The Disclaimer: I am not now, nor have I ever been, a member of any Asatru or Heathen group. I do not identify as Asatru or Heathen. I am a northern-tradition Pagan, which is a religious tradition that is reconstructionist-derived, rather than a reconstructionist tradition such as Asatru and/or Heathenry. The views espoused in these pages may or may not reflect the views of most Asatru and/or Heathen people or religious groups. They are derived from the personal gnosis of myself and other people whom I trust and respect. I do not claim that they are provable by academic sources, nor that they are anything other than what I say they are. Read at your own risk.
Asgard
Asgard is the highest world in Yggdrasil, the home of the Aesir gods. It is known
variously as the White Kingdom, the Golden Kingdom, etc. by those races in the other worlds.
Located at the top of Yggdrasil, it is an artificially-created armed camp, probably the most well-guarded world of the Nine. No one gets in or out without an appointment, unless they have prior
permission from the Aesir. It was created after the Aesir-Vanir war as a place that the Aesir
could live unmolested by any other race. Before the war, the Aesir lived somewhere referred to
as Manheimur, the location of which is unclear, but it may lie outside this particular cosmology
of the Nine Worlds. Some UPG on the matter was that it was the same area as Asgard, but was
still a scattered village rather than an armed encampment, and that only after the war did its
focus become one of warcraft and of developing the culture of the Aesir.
Asgard was carved out of the neckbones of Ymir by the brothers Odin, Vili, and Ve in
their great task of worldmaking. The great wall around it was demolished by the Vanir during
the war between the two races. It was later repaired, but not by the Aesir; they hired a great frost-etin, Hrimthurs, to build it for them. With the aid of his magic draft-horse, Svadilfari, he did do,
but his price - the hand of the Vanir goddess Freyja - was not met. Odin promised him Freyja if
he could get Asgard finished before summer's end, and then promptly hired Loki to mess up and
delay the work so that Hrimthurs would not have to be paid. When the giant discovered how he
had been duped, he flew into a rage, which then gave Thor an excuse to kill him. His dead body
was changed into a standing stone at the border of Asgard, but the beauty of the city's white
walls is a mute testimony to the work of this wronged giant.
Time and Seasons:
Asgard's year is similar to that of Midgard, but somewhat longer. There is a regular turn
of the four seasons, and the plants change appropriately. The days lengthen and shorten evenly
with the turn of the year, but the summer solstice days are very long and bright, and the winter
nights equally long, rather like daylength closer to the Arctic circle. However, Asgard is always
fairly warm, the warmest of worlds other than burning Muspellheim. Its position in the top of the
World Tree, and its favored spot in Sunna's travels, make it the brightest and sunniest of all the
worlds. There is little rainfall unless Thor makes it happen, which accounts for some of his great
importance in the workings of Asgard.
While Asgard seems to have the sort of warm, dry, mild weather that would make it the
most pleasant vacation climate in the Nine Worlds, its heat and dryness (and the mild but still
dark and chilly winters with little snow) does not lend itself to wide-scale agriculture. There is a
good deal of gardening - the goddess Iduna is largely in charge of that - and orchards, but nearly
all of the agricultural products used in Asgard are imported from Vanaheim, as part of their
hostage deal with Frey and Freya. Asgard lacks the wet lushness of Vanaheim, and it is said that
Freya's first winter and spring in Asgard found her weeping at the lack of the spring flowers that
she was used to, and that her tears fell and became snowdrops, one of the few spring flowers
now common in the White Realm.
Geography:
Asgard is the smallest world of the Nine, and the Aesir are the race with the smallest
numbers. (Still, when you are there, it seems immense.) It was created not to house millions, but
to be a pinnacle of both beauty and defensive capability, looking down from the height of the
World Tree onto the other worlds. Its geography is largely rolling hills and valleys, with a few
flat plains, and one mountain range far to the north. The Vanaheim Ocean borders on its western
coast, with a great bay, largely given over to Njord and his ships. The Thund Thvitr river, huge
and deep, surrounds the remainder of its borders, running along the northern mountains of
Jotunheim and dividing the two worlds, then bordering Alfheim in the south and rejoining the
ocean again.
The Thund Thvitr is not only so deep that it is said that only Thor can cross it with
relative safety, it is heavily enchanted. It will rise up against anyone who tries to cross it, unless
they are a denizen of Asgard or have an appointment there. No boat will reach its far side unless
the Aesir will it so, and it will rise and flood its borders at a word from them. The river has
swallowed many bodies of ambitious Jotnar who decided to cross it and attack the White Realm.
The Alfar have never cared even to try; getting appointments into Asgard is much easier for
them, as they are allies of the Aesir. (However, there is a good deal of expected diplomatic
traffic in and out of Asgard.) The Thund Thvitr is filled with tumbling whitewater, and the Aesir
once set a long stretch of it on fire, with Odin's magic, in order to repel the invading giant Thiazi.
The Vanaheim Ocean obeys the commands of the Vanir and the sea-etins, right up to within
several miles of the Asgard coast, but they Vanir would never allow a Jotun invasion of Asgard
by sea, due to their alliance oaths.
The white walls of Asgard are huge and impressive, gleaming in the sun; a great ring
around the entire world, just a quarter mile inland from the coast and the riverside. The walls,
too, will belch flames half a mile high as a defense against flying enemies. The great main gate
is called Valgrind and is bound in iron, ten times the height of a man. Rather than having
specific cities, Asgard is organized around various halls and their courts. None of them are more
than a day's ride apart - this is a not a large world - and some, such as Gladsheim, Fensalir,
Valaskjalf, and Valhalla, are right next to each other in a combination that some folk might
mistake for a city. There are sixteen major halls in Asgard that are known to us, as well as a
multitude of small halls belonging to minor deities that satellite around the major ones.
The plain of Vigrid is the largest and emptiest part of this world. Nothing grows there
and no one lives there. It is a hundred and twenty leagues wide, an enormous patch of brown
dust on one end of the Golden World. This is the future battlefield for the possible Ragnarok,
and the Aesir have put a great deal of time and effort into laying battle enchantments on it, in
order to further their chances of winning against Hela's infinite troops. The layers of battle-magic have grown so thick there that nothing can grow or live for long, and visitors are advised
to avoid it and observe only from a distance.
There are two small "pocket-realms" that float above Asgard, called Andlang and
Vidblain. They mostly seem to be high-class "summer vacation spots" for the upper-class Alfar,
which the Aesir may rent to them. Little is known about them except that mortals are not
allowed there.
One of the things that the traveler will instantly note about Asgard is the great number of
birds here. It seems as if birds, of all sorts, are the most profligate form of fauna, and that is
actually correct. The skies and trees and rooftops are often full of them, and be assured that
some, if not all, are the eyes and ears of some deity. Bringing crumbs and feeding them is a
lucky thing to do.
Residents: The Aesir
While not every deity or wight in Asgard is Aesir-blooded, most of them are of the
lineage of this famous tribe of Gods. There are many halls in Asgard; most of the main ones are
listed in the lay of Grimnismal, but there are many smaller ones satelliting around them. For
example, some of Frigga's handmaidens abide with her in Fensalir; others have their own smaller
halls a short distance away and merely work at Fensalir.
Unless you have made an appointment - which can consist of making an offering to a
deity before you leave and then doing a divination to find out if it was accepted - it is best not to
walk up to a hall and attempt to invite yourself in. These halls generally have doorkeepers,
although if you are expected you may not see them. They are there to keep people out; please
remember that a god's hall is their home, and not a Disney tourist attraction for you to wander
through. Be as courteous as you would to any important person whose home you had never
visited. Bring a gift, if possible.
