about/about_names.html
  • Behind the Name: http://www.behindthename.com
  • Kate Monk's Onomastikon: http://www.gaminggeeks.org/Resources/KateMonk/index.htm

    Female Names

    Ara - eagle maid
    Asta/Astrid - divine strength
    Dagmar - glorious day
    Dagna - fair as day
    Dagny - day
    Disa - active spite
    Edda - poetry; composer of songs
    Eirene - peace
    Elsa - noble
    Erica/Ericka - eternal ruler
    Falda - folded wings
    Felda - from the field
    Frida - peaceful
    Gala - singer
    Garda/Gerda - protected
    Gari - spear, spear maiden
    Gerda - protection
    Gleda - to make happy or glad
    Gressa - grass
    Greta/Gretal/Grethal - a pearl
    Griselda/Griseldis - stone heroine
    Gunda - warrior; battle maiden
    Hedda - strife in battle
    Hertha - child of the earth
    Hilda - battle maiden
    Ida - happy
    Idona/Ilka - industrious
    Kelda - spring
    Lovisa - famous warrior-maiden
    Odelia/Odila - prosperous
    Ortrud - serpent maid
    Raina - the mighty
    Serilda - armored warror maid
    Signe - beautiful, victorious counselor
    Sigrid - beautiful victory
    Sula - huge sea-bird
    Thora - thunderer
    Thordis - dedicated to Thor
    Valda - ruler; governor
    Vedis - spirit of the forest
    Veleda - of inspired wisdom

    Male Names

    Ahren - eagle
    Alaric/Alric/Alrik - ruler of all
    Anders/Andras/Andrik/Jedrek - strong; manly
    Anselm/Ansel - divine helmet
    Aren - eagle; ruler
    Arkin - the eternal king's son
    Arne - eagle
    Artek/Artis/Atur - bear; noble one
    Arvin - friend of the people
    Audun - deserted; desolate
    Axel - divine reward
    Bayard - red-brown hair
    Bendik - blessed
    Berg - mountain
    Berton/Bertram/Bertrand - glorious raven
    Bjorn - brave as a bear
    Bodil - commanding
    Brede - glacier
    Bruns - dark or brown-haired one
    Burr - youth
    Dag - day, brightness
    Davin - brightness
    Darrick/Darik/Derek/Derrik - ruler of the people
    Delling - day/dawn
    Derek/Derrick - great ruler
    Dreng - brave man
    Dyre - dear; precious
    Einar - individualist; nonconformist
    Eric/Erik - kingly
    Faxon - thick-haired
    Galt - high ground
    Garrett - mighty with the spear
    Garth - enclosure; protection
    Gerhard - spear strong
    Goran - farmer
    Gunnar/Guntar/Gunther - warrior
    Hadrian - dark one
    Hakon - of the high race
    Harald/Henrik - army ruler
    Hollis - of the great hall
    Hugo - intelligent
    Ingram - angel raven
    Ivar - archer
    Konrad - able in counsel
    Lang - tall man
    Lars - crowned with laurel
    Leif - beloved
    Lothar - famous army
    Loudon - from the low valley
    Lunt - from the grove
    Nels - champion
    Olaf/Olafur/Olin - ancestral relic
    Orland - fame of the land
    Osborn - divine bear
    Peder/Petar - like a rock
    Ragnar - mighty army
    Randall/Randolf/Randwulf - shield wolf
    Rolf - swift wolf
    Roth - red-haired, ruddy-skinned
    Royd - from the forest clearing
    Rudolf/Rudolph - famous wolf
    Seifert/Sig/Sigfrid/Sigvard/Siurt - peaceful; victorious
    Serle - armed
    Sigurd - victorious guardian
    Steffen - crowned
    Sven - youth
    Thorleif - Thor's beloved
    Thorvald - thunder ruler
    Tor - thunderer; Thor
    Ulrich - wolf ruler
    Wolfe - wolf




    Aesir Pantheon

    The Aesir worship a vast pantheon of gods and goddesses, and some of the more well-known ones are listed below. It should be noted that the Aesir have a fairly laid-back approach to religion. Their relationship with their gods is more one of cameraderie than devout fanaticism. They call upon their gods frequently, for luck or aid, but they have few qualms about cursing their ill fortune if the gods prove capricious. They approach religion with the same pragmatism as anything else; what will be, will be, and they do not waste time with ceremony or sacrifices. They might praise Othin in one breath and curse him the next, but it will change little, for their "orlog," or fate, has already been predetermined.

