The Einherjar
As a result of their fanatical (?) association with Sleipnir's Rider,
the Einherjar's main Sphere is Spirit.
Their Focus for almost all Spheres is the runes of
the elder futhark:
24 characters, each standing for a primal force
that was considered important by the Old Norse. Of course, the
Technocracy would have you believe that the old poems that exist
in mundane reality that outline the basics of the runes' power are
nothing more than simple mnemonics for children.
The Einherjar know differently.
Runes are best prepared beforehand, from slices of branches of fruit-
bearing trees. The ash is sacred to Odin, and as such should not
be used except when the caster directly wants his influence felt on
the Work in question. For best effect, the rune should be consumed
as part of the working, by burning or whatever means is handy.
However, as many random rocks in Scandinavia and Minnesota attest,
rock also works, if the work is to be one that should be binding
for extended periods of time. In an extreme pinch, the Einherjar
may simply trace the rune in the air, but this won't work as well.
An interim measure is to carry a belt-pouch of pre-prepared runes
and use them non-destructively.
In short, rune useage (if permitted by the ST, who is even mightier than
the Wanderer) is done by the method that is both the most fitting and
expedient to the Work at hand. If you'd like to use Spirit 3 to
step into the Umbra, the best way would be to burn an ansuz rune,
the next best would be to draw it in blood on a mirror, but if
the HIT Mark is really trying to give you a bad day, Odin and the
ST may allow sketching it in the air to work. IF you're concentrating
REALLY HARD and they both feel hospitable.
They're also used as a quick-and-dirty (as opposed to augury, which is
slow and messy) divining technique. Pick (an arbitrary) number of runes
from the bag, toss them out, and, all tea-leaf like, guess the answer
to your question from the position of what's there.
Einherjar also use blood for the life sphere (ideally, the blood
should be smeared on the rune you're planning to use for this),
drumming for Spirit. An Einherjar's Sanctum will probably involve
heavy use of hunting trophies, bearskin rugs, some runes, and so on.
The Einherjar and the Get of Fenris tend to have, shall we say,
opposing world views set within the same mythological framework.
Basically, an Einherjar, while immune to the Delirium, will
probably get bent out of shape and nigh-unto obsessed should one of
the Get interfere with hir plans. However, it does happen that you'll
find the sworn of Odin and Fenris's get working together:
if the
other side, gods have mercy on their souls, presents them with a
common threat, especially one that compromises the Norse pantheon
and general worldview. As this pantheon has fallen quite out of
fashion, this won't happen often:
more likely it's a Get-eat-
Einherjar world out there.
It is whispered that the Einherjar learned some of their best
Spirit-sphere tricks from the Get, but unless you'd like to find
the wrong end of a drinking horn inserted in an uncomfortable
appendage, it's best not to mention it.
Einherjar like to have a good time. Really, it's in the contract.
You will find them partying down with the Cultists (swapping
psychedelic mead recipes to boot), drumming with the Dreamspeakers,
and feeding the local Verbena tree. They will, because they have
to. They're small. In all things do they try to adhere to a set of
nine Traditions that you'll also find among the Asatruar (Norse-
pantheon-worshipping pagans, or as they prefer, 'heathens')
(if you want I'll chase down the list).
Some highlights:
-
Hospitality is a virtue. Period. Should your dreaded enemy come to your
hall, and need shelter, you put him up. You do NOT poison his
drink, stab him in bed, or anything else. You let him sleep there,
give him a good meal, and send him on his way. However:
-
Gifts expect return. If the aforementioned enemy shacked up with you
tonight, he is in turn expected to do something in return of equal
value at some other point. Not only return, but return of something
equivalent. This can get tricky.
-
Odin has never, EVER, had a provision about 'only in self-defense,'
'only if it doesn't hurt anyone,' and so on. Smite what needs smiting,
but gifts still get cheerfully returned, if you see my point.
-
Ragnarok is coming, you know. We're all going to die, the Frost
Giants will renovate, but after that there will be a shining New
Age. Oddly, this fits perfectly in with the Gothic-Punk milieu.
-
Courage is highly regarded. Stupidity isn't. Know the difference.
-
When referring to deities of their pantheon, an Einherjar will
tend to use 'kennings' instea dof just saying the name. For instance,
Odin rides an eight-legged horse named Sleipnir, so a kenning for
him is 'Sleipnir's Rider.' Most of these require a heavy steeping in
Norse myth, and so would only be used among the Einherjar, but among
outsiders, they'll still be used, but mostly the more common ones.
Organization:
Einherjar are loosely gathered into small organizations
of a few mages at a time, called a 'troth.' Troths' Chantries tend to
be at the house of whoever the membership decides to be the leader this
week, although the troth as a whole will take custodianship of a Node
if one exists that they may claim. There is no central authority, and
little hierarchy, although age and experience garner one the most
respect in Einherjar circles.
Meetings:
Varies by Troth. Usually something like monthly or weekly,
but who can say? A meeting of a troth of Einherjar will probably borrow
the name 'moot' from their Asatru brethern. This usually consists of
much feasting, and a horn of (some alcoholic drink) being passed around
the table as people make toasts and take sips in succession until it
appears they've all had enough, or people start slipping under the table.
This gets the whole trad painted as drunkards, but that's not universally
applicable, either. Hard partiers, now, that is more justified (eat
drink and be merry, for tomorrow is Ragnarok).
Initiation:
The candidate is often given a sizable mailing list
to take down to the local university's research library:
Einherjar are
somewhat reconstructionist, although steps are taken to prevent over-
anachronism. Of the pagan (heathen) faiths, Asatruar tend to be the
best studied, a trait that doesn't go away jsut because you happen
to find out where the real magick comes from. A personal relationship
with the Gods, especially, of course, Odin, is to be encouraged and
cultivated before the Awakening, which is said to make said relationship
more intimately personal than most people would really like.