When dealing with the denizens of Asgard, it is best to be as upfront as possible.
Thoughts, emotions, actions and motivations, especially from a human, had best be in
alignment. Deception of any sort will generally go badly for the mortal in question. They will be
respectful and hospitable to those human god-servants who journey forth to Asgard on business
for their respective Deities, however, hospitality is a virtue highly prized by the Aesir, and this
includes the hospitality a guest shows to his or her host. Visitors may in fact be judged by the
depth of their hospitality.
It is nearly impossible to bring a gift equal to the wealth and beauty of Asgard. Natives,
however, value creativity and have a well defined sense of the aesthetic. Crafts, well made
weapons, books (surprisingly) all make very good gifts. While they will appreciate bardic
offerings and stories, do not boast of your deeds outside the bounds of truth. They do not take
kindly to mortal liars and braggarts.
Places in Asgard
Bifrost
The only way in or out of Asgard from another of the worlds, for mortal spirit-workers
anyway, is Bifrost the Rainbow Bridge. (It is also possible to be brought straight into some place
in Asgard as soon as you start journeying, but you can bet that if this happens, you have the
implicit or explicit permission of one of the regular residents to be there. Nobody gets in or out
of this well-guarded province without attention.) Bifrost is not a permanent structure; it is
generated by magic from a single point in Asgard, a particular tall white crag that forms part of
the walls. When the Aesir have a reason to generate and drop the great rainbow, they do it - for
the Dead that are welcomed in, or honored guests of any sort. The rest of the time, that point is
marked by Heimdall's hall, Himinbjorg, which will be the first thing passed by any traveler
across Bifrost.
Himinbjorg
Heimdall's hall, Himinbjorg, is situated at the top of Bifrost, the Rainbow Bridge. He is
the guardian of Bifrost and lets no one through. Heimdall is Odin's son by one of Aegir and
Ran's nine daughters, although he does not get along with his maternal folk and is fanatically
loyal to his father. Heimdall is tall and handsome with piercing blue eyes, generally wears
shining white armor and carries an impressive sword, and his teeth are entirely covered with
gold and flash in the sun. We tend to associate golden teeth with replacements for rot, but
Heimdall's are gold largely for ornamentation.
Himinbjorg is painted the blue of the sky, with shining windows and a white roof that
looks as if it is made of clouds. The great horn, Gjallarhorn, sits beside the doorstep. It is an
enormous horn, taller than a man or even a giant. When blown loudly, its blast can be heard
throughout the Nine Worlds. Heimdall will blow a soft blast on it when gods and particularly
honored visitors arrive via Bifrost, as a way of announcing their presence. Heimdall's horse
Gulltop (Gold-Fringe) grazes behind the hall. For some reason, Heimdall does not like riding
much, and only rides Gulltop on ceremonial occasions.
The Jotnar refer to Heimdall as "Sharp-Eye" (and by a few other choice names) and it is
true that he has exceptionally keen senses of sight and hearing, which is why he is chosen to be
the divine gate-guard. He has sacrificed an ear to Mimir's Well in exchange for exceptionally
heightened senses, just as Odin sacrificed an eye for wisdom. When Heimdall was born, Odin
sent him in the form of a mortal child in a boat to Midgard, where he washed up on the coast of
Aurvanga-land. He was raised as a mortal, although with godlike gifts that he used to make
himself a king when he came to adulthood, and sired many children. Just before death, he had his
dying body placed into a boat and sent out across the waters to Vanaheim, where Odin rescued
him, cleansed him of mortal flesh and made him into a young god once more. It is unclear as to
whether the whole episode was arranged by Odin to get more of his own blood into the humans
of Midgard or to give his new son some sympathy for Midgard's people.
Either way, it worked. Heimdall is especially fond of the mortal folk of Midgard, and is
very protective of them. He will extend that fondness to a certain extent to mortals of our own
world, if they seem similar to those of Midgard. He dislikes the Jotnar even more than Thor, and
that includes humans with Jotnar bloodlines.
If you try to get to Asgard via the Rainbow Bridge, it is Heimdall who will decide
whether or not you can pass. He doesn't let just anyone in; generally you have to have an
appointment with a certain deity, or you have to have already visited Asgard in some other way
(and not caused any trouble), or you had better convince him that you are a sincere worshipper of
the Aesir and want nothing more than to bask in their presence. Whatever you do, don't offer him
money or any gift as a means to entry, and that includes gifting him after he lets you in. He will
see it as a bribe, and become very angry, and it is likely that you will be bounced out right
quickly.
Valhalla
Valhalla is the most famous hall in Northern history. It is the home of the Einherjar,
Odin's chosen who fall in battle. Its timbers are giant spear-shafts, and it is roofed with a
dazzling array of many-colored battle shields. The carved figure of a wolf guards the western
door, and the figure of an eagle the eastern one. Inside, it has five hundred and forty doors, and
behind each door are rooms for eight hundred warriors. While Valhalla is by no means full, it
does have enough people for a small city, populated entirely with the Dead.
The Einherjar spend their time feasting, fighting with each other for practice (being dead,
if they fall, they are immediately revived to do it again), drinking, and being generally
entertained. They are rowdy, boisterous, and often drunk. If you like the idea of hanging out with
hundreds of drunken jocks whose idea of a good time is spitting each other on spears for fun, go
ahead; they will welcome any visitor, especially if he has a story to tell. However, be careful to
stay sober and not insult any of them, and don't enter fighting contests. Not only are they likely
better than you, having little to do but practice fighting, you are a mortal and can be killed while
they are already dead.
On the roof of Valhalla, you will see an enormous goat and an even bigger stag,
wandering around grazing on the thatched roof as if it is a field. The she-goat's name is Heidrun,
and she is milked twice daily. Her udders are enchanted to produce wine from one teat and beer
from the other, as a way to get more liquor into the endless gullets of the Einherjar. The stag on
the roof is named Eikthrynir (Oak Thorn), and with its goatish companion, it continually nibbles
on the exposed bark of the enormous tree that grows up beside the roof. The tree is named
Laerad, and it is a sucker-sapling of the World Tree.
The main route into the hall is through the great double doors, but they are of course
heavily guarded. A back way into Valhalla is through the kitchen, where the cook Andhrimmer
works. If you ask to help, he may give you a task in the scullery, and after a hard day's work
you may be allowed to serve in the hall upstairs. Andhrimmer has a giant magical kettle,
Eldhrimmer, in which he cooks the stew for the million starving warriors upstairs. One
enormous resurrecting boar, Saehrimmer, is slaughtered every night for the feast and revived
again the next morning with no memory of what happened.
The employees of Valhalla are Odin's Valkyries. All are tall, strong, fierce women who
are sometimes referred to as "shield-maidens" or "corpse-goddesses". They can change into
various birds such as ravens and swans, and are usually dressed in armor when on duty. Their
first duty is to pick up anyone fallen in battle that Odin feels is appropriate, meaning that they
are worthy of being in his troops, and they are his rightful territory. They are also tough enough
to keep all those dead sword-jocks in line, and make sure that the fighting does not stray over
outside of Valhalla's borders.