    Othin: The All-Father (Val-father), or chief of the gods. He is a god of victory, knowledge, magic, and the afterlife. It is said that he gave up one eye in the pursuit of knowledge, for all things come with a price. His symbols are the raven and a rune-carved spear. It is said that he can change his shape, most commonly into a raven, and so such birds are considered sacred by the Aesir; men and women born with dark wings are thought to be blessed by Othin. (Other names: Bolverk, Grimnir, Odhinn, Odin, Sigtyr, Wodan)

    Thunor: The thunder god; primarily a god of war but also of the sky, storms, sea journeys, and an administrator of justice. He is described as a massive, red-bearded champion wearing iron gloves and wielding a great hammer called Mjollnir, that creates lightning when struck against stone. He possesses a great appetite for food, drink, and merry-making, and is therefore a favorite among the Aesir. (Other names: Thor)

    Logi: The trickster-god. His alliances are always suspect, and he seems truly loyal to no one but himself. He can be mischievous, manipulative, humorous, capricious, and sometimes sinister. He is cunning and crafty, and his wits have saved the gods on more than one occasion -- but he has also put the gods in danger through his tricks and plotting. He can change shape, and is an accomplished thief. His name means "fire." (Other names: Loki)

    Frigg: The consort of Othin and "queen of heaven" among the Aesir. She presides over fertility, childbirth, midwifery, and protection of the household.

    Freyja: The goddess of love, fertility, and marriage among the Aesir; twin sister of Freyr. She is said to be able to take the shape of a falcon and fly great distances, and is also associated with a form of witchcraft, "seidr," involving scrying and divination. Her symbol is a cat. (Other names: Syr, Skialf)

    Freyr: A god of fertility, prosperity, and peace; the twin brother of Freyja. His symbol is the boar. (Other names: Frodi, Ing, Lytir)

    Njord: The god of the sea and winds among the Aesir. He is the protector of seafarers and fishermen, and brings the wealth of the sea to mankind (the Aesir's version of the Najadan "Vodyanoi," although with a less sinister aspect). He is the father to Freyr and Freyja, and his consort is the goddess, Skadi.

    Skadi: The consort of the sea-god, Njord. She lives apart from her husband, preferring the mountains to the coast, and is described as a huntress who wields a great bow -- similar to Cytherea in the Empyrean mythology. She is also considered a goddess of winter.

    Idunn: Among the Aesir, there is a myth that their gods retain their youth and vitality through magical golden apples, of which Idunn is the guardian. She is thus a goddess of youth, immortality, and eternal springtime.

    Vidar: A son of Othin and a god of war, like his father and Thunor. He is described as "the silent one," and is called upon only in times of desperation or great need. He is an avenger -- a god of retribution. To invoke his name is a risky undertaking, and carries all the weight of a curse upon one's enemies. For he will not rest until blood is spilled.

    Norns: Similar to the Empyreal Graiae, these three supernatural women determine the fates of each man and woman. Their names are: Urd (fate), Skuld (necessity), and Verdandi (being). They spin out the threads of every person's life; even those of the gods themselves.




    Aesir Terms

    Althing: An assembly of free men during which laws are made, disputes are settled, and justice is meted out. It is presided over by a law-speaker, who is elected by the assembly. Decisions are made by casting lots.

    Fimbulwinter: the monstrous winter that precedes Ragnarok -- three winters rolled into one, with no summer in between. It is said that the wolf, Fenrir, will swallow the sun.

    Freyja: The goddess of love, fertility, and marriage among the Aesir; twin sister of Freyr.

    Freyr: A god of fertility, prosperity, and peace; the twin brother of Freyja.

    Frigg: The consort of Othin and "queen of heaven" among the Aesir.

    futhark: The runic alphabet of the Aesir.

    godar: (pl. godi) A priest of the Aesir.

    hnefatafl: a board game between two players, requiring skill, similar to chess. Called "tafl" for short.

    Idunn: The guardian of the golden apples, which grant the gods youth and immortality.

    jarl: A title for the lesser nobility among the Aesir.

    Logi: The trickster-god, whose alliances are suspect and who shows loyalty to none but himself. He can change shape at will, and is an accomplished thief.

    Njord: The god of the sea and winds among the Aesir, and the protector of seafarers and fishermen.

    orlog: fate or destiny -- that which has already been decided for each man or woman by the Norns.

    Othin: The All-Father (Val-father), or chief of the gods. He is a god of victory, knowledge, magic, and the afterlife.

    Ragnarok: The "Twilight of the Gods"; the final day when the gods will clash in a mighty battle, and the earth will be destroyed.

    seidr: a form of witchcraft or divination, practiced by clairvoyants. Freyja is the goddess invoked for such undertakings.

    Skadi: The goddess of the hunt and the consort of the sea-god, Njord.

    Skald: A bard or poet.

    tafl: See hnefatafl.

    Thunor: The thunder god; primarily a god of war but also of the sky, storms, sea journeys, and an administrator of justice.

    Valholl: The home of the All-Father, Othin, the chief god of the Aesir. It is here that slain warriors go, to drink and make merry until the time comes for Ragnarok, the twilight of the gods, when they will be called upon once more to fight.

    Vidar: "The Silent One," a god of war and a son of Othin. He is an avenger, and his name is only invoked in times of great need.

    Vikingr: sea-borne raider or pirate.

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