Chantry:
No. This tradition is de-centralized, with no real internally
imposed hierarchy, as I said. You'll find a troth in most major cities,
a few in wilderness areas, but each is an independent thing. There
are a couple umbrella organizations, usually working in the shadow
of an Asatru umbrella organization, but don't expect that to carry much
authoritarian weight. Einherjar are independent, fiercely so.
Acolytes:
Asatruar, SCAdians, anyone with the right attitude and sufficient
dedication to things Norse. Unfortuantely, this has included
Neo-Nazis, and yes, some of them DO get Awakened, tending to give this
small trad as a whole a bad name. The Neo-Nazis, however, form a
small minority, although in a trad with no central authority minorities
such as this gain a disproportiionately loud voice to the sufficiently
sensitive.
Sphere:
Spirit
Foci:
-
All:
Runes. This can't be bought off entirely: when sufficient
points have been spent, the mage merely goes from needing physical
manifestations to just needing to make a gesture of the rune in the air.
It was good enough for the Valfather, it's good enough for you. The
favored physical manifestation is slices of a tree limb (so each rune
has His Eye in it, get it?), but if another form would be more fitting
to the Work, then that's also acceptable.
-
Correspondence:
The author will resist an urge to have all Einherjar
carry teeny tiny Viking longboats on their person. 8-P
-
Correspondence & Time:
While not necessarily a focus, Einherjar have been
known to appreciate a good horn full of mead or two before working
with these Spheres:
they tend to be a strain on the brain. This gets
them snickering comparisons to the Cultists of Ecstasy, but it's not
the same.
-
Entropy:
Einherjar tend to take a dim view of overuse of this sphere,
believing it smacks too much of the son of Laufrey (you won't often
hear them come out and say 'Loki,' either), and as such haven't
developed much of a focus for it, except that the rune used to Work
the spell must have its physical representation destroyed as part of
the job.
-
Life:
Blood. Usually smeared on the rune or used to darken the engraved
rune on the wood. Can be prepared beforehand, and blood can be used to
help power any spell involving runes. Einherjar try to use knives for
this at home, but in the field will carry a few lancets around when
knives would be conspicuous, as well as rudimentary antiseptic
preparations... they're dedicated, not stupid, although some argue
that not leaving the question of infection to Odin bespeaks insufficient
dedication.
-
Spirit:
Drumming or other means of accessing a trance state. When this
is bought off, it's more likely that the mage has simply got quick
mnemonics in place to slip under quickly than that they totally have no need
for a trance state:
modern reconstructions of the old ways tend to
have a preference for shamanistic practices. Drumming is the most common,
and most commonly accepted (signs of Dreamspeaker influence?). Flogging
yourself will get you looked at very strangely at the next meeting of
your Troth, for instance. It doesn't have to be a big drum, or necessarily
a drum per se:
they're nothing if not adaptable, so a ticking clock,
metronome, or fingers on a table will do. Rhythmic sound is the key
here.
-
Concepts:
Asatruar reconstructionist, SCAdian taking it VERY seriously,
University librarian, and, as much as the mainstream of the trad hates
to think about it, Neo-Nazi skinhead.
Stereotypes:
-
Celestial Chrous:
All Gods are ONE?! Yeah, sure. Please do go tell
the Son of Laufrey and Mjollnir's Wielder that they're actually the same
thing. I'll be somewhere else.
-
Cultists of Ecstasy:
Almost as good at throwing a party as we are, but
they never seem to notice that life isn't a total party, and that there's
times when more serious work is needed. I'd not mind one at my back if
it weren't for that.
-
Dreamspeakers:
Their ways are similar to ours, but our beliefs diverged
wildly from theirs some time ago. There is, alas, a certain New Age
element among them that we find a bit too sweetness-and-light for
our tastes.
-
Euthanatos:
Harbingers of Ragnarok and the chaos accompanying it! Still,
they are as concerned with retributive justice as we, so stay out
of their way.
-
Hollow Ones:
'twill not be long now, 'ere Fenris swallows the sun, and these
are proof. Damn diletteantes, absorbed in their own childish games.
Sort of like the Euthanatos, but without the redeeming qualities.
-
Order of Hermes:
Only slightly more priggish than your average ceremonial
magician, not that that's saying much. Would be all right if not
for that stick that was obviously inserted in their nether regions
upon initiation, but don't say that where they can hear:
they have no trouble wielding Zeus's spear.
-
Orphans in general:
Often, these need a little care and guidance, and
then they'll work out fine. Odin never said He was the only God in the
worlds, nor that His was the only true path. To that end, taking an
Orphan under your wing, if they want it, is hospitable, and of the
virtues.
-
Sons of Ether:
First cousins of the Technocracy that threatens to
swallow us all! Too interested in developing their own ways to get
back to what was old, or at least what is real. Plus, they themselves
are no fun at parties, although their gadgets are often great fun.
Get one to do your lighting and other effects next time.
-
Verbena:
Another Tradition that mirrors ours, in a way. These I would
be happy to have fighting at my back. Tied for best brewers with
the Cultists... and us, of course! Some Wiccan influence of late
seems to have weakened them somewhat, but their blood is old, as
is ours, an burns strongly still.
-
Virtual Adepts:
Good heavens! These people visit reality less often
than the Cultists of Ecstacy. Don't piss them off unless you really
didn't need credit cards anymore, though. A couple evenings with
me would show them the realities inside that are more true than the
ones they create.
Sigil:
Three triangles, knotted together, usually worn as a pendant
by many members.