Be extremely respectful to any Valkyries you may encounter. Despite the fact that they
may not be armed for war while in Odin’s hall - though they may, enjoying battle practice as
much as the men- they are warriors and living extensions of Odin’s will. Insult them, particularly
by denigrating their battle skills on the basis of gender, and it may well be the last insult you
ever offer anyone. They are valued far more by Odin than most of his mortal warriors, and it is
unlikely that the average mortal will be met warmly by them at first.
The Valkyries who are in charge of making sure that the Einherjar get fed are named
Herfjotur, Goll, Geirahod, Geirdriful, Geirolu, Geirromul, Geirrondul, Geirskigull, Geiravor, and
Skeggjold. Two more, Hrist and Mist, are Odin's personal dinner-servants and serve only him.
The three most important Valkyries are Gondul, Hildr, and Skogul, who are in charge of
deciding which warriors get taken on the battlefield. The three of them tend not to ride straight
onto the field; they are generals who watch from the sky. They are mistresses of war magic, and
can be invoked for aid and to teach battle-galdr. They will only teach those who are sworn to
Odin, however (unless he instructs them to teach someone else), so don't bother them unless you
are willing to make that commitment. One may also encounter human women who are claimed
by Odin as his Valkyries and who occasionally visit Valhalla as well.
Second in command of decision-making are Gunnr and Rota, Valkyries who ride out on
the battlefield and do the work of their commanders. They are sometimes accompanied by
Skuld, the third Norn. Skuld's task seems to be one of both witnessing and veto power; the
implication is that she represents and protects the interests of Fate, and will step in if she
disagrees with the decisions of the Valkyries. (Other random valkyries that we know of are
called Halmthrimull, Herja, Hervor, Hildeberg, Hjorthrimul, Holukk, Hrund, Kara, Kreimhildr,
Olrun, Ragridr, Rangnid, Reginleif, Sanngridr, Sigrdrifa, Sigrun, Skamold, Svava, Svanhvit,
Sveid, Svipull, Tanngnidr, Thogn, and Thrima. Eir occasionally rides with the valkyries as well,
though her function seems to be that of a battlefield healer; she may bring a merciful death to
some of the fallen.
Odin himself often visits Valhalla, dressed in full battle panoply and with his terrifying
Grimnir aspect very close to the surface. It goes without saying that the Einherjar are all
fanatically loyal to him and cheer his entry, and compete to serve him. Odin's magical spear is
called Gungnir, and when he throws it over the heads of an army, it means that they are going to
lose the battle. When he enters Valhalla, Gungnir is hung over the outside doorway, as a sign
that he is within.
If you manage to be in Asgard for Yule, you might get a chance to see, or even
participate in, the Asgardsreia. This is a Wild Hunt with Odin at the helm, followed by various
mounted gods, wights, and some of the dead of Valhalla, hooting and screaming across the sky.
The Asgardsreia flies over various worlds, but generally ends up tearing across Midgard and
spooking the hapless inhabitants there. The Hunt may stop at various villages and demand food
and drink, which will be provided by the terrified villagers. However, there is a purpose to this
wild ride beyond just a mere frat-house-style prank. Many of the folk of Midgard have honored
dead in Valhalla, and they consider it a blessing to see their dead husbands, sons, and ancestors
riding with the Asgardsreia. Most will turn out in spite of their fright in order to catch a possible
glimpse of their dead, and give them food and drink as offerings.
The hunt may also ride to claim unwary mortals whom they encounter in their wild ride,
and to wreak vengeance on those who have wrought great offense to the All-Father.
Occasionally they will ride to gather the soul of a great warrior who did not die in battle, or one
whom Woden wishes to bring to Valhalla to join His troops. This however, is rare.
Gladsheim and Valaskjalf
Located on the plain of Idavoll (''Field of Tides") in the center of Asgard stands
Gladsheim ("Hall of Joy"), the inner sanctuary of Asgard. Its roof is thatched with gold, and at
the end of the hall is a great tower covered in silver called Valaskjalf. Idavoll is a rolling plain
usually covered in silvery grasses; the winds blowing across it do make it resemble the ocean,
and thus its fanciful name. Valhalla is close by, visible easily from Gladsheim's doorway.
The enormous golden roof is actually made of some sort of grass-thatch that glitters
magically like metallic gold. There is a herd of goats on its roof, of which the most famous is
Heidrun, the white alpha-nanny. They are milked daily to feed the Gods. Among them is a
reindeer named Eikthrynir, who also gives forth milk. They browse from a giant tree, Laerad,
that grows next to Gladsheim and hangs over its roof. Inside, feast tables are often spread, or else
chairs are set up for meetings. This is divine territory, the ceremonial feast-hall of all the Aesir.
At any given supper, several of them will be present, though almost never all of them; they are
busy people. Odin often sees visitors here; in fact, if you have an appointment with him, this is
the place to report, unless directed otherwise. His enormous and elaborately-carved throne rises
at one end of the room, although unless it is during a feast or a formal occasion, he is more likely
to be hanging out by the fire, chatting with friends.
There are other thrones up and down the room, between more normal chairs; each
belongs to one of the Gods who has a voice on the Council of Asgard - Frigga, Thor, Sif, Tyr,
Njord, Frey, Freya, Skadi, Bragi, Iduna, Heimdall, and Ullr. Other Gods may have influence, but
their words generally have to go through one of these deities in order to be heard in council. It is
not difficult to figure out whose throne is whose when they are empty - Freya's is wreathed in
flowers even in the winter; Skadi's bears a white wolfskin, and so on.
The mascot of Gladsheim is an enormous horse named Falhofnir (Shaggy Forelock) who
is ridden by Odin in ceremonial parades. Gullinkambi, one of the giant cockerels of the Nine
Worlds whose job is to be a warning-siren for Ragnarok, likes to hang out on its roof.
Odin's two pet wolves, Geri and Freki, lay at the foot of his throne and are thrown meat
at dinner. There is some question as to whether they are actual wolves, magical wolf-spirits, or
werewolf Jotnar who never taken human form, at least not where they can be seen. Odin's two
pet ravens, Huginn and Muninn, whose names mean Thought and Memory, can also sometimes
be seen perching on his throne, when they are not off flying about to spy on the Nine Worlds for
him. It is believed by some Woden’s-folk that Huginn and Muninn are a mated pair, male and
female respectively.
If you are invited to dinner at Gladsheim, be on your best behavior. Don't get drunk.
Offer to serve food and drink - the social customs here consider it an honor to serve your betters,
so it's not about reducing you to an insignificant waiter. Being allowed to pour a God a cup of
drink and bring it to them is an honor; don't forget that. If you can bring some kind of food
offering as a gift, even better. The Gods sometimes debate things over dinner; if they ask you to
testify, do so as honestly and objectively as possible. If they seem to want you to take sides,
either side with your patron deity, if you have one - which they will all find appropriate - or if
you don't have one or they are not present (or don't live in Asgard) try to stay neutral. Don't
argue, don't get angry no matter what is said, don't get involved in political scheming, and
generally remain gracious and unflappable.
Valaskjalf, although it is attached to Gladsheim like the turret on a castle, is technically
considered a separate hall. This is because although Gladsheim is used by all the Aesir,
Valaskjalf is Odin's alone. Geri and Freki's main job is to guard the tower door; they seem to
have an instinct for when someone is approaching who wishes to enter it, and they will be up in a
flash and growling at its gates. Do not try to pass them; they are authorized by Odin to use
deadly force on anyone attempting to enter without permission. If you want to be using the Lord
of Asgard's personal watchtower, you had best take that up with him directly. (And the answer
will generally be no.)
Valaskjalf is dizzyingly tall, made of silvery-white stone, and thatched with silver. In the
top of the tower is Hlidskjalf, Odin's great throne of watching. From this vantage point, he can
look out a magically enchanted window/mirror and see much (but certainly not all) of the Nine
Worlds. Some places, such as parts of Jotunheim, Muspellheim, and Niflheim, the underground
areas of Nidavellir, and the entirety of Helheim behind the wall (Hela likes her privacy and can
enforce it) are hidden from him. Still, if he cares to look, he can see much of what is happening
in other places. His ravens, Huginn and Muninn, fly out from the tower frequently in order to
bear messages and gather information.
Fensalir
Frigga's hall Fensalir is whitewashed with a golden roof, echoing the birch trees that
surround it. Birch is Frigga's special tree, and the white trunks and yellow leaves in the fall
match the graceful hall and its fine statuary. The lawns are dotted with golden chamomile, the
plant called "Baldur's Brow" in honor of her dead son. Behind Fensalir stretch the great fens that
give the place its name, filled with the haunting calls of herons and the croaking of frogs.
The hall itself is large, with many smaller houses satelliting around it, which you pass on
the way down the road to the great white door itself. Inside, however, it seems homely and
bright, smelling of good food and drying herbs, every hearth a busy center of cooking, brewing,
and making medicines. While most of the importance in Asgard seems to be centered around
Valhalla and Gladsheim - at least for mortals who record such things - Fensalir is incredibly
important to the functioning of this realm. It is the center of all small industry in Asgard.
We tend to associate industry with ugliness and pollution, but Asgard runs on what could
be termed "home industry", only on a divinely magical scale. Fensalir and its dozens of satellite
halls include barns for caring for livestock, especially sheep, goats and poultry; great kitchens
that preserve immense amounts of food; workshops full of folk skilled at many homely crafts;
and halls for fiber arts including the vast looms that weave the fabric for the clothing of the
Gods, which may be from wool, flax, or in the case of Frigga's own spinning, the stuff of the
clouds themselves.
Frigga, the Lady of the Aesir, is far more than merely some brood-consort of Odin. She is
the most powerful woman in Asgard, and equal in counsel, as far as Odin is concerned, with Tyr,
Thor, and Njord. Indeed, the position she holds is very much like that of prime minister to her
king-husband. One of her attributes is that of frith-keeper; in this usage, "frith" refers to the kind
of peace created when everything runs smoothly, everyone plays their part, and no one feels
slighted or wronged by the part of another. This kind of peacemaking is just as relevant to
running a country as it is to running a household. Frigga is no decorative First Lady; she is a seer
of great worth whose advice Odin takes seriously, the patron of marriage - and thus socially
structured relationships - and the patron of all the works (crafts, cooking, etc.) that go into
running a proper home, or stead, or village, or town, or country. Although she will not try for
peace when it is clear that violence is coming, Frigga is an exceptional strategist and will seldom
use force where strategy can prevail. That being said, Frigga is not to be trifled with in any way.
She is quite formidable and the times when she has set her will against her husbands, she has
come out the victor every time
Unless something important is happening at Gladsheim or Vingolf, Frigga is usually
found at home in Fensalir, busy overseeing her various helpers. She is tall, lovely, and incredibly
gracious, with the generosity of the most perfect hostess ever, but if you abuse her hospitality
she is capable of turning icy-cold and showing you to the door with frigid politeness. She is very
much a Queen, and rules Fensalir with a velvet-gloved iron hand.
Most of the smaller halls around Fensalir belong to Frigga's handmaidens. How many of
them exist, and what their names and attributes are, is a somewhat shifting list. The best UPG
information on them, and for that matter on Fensalir, Frigga, and its denizens, can be found in
Alice Karlsdottir's book Magic of the Norse Goddesses (RunaRaven Press, 2003), and we highly
recommend this book as the best guide if you intend to have dealings in Fensalir. To cover all of
the information Alice Karlsdottir has provided would not only take up too much space for this
small guidebook, it would be reinventing the wheel. Instead, we will only touch on each of the
known (and some of the little-known) of Frigga's handmaidens, in case you run into them. Some
have their own halls, while some prefer to hole up in Fensalir itself. One of them, Saga, has her
own hall in an entirely different area of Asgard, and is described there, although she can
sometimes be found at Fensalir. They are Frigga's "captains"; besides them, there are dozens of
other working folk, mostly women, under her command.
First of Frigga's handmaidens is her sister Fulla, goddess of abundance, usually described
as a buxom maiden with long golden hair. As the keeper of Frigga's jewelry box, she has a
special relationship with gems and precious stones. That she is the keeper of Frigga’s jewelry
box is significant. The Lady of the House controls the wealth of the house, and the jewel box is
symbolic of this. Human servants of Frigga who have gotten a glimpse inside the box maintain
that it contains much more than temporal wealth alone, being a reservoir of power. Fulla is also
the keeper of Frigga's shoes, of which it is said that there are many pairs and they are all magical.
She was also called Abundantia, and she wears a golden snood. Fulla lives in Fensalir itself and
is very much the second-in-command when Frigga is busy. If you intend to visit Fensalir often, it
might be good to get to know Fulla, as she may have good advice on how to handle the others in
residence.
Probably the most important, and most highly sought-out, of Frigga's women is Eir the
Healer of the Aesir. She is usually described as dignified, practical, plain-looking, with an air of
trustworthy competence; she might walk up to you and ask to see a wound in a private place and
you would do it, feeling secure that she will respond with useful, professional courtesy. She has
a small but spacious house of her own among the satellite buildings of Fensalir, with herbs
hanging from the ceilings and medicine in various stages of manufacture. Light and airy rooms
hold beds for the sick and wounded that need tending; you will almost never see anyone there as
you pass the rooms, though. That doesn't mean that they aren't there, but Eir believes in privacy
for her patients, so the rooms will seem empty as you pass. If you go there for healing, you will
be shown to one that is actually empty. If you go to learn healing, she might take you on her
rounds, but most patients will still be invisible to you. There is also a fountain in the ante-chamber of this house of healing, and its waters are immensely cleansing to wounds of all kinds
within and without. Visitors are encouraged to avail themselves of these healing waters.
Gna, Frigga's messenger, does not have her own hall but keeps a small room in Fensalir,
which she only visits to sleep. She is always on the go, running from place to place on her
horseback errands, and quite content and happy to be continually moving. Gna rides a horse
named Hofvarpnir (Hoof-Flourisher). She loves horses and with no provocation may start talking
about their gifts, bloodlines, etc., and how her horse is the foal of two others named Gardrofa
and Harmskerpir (Thick-Skinned). She will also gladly chat about the other horses in Asgard and
their bloodlines - Glad, Gyllir, Glœr, Skeidbrimir, Silfrtopp, Sinir, Gils, Falhofnir, and Lettfeti,
among others.
Gefjon, said to be a strong farmworker who could lift oxen by herself, may likely be
either a giantess or an Aesir with strong giant-blood. Certainly the lore tells of her four sons, all
giants, whom she turned temporarily into oxen in order to plow the island of Zealand away from
the continent. She is a patron of manual laborers, working men and women; and also of
unmarried girls. She has no daughters, but will advise any young woman about strength and
holding their own in a difficult world. As such, she can be called on to help any teenage girl who
is in trouble or confused about her life. She has her own cottage, behind the cow-barns.
Snotra, the handmaiden of virtue and hard work, is a quiet goddess who lives in Fensalir
proper. Average folk seek her out for advice on right living, moderation, keeping their temper,
etc. She does not give advice unless asked, and even then is calm and not preachy. She is an excellent
Goddess to approach for advice in diplomacy.
Lofn is the protector of lovers, called upon for arranging for their romance. Lofn
intercedes for them when others disapprove, which means that most of her traffic these days is
with relationships that society tends to disapprove of; however, she feels that love is love and
ought to be encouraged. She spends as much time in Sessrumnir, working with Freya, as she
does in Fensalir with Frigga. She has her own small cottage, with a thatched roof full of birds
who carry messages to and from lovers.
Sjofn is also seen frequently at Sessrumnir; she is the handmaiden of peacemaking
between warring mates. Couples often come to her for relationship counseling when they are
having problems. She has her own cottage, peaceful and calm, where she conducts her
counseling; all weapons must be laid outside the door and well out of reach before anyone can
enter it. She is also sometimes called upon by Forseti to do mediation of a larger sort between
enemies, especially when they were once close.
Var, the goddess who witnesses oaths, is a mostly silent witness, rarely seen even at
Fensalir unless someone is doing something that she needs to witness. She stands quietly beside
the altar at every wedding in Asgard, and can be called upon for all weddings or commitments.
She is unyielding, and considers all oathbreakers to be in the wrong, regardless of their reasons.
Don't go looking for her; if you need her as a witness, she will show up. Her weapon is the staff,
which she will occasionally utilize on oathbreakers.
Hlin, the handmaiden of mourning, gives comfort and consolation to those who are
grieving. She generally appears as a comforting, maternal middle-aged woman dressed in dark
grey, and she has her own cottage, starkly furnished, for those who wish to bare their souls to
her, weep, and be gathered to her breast. You likely won't see Hlin unless you need her for some
reason, and then, if you are visiting Asgard, your feet may take you to her cottage. According to
some who work with her, she is also a battle Goddess. Hlin is a weaponsmaster, and for those
few whom Frigga finds worthy, will teach both Her skill and wisdom in warcraft. She has what
can only be described as a "weapons-salle" in one of the back rooms of Fensalir, a stark room
with gleaming wood floor and high windows where she practices her craft and takes those sent to
her to practice. She is best approached respectfully.
Syn is the doorkeeper of Fensalir, and another goddess of oathtaking. She lives in
Fensalir proper, and if you come in after hours, it will be Syn who lets you in....or decides not to.
Frigga trusts Syn's instincts, and generally lets her have her head when she is in charge of the
door. You will have to explain your reasons for entering, and convince her that it is so important
that folks must be disturbed in their beds.
Vor is another rarely-seen handmaiden. She is a seer and wisewoman, small and dark and
often veiled. She is not called upon for divination, for like Frigga, she sees much but is close
with her information. She is called upon more often by diviners to bless their work and show
them how to do it more smoothly, a task which she will teach, if she feels that you are doing it
for good reasons. She lives in a small room in the back of Fensalir proper, which is off limits to
all mortals.
Huldra, the hardworking handmaiden of flocks and herds, is often conflated with Holda.
To date, some folks say that they are the same, and some that they are different. Either way,
Huldra is said to have a cow's tail, and to be the patron of the Huldre-folk, small earth-wights of
Midgard. She is not often seen at Fensalir during the day, as her job is
shepherd/goatherd/cowherd, taking the flocks out to the fields and seeing them safe home again.
Vingolf
The beautiful hall of Vingolf was originally commissioned by Odin for overflow of the
growing Einherjar of Valhalla, but since Valhalla itself is not yet full, Vingolf was claimed by
the Aesir goddesses as a kind of female haven. Although men are not specifically disallowed
from Vingolf, they are subtly discouraged from going there. This is a feminine sanctuary, with
halls full of female crafters, beautiful gardens, and a kitchen with excellent food. Vingolf's main
charm is that it is built around hot springs, with a sacred healing spa in the center. Men are
explicitly forbidden from entering the spa. The walls are rose-colored, and roses climb the walls,
drenching the place in their scent.
If you are female and wish to visit Vingolf, it's best to get permission from at least one
goddess - any female deity who dwells in Asgard probably spends at least some time there, even
the warriorlike ones. Bring some small lovely gift that they can use to beautify the place;
homemade soaps or cosmetics are especially valued.
Bilskirnir
The largest single-owner hall in the Nine Worlds is Thor's place, Bilskirnir. The biggest
building ever built, it is practically a small city, with six hundred and forty rooms, swarming
with the overflow of Valhalla, specifically those who died while sworn to Thor. The walls are
made of sun-dried brick and stone, and the rooms are all high-ceilinged and airy. It's par for the
course to leave the windows open even when raining; since there is little natural rain, most
rainfall is likely Thor's doing and therefore one does him honor to get wet even in his hall.
Thor himself has been the most popular Norse god for centuries; so much so, in fact, that
his hammer is currently the generic symbol for most Norse-religionists. As the thunder-god,
hurling his lightning-hammer in one of his famous rages, he is the champion of Asgard, and the
one who gets sent out to deal with troublesome invaders. He is the god of the common folk, the
ordinary farmers, which is why his chariot is pulled by two goats. Thor is tall and broad and has
immense strength - showing the blood of his giantess mother Jord - and is red-haired, and red-bearded. He is impulsive and honest, quick to anger and quick to party, over-hasty in judgment
and prone to drinking and carousing, but completely reliable when others are depending on him.
Though he is teased for being simple - sort of the uberjock - Thor is very concerned with honesty
and honor, and keeping one's promises. He has no patience with prevarication and hypocrisy, or
fancy word-games that come perilously close to being either of those. To Thor, whatever you do,
you do it with your whole heart. You defend what's valuable to you, you keep your
commitments, you are a loyal friend and tribesman, you don't need to lie about anything. Thor
can also be surprisingly sensible; one of his by-names is "deep-minded".
Thor is commonly known to be a "size-shifter", which is another trait that he inherited
from his earth-giant mother. He can shift from ordinary human size to as immensely huge as any
giant, which is why he gets trotted out to fight them so often in Asgard's defense. However, one
of the side effects of this talent (for him; not all size-shifters have this issue) is that even when he
is only six feet tall, he weighs as much as he would if he was twenty feet tall. Because of this, he
is apparently banned from crossing Bifrost, and must leave Asgard by the long way around,
crossing the Thund Thvitr river in a (one would assume very sturdy) boat, or even swimming or
wading across. His hammer is called Mjollnir, and it strikes with the thunderbolt. Jokes about its
overly-short handle abound in the Nine Worlds. His belt of strength is called Mengingjardar, and
aids his size-shifting skill.
Thor is an eminently approachable guy. Unlike one of the complaints about Odin - that
he sometimes treats those who deal with him in an impersonal, how-can-I-use-this-person-effectively way, Thor treats everyone that he takes an interest in with personal attention. He has
baffled some folks by simply showing up to chat and schmooze, but that's the way he is. He's
pretty good at smelling ulterior motives and dishonesty, so if you approach him, do it on his
terms - be straightforward and hail-fellow-well-met, talk to him and party with him, and strive to
be honest and open in his presence.
On certain rare occasions while visiting Bilskirnir, you might run into Meile (whose
name means "Mile-Stepper"), the younger brother of Thor by many years. He is usually
wandering the Nine Worlds - often in disguise, as he has no wish to be famous or do great deeds
- but when he decides to come home, he stays at his elder brother Thor's hall. It might be
wondered whether Meile's aversion to being known comes out of his relationship with Thor -
after all, who could compete with that kind of fame? - or whether he is just an intensely private
person. He will talk to those who run across him, and be reasonably friendly, but it's best to
pretend that you don't know who he is (assuming you figure it out), and he may give you a
cryptic name if you ask.
Thor's wife Sif is tall, blond, and classically beautiful, with the same sort of queenly
grace and dignity as Frigga, except with a younger and more girlish cast to it. There is something
of the upper-class golden athletic type to her. She is very much a goddess of the high summer.
According to the now-infamous story, Loki shaved off Sif's beautiful long golden hair as a
prank. When her husband threatened to kill him, he commissioned a wig of hair made from
strands of real gold. While Sif's own hair has long since grown back, she still wears the glittering
gold wig on ceremonial occasions.
Sif is generally friendly to visitors as long as they are the sort her husband would approve
of. She is fairly good with a sword herself, although she does not fight in battles but instead
trains young warriors at home. She has been invoked as a goddess of skill in battle, and also as a
powerful seeress and sibyl. Another function of her is that of fertility, and sanctifying spaces. Sif
is called upon whenever a new building is built for the Aesir, to walk through its rooms with
light and flame and hallow it for new living. She is a gracious hostess and will be attentive to the
traveler, but she has a great deal of work to do being Lady of Thor's Hall, so be considerate and
try not to monopolize her time too much.
Sif's first husband was Aurvandil (Orvandil), for whom she bore Ullr. It is not known why she and
Aurvandil broke up, except that his next wife was Groa, a giantess-sorcerer. Thor didn't seem to
mind that Sif had been married before; he is still devotedly in love with his golden-haired wife,
and it is most unwise to flirt with her in his presence. It's not that she would ever be unfaithful to
him - Thor and Sif are extremely monogamous - but the implication that she might even be
interested would be insulting to both of them, and Thor tends to return insults with deadly force.
Sif bore Thor the two boys Magni and Modi, both of whom are enormous guys and don't know
their own strength, much like their dad.
Two other denizens of Bilskirnir are Roskva and Thjalfi. They are either the half-human
children of Egil Skytten, a Midgard human who had an affair with Groa, the giantess wife of
Aurvandil, or the youngest children of Groa and Aurvandil themselves, depending on who you
ask. Groa and Aurvandil were friends of Thor, and after raising the children to their teen years
they sent them to be fostered at Bilskirnir. Thjalfi became Thor's page, accompanying him on
many journeys. He is the official Bilskirnir courier and messenger, being very quick on his feet;
he is an excellent guide for humans wandering about Asgard and especially the confusing maze
that is Bilskirnir. Roskva is also an excellent guide, and as she keeps her ears open, she is a good
source of gossip and information as well.
Somewhat behind Thor's hall is a smaller hall that belongs to his daughter Thrud, the
sister of Magni and Modi (who apparently prefer to hang out bachelor-style in their father's
enormous place). Thrud is red-haired like her father and nearly as strong as her brothers, and
people have generally described her as a tall, large-boned woman in battle gear. It's said that she
sometimes rides with the Valkyries for fun. She is a warrior woman, and not to be trifled with;
she has killed several men who made inappropriate passes at her. The land around Bilskirnir is
named Thrudheim, so called because of Thor's doting pride in his daughter.
The best offering to bring to Bilskirnir is food. Thor's house, like Valhalla, is always struggling to feed everyone, and he doesn't have Odin's budget. Any plain, wholesome food or drink will be welcomed, and will usually come with an obligatory invitation to dinner. Thor particularly appreciates a good dark beer or ale and either makes an excellent offering.
Folkvang and Sessrumnir
Freya, the goddess of love, sex, fertility, springtime, warcraft, and magic, is the most
honored of all the Vanir hostages who live in Asgard. The eldest child of Nerthus and Njord, she
was already an accomplished sorceress - and a great beauty - when she came to Asgard, and she
was the one that Odin was most eager to have. This was not necessarily for any prurient interests
- although it is well-known that she has had the occasional affair with the All-Father - but
because she was the mistress of seidhr, one of the northern-tradition magical arts. The bulk of
information about Freya, in general, can be found in the Vanaheim chapter.
However, meeting her in Asgard is somewhat different from meeting her in Vanaheim,
because her duties are different in each place. Aside from the beautiful gardens and rich earth of
Folkvang and Sessrumnir, she does little of her fertility magic in Asgard. She is still Mistress of
Love, and Mistress of Seidhr, but the aspect of her that you will not see in Vanaheim is that of
warrior-goddess and collector of the Dead. In her Asgard hall Sessrumnir, she can be seen
occasionally in full armor, shining and white, over simple white clothing, going in or coming out
to and from battle. Sometimes she can also be seen conferencing with the Valkyries of Valhalla,
whom she accompanies onto battlefields. She automatically takes all spiritually-appropriate
(meaning not sworn to some other deity such as Odin, Thor, Christ, or looked after by someone
else) female warriors, and warriors who are queer or transgendered, who fall in battle. She also
takes other folk who worship her and come into her notice, unless they need to pass on to
Helheim for some reason.
As Freya conducts her warrior duties out of her Asgard hall rather than her Vanaheim
home, it is here that she keeps her armor, weapons, and war animals. These include a great
bristled sow named Hildisvin ("Battle-Pig") who can run at great speeds and is sometimes ridden
to war (apparently more for her effect on the enemy than anything else, for a boar can't be a
comfortable ride). Hildisvin was sired by Gullinbursti, her brother's great Vanir boar.
The great hall is named Folkvang ("Field of the Folk"), and this refers to the land around
it as well. However, Freya has manipulated the earth around Folkvang so that it is always
springtime there, something that she would not be able to do in Vanaheim. The gardens
surrounding the great hall, and the smaller but still graceful hall Sessrumnir beyond, are always
in bloom with spring flowers. Blooming trees, a gift from Iduna, float like a cloud of color up
and down the broad paths between buildings. Two trees that seemto be her favorites, and are
found in many places, are linden and medlar. Green banks are studded with tiny strawberries.
Fountains leap, filled with bright fish, and generally the place looks as if Freya has the best
landscaper in Asgard, which she does - Herself. Just walking around the place is enough to raise
anyone's spirits.
You'll find people strolling there as well, and it may take a while for you to figure out
that nearly all of them are dead. Unlike Valhalla, where the warriors spend a good deal of their
time practice-fighting, in Folkvang people are expected to behave themselves and partake of the
gentler arts. If they want to engage in fighting practice, well, Valhalla's over there in that
direction, and no better place for it. The Dead of Folkvang spend their time playing music,
telling tales, making love, wandering in the gardens, and - in the case of Freya's priest/esses -
giving advice to mortal seidhworkers. There are also lots and lots of cats, everywhere, of every
conceiveable color. They are pampered and allowed to do as they like; never mistreat a cat in
Freya's lands, and speak to them as courteously as you would a person. You might see a couple
of really large cats, golden-colored and the size of small panthers; these are said to be Beegold
and Treegold (named for honey and amber), who draw her chariot. They do not attack guests,
but don't take liberties with them.
Inside, Folkvang is graceful, comfortable, and generally looks as if Freya also had the
best interior decorator in Asgard. (See above.) Unlike other halls, which tend to have large feast-hall-type spaces, Folkvang is divided in many smaller areas surrounding beautifully carved
hearths, which encourage people to gather in groups, converse, and entertain each other.
Bedrooms are generally off of these areas, for folk to dally in.
Just beyond Folkvang is Sessrumnir, Freya's own hall. It is smaller, as it only needs to
house Herself, her maidens, and a few dozen guests of her own choosing. If one were to compare
architectural styles, Sessrumnir would far more resemble a Vanaheim hall than anything else.
There are several rooms dedicated entirely to the workings of seidhr, including a high seat that is
reputed to be the spookiest-feeling high seat in existence, practically a door in and of itself.
It is generally easy to get fed and entertained in Folkvang, and as long as one is
courteous, well-behaved, and contributes to the hospitality, it is possible to linger for some time
without trouble. The offerings listed in the Vanaheim chapter for Freya work well here, with the
possible addition of fine armor and weapons for her folk.
Noatun
This is Njord's hall in Asgard, located outside the walls and directly on the coast, in a
small bay. It is easy to find - a great, arched white structure with curves vaguely resembling a
ship, with dozens of actual ships anchored in the bay below like a flight of white-billowed birds.
It is full of open windows high up near the great arched ceilings - more like the halls of
Vanaheim than the A-frame or square-roofed halls of Asgard - so that the sea breezes constantly
blow through. Old fishing nets are hung like curtains and tapestries, swaying in the salt winds.
Seabirds cluster in droves on the roof and fly through the open upper areas of the hall, but
somehow never leave droppings inside.
All the furniture in Noatun is carved from the wood of old ships, sunken or
decommissioned. You can see the projecting bows of ships in every hearth, and the sideboards in
every table; keels and wheels and masts make up every part of anything one sits or lies on. The
folk about the place are generally going about some aspect of shipmaking, or net-mending, or
other such business; behind the great hall are extensive woodcarving and shipbuilding works.
There is a lovely walled garden in a courtyard just off of the main building of Noatun. It
is filled with lush plants, many not native to Asgard. This garden is said to have been the favorite
place of Sigyn while she was growing up, according to those who place Sigyn as Njord's foster-child. Bringing a potted exotic plant is one possible offering. Njord's favorite herb is rosemary,
and the hills around Noatun bloom with many varieties.
Njord himself is generally only home in the evening. He spends the days out on one of
his boats and comes back around sunset to feast and go over the day's labor with his crowd of
servants, which are mostly Vanir folk but include some humans and the occasional rare ship-mad
Alfar. Information about Njord himself can be found in the Vanaheim chapter; basically, what
goes on in his one hall goes on in his other hall. Noatun is very much like a small slice of
Vanaheim seated on the border of Asgard, and one ought to act appropriate. If you stay for
dinner, expect to be served fish and seafood.
Sokkvabek
Saga, the goddess of learning and lore, lives in a seaside hall called "Sunk-Bench",
referring to the fact that the front porch goes right down into the sea. You can literally sit on the
benches in front of this many-windowed hall and dabble your toes in the saltmarsh-stream and
drink, which is one of Saga's favorite things. Sokkvabek almost always has an informal drinking
party happening on its porch, with a great deal of storytelling. Saga collects songs, poetry, and
anything that can be committed to memory. She is on good terms with the Norns, although she is
more concerned with the past than the present or future. Her hall is sometimes referred to as
being made of glass or crystal, but that is largely due to it being windowed entirely around, like a
greenhouse.
The stream that flows by her hall is filled with stories and memories; drinking from it
(with her permission) will give one better recall and memory, but might also fill your mind with
odd snippets and bits of stories, which can be maddening. For an offering, bring her books, or
more ale for her regular salons.
Skadi's Hall: Thrymheim II
As far as we can tell, the giant Thjatsi married an Aesir woman and inherited her
property and hall in Asgard when she died. When he was slain by the Aesir's flaming wall while
attempting to invade Asgard, his daughter Skadi came all the way from Jotunheim to demand her
inheritance, and an Aesir husband to make her "legitimate" and accepted in Asgard. While her
arranged marriage to the Vanir god Njord didn't work out, she still owns and lives in her late
father and stepmother's hall. During the Asgard summer, she goes back home to the northern
mountains of Jotunheim for the snow-hunting there. She is a winter goddess, clearly showing her
father's frost-thurse background, and those who work with her report her as having dark hair and
eyes, very white skin, and a temperament that slides between icy cold and fierce rage.
Skadi has little patience for weaklings, and does not suffer fools at all. If she respects
you, and you can keep up with her, she can be a good companion. Her hall in Asgard she named
Thrymheim, in honor of the frost-giant Thrym who is the titular king of Jotunheim; his hall in
Jotunheim is also called by this name. It is her way of telling the world that she still owes as
much loyalty to her Jotun heritage as to the Aesir with whom she currently makes her way. This
makes for a certain amount of confusion; if you are in Asgard and someone mentions
Thrymheim, they likely mean Skadi's Asgard hall. If you are anywhere else in the Nine Worlds
and it is mentioned, they likely mean the Thrymheim in the northern mountains of Jotunheim.
Skadi's Thrymheim is found in the Hartshorns, the sole narrow, cold mountain chain of
Asgard. It is a snowy place, but with weather much kinder than that of her home in Jotunheim.
She finds it quite balmy, and can often be found hunting there.
Ydalir
Ydalir, which literally means "yew-dales", is just that ... a great, high, heavily-timbered
hunting lodge in a thick grove of yew-trees. It is the home of Ullr, the hunter-god. He is the son
of Sif (currently Thor's loyal wife) by her first marriage with the star-hero Aurvandil. Ullr is
lean, dark, and very silent, with a hunter's gaze and patience. Due to some unknown political or
spiritual reason, when Odin leaves home for short periods in the winter, it is Ullr that he puts in
charge of Asgard temporarily, perhaps because of his utter neutrality.
Ydalir is sited so that one can easily see the Aurora Borealis, which is dear to Ullr. He is
reasonably welcoming to guests who are interested in hunting with him, and his table serves
mostly game.
Breidablik
Breidablik ("Broadview") was the hall of Baldur and Nanna, given to them as a wedding
gift. After Baldur's death and Nanna's suicide, Frigga sealed its doorways. No unclean thing is
permitted to come near it; it exists in a magical state of non-rot in memoriam of her beloved son.
While you can gaze on it from a distance, you will not be allowed in. Delling, a Red Alf from
eastern Alfheim, guards its doors and turns away all comers.
Landvidi ("Whiteland", also known as "Broadland")
Landvidi is Vidar's hall, where he lives with his giantess mother Grid. (One of the few
Jotun who have fully allied with the Aesir and who are allowed to live in Asgard, Grid is one of
Odin's sometime lovers, and is also something of a mentor to Thor, whom she considers a
beloved stepson. She gave him the magical iron gloves and the belt of strength that he wears, and
has lent him her magical iron rod, Gridarvol, on occasion.) Landvidi actually refers to the whole
area, which contains greenwoods and many fields with long grasses.
Vidar, the lord of Landvidi, is a grim-faced, dark-haired Aesir who tends to dress in dark
red. People come to him in order to ask about vengeance; you can generally tell those visitors by
their grim, set faces. Otherwise, most folk leave him be. He is unmarried, and his mother is the
Lady of his hall. Grid is large, maternal, and likes to mentor young men; she will freely give
advice on any topic from battle to love. If you visit without an agenda directly involving Vidar's
aid, go to Grid first and talk to her; she will be much more hospitable.
Glitnir
Glitnir is Forseti's Hall of Justice, shingled in silver, with gold porch-pillars. The axe-bearing son of Baldur and Nanna, Forseti represents justice, good laws, arbitration, and good
judgment. Conflicts are brought to his hall to be worked out. Forseti is a top-notch mediator.
While he wears his axe on his back as a reminder that Justice has teeth, he is dedicated to finding
peaceful ways to work things out that do not require bloodshed. If you have a grievance with a
deity that you want publicly heard, it is possible to go to Forseti and ask his aid. Be warned that
if he feels it is a lost cause - fair or not - he will tell you. If he feels that your cause is good, he
will arrange a mediated session in the Hall of Justice, if the other deity is willing. Be aware that
you may have to answer many questions from other deities, and not necessarily ones you expect.
Do not lie - no one can lie undetected in Glitnir - and do not refuse to answer anything.
Brimir
Brimir Hall is as yet untenanted. It is on Okolnir Island, which is in the center of the lake
in the Fields of Gimle. It seems to be held as an emergency hall in case Ragnarok comes, as the
prophecy claims that should the worst happen, Gimle will survive. Ironically, it is owned by the
giant Brimir, who won the island in a game of chance with Odin, He built the hall, and
periodically shows up to make improvements and alterations. Do not attempt to enter, as the
place is magically warded.
Gimle Hall
Situated close to Brimir Hall in the Fields of Gimle, this is another emergency post-Ragnarok hall, with a roof of gold. It is currently untenanted. Don't bother it, or consider
squatting there; you will be noticed and removed.
Iduna's Cottage
This hall is not listed in the lore, but I found it while wandering in Asgard. Iduna lives in
a thatched cottage in the middle of a beautiful orchard, notable because the trees are all in
different phases - some blooming, some budding, some growing fruit. A lovely garden surrounds
the cottage, and the whole place is surprisingly peasant-like. Iduna herself is likely to be found
working on the grounds, in the garden or the orchard. She is a tall, plain woman with hands that
look like they do manual labor. Her husband, Bragi, tends to appear as a short middle-aged man;
he is the Skald of Asgard and a beautiful singer, great storyteller, and excellent poet. However,
he is usually away at Gladsheim, and is rarely at home.
Iduna prefers to stay in her cottage and orchard; perhaps a history of being abducted has
something to do with that. She grows the magic apples that keep the Aesir young and healthy.
Do not attempt to beg, buy, steal, or otherwise obtain any of these apples, because she won't let
you have any no matter how much she likes you, being under strict orders from Odin not to share
them (and they are few and precious anyway, barely enough for the Aesir) and if you steal them
off the trees, you'll find that they are just ordinary apples that don't do anything except taste
excellent. There's more to their magic than just their growth; they must be given over with
Iduna's magic in order for them to work. That's why outsiders kept attempting to kidnap Iduna
herself. Otherwise, if you want to sit with her and talk about gardening, she's glad to have
visitors.
Rathsey's Sound
Also known as the Isle of Counsel, Rathsey's Sound is a small island lying where the
Thund Thvitr meets the ocean. Here lives the once-mortal hero Hildolf, who for some reason
(probably a bargain with Odin) has his own small hall rather than living with the rest of the
Einherjar. He is much loved by Odin's legions, who come to him for wisdom when they are in a
bad way. He has appeared as a middle-aged, grey-bearded man with keen eyes, wearing a wolf's
pelt on his shoulders. He will take in and counsel any mortal, although he is wholly on the side
of Odin and the Aesir, and his counsel will reflect that. He is especially good at talking to
wounded warriors whom stress has mentally wrecked, giving them counsel that does not make
them feel like weaklings. A good offering for him would be good drink that he can give to other
"clients" when they show up.
Urdabrunnr and the Hall of Fate
At the furthest point of Asgard, beyond the forests of Ydalir and the small mountain
range, the uppermost root of the World Tree protrudes through the ground. It is far more than an
invader, it is the anchor on which the entire world of Asgard is seated. Like a curved, knobbly
mountain of wood, it bears enough sprouts and suckers to create a large grove. Steps are carved
into its living bark, so that sacred rites can be performed on top of it. If you climb these stairs,
you had better be ready to perform one, with no dawdling.
Sheltered in the curve of the great root is Urdabrunnr, the Well of Wyrd. This is a large
stone-rimmed spring from which water continually bubbles, feeding the root of the tree. The
ground around it is muddy and wet; watch your footing. It is not known if a mortal could survive
falling into the Well of Wyrd accidentally. To look into it will show you many things, most of
them difficult to understand and easy to misinterpret. Don't drink the water without the
permission of the Keepers of that Well, the three Norns.
The Norns are the Fates of the Northern Tradition. They are named Urd (That-Which-Is),
Verdandi (That-Which-Is-Becoming), and Skuld (That-Which-Should-Be), and they are
mentioned as "the mighty maids from Thursenheim", or Niflheim, home of the frost-thurses. Urd
spins the threads of each person's destiny, Verdandi weaves them, and Skuld cuts them short.
Sometimes they appear to look identical; sometimes they appear with different ages. Unlike the
Moerae, the Greek fates, Urd is the eldest and Skuld sometimes appears as a black-armored
maiden who sometimes rides along with the Valkyries. Generally they do not appear as
beautiful, however; most spirit-workers report them as plain, almost dowdy thurse-women,
focused on their work.
The Norns may or may not appear when you approach the Well; whether they do or not
can give you a pretty good idea of whether or not the knowledge of your Wyrd, or that of
someone else, is your business to pursue. If they do not appear, even when propitiated - and the
Norns are historically difficult to propitiate - and if the Well shows you nothing that is clear and
simple, it's best to go and propitiate them further from home. If they do appear, remember that to
Them, They are very busy and you are not very important. Indeed, even the Gods are not terribly
important in their scheme of things. The Norns owe allegiance to no one, and not even Odin and
Hela - arguably the most powerful Gods in the Nine Worlds - can force their hands. Ask clear,
concise, and well-thought-through questions; take what answers they give without arguing, and
then go home and meditate on them.
In terms of propitiation,
the Norns have no use for things. What they want is work. The
best sort of straight-out propitiation for them seems to be doing household cleaning. Before you
work, offer all the energy of this cleaning to them. As you work, you may feel as if you are also
cleaning some other place as well, a place that you can't see; as if your work is being done in two
worlds at once. This can be assumed to mean that they are accepting your gift. Another sort of
work-offering is needlework of any kind, especially spinning, weaving, or embroidery. However,
as this is contributing to the energy of the tapestry, you will have to get their permission before
offering them this gift. Do not think that by giving them the energy of each stitch, you are
actually changing the tapestry of Wyrd. They wouldn't allow that; you are simply lending them
power to tend it themselves. If for some reason you need an immediate offering, blood is a good
one. Cut yourself and allow it to flow right into the well.
Beyond the root of the Tree is a small cottage which, ironically, is referred to as the Hall
of Fate. Only those who are the direct servants of the Norns are allowed to enter it and see it, so
don't try to go in. You wouldn't get past the doorway anyway without getting mysteriously
turned around and finding yourself back again at the edge of the pool.
Raven Kaldera
cauldronfarm@hotmail.com
[Pathwalker's Guide to the Nine Worlds]
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