Æsir– The principal tribe of Norse gods associated with sovereignty, war, and social order.
Álfablót– A private household sacrifice to ancestral elves held in late autumn.
Álfar– Elves; a class of semi‑divine beings connected to fertility, ancestors, and land spirits.
Álfheimr– Realm of the light-elves, one of the Nine Worlds.
Alf-shot– Folk belief in being struck by the invisible weapons of elves (álfar), causing sudden illness or lameness. Anglo-Saxon leechbooks often prescribe charms to heal such afflictions.
Althing– The national assembly of Iceland, founded in 930 CE at Þingvellir, and considered one of the oldest continuous parliamentary institutions in the world. It descends from Viking-age legislative gatherings where chieftains and free men met to make laws, settle disputes, and uphold justice through a system of consensus and oral tradition.
Alu– Runic word found on early inscriptions and bracteates, likely denoting a magical or ecstatic state. May be related to divine protection, sacred intoxication, or binding oaths.
Animism– Worldview in which all things- animals, plants, places, and natural phenomena- are believed to possess a spirit or agency. These spirits are often seen as part of a greater web of relationships, with mutual respect and reciprocity forming the basis of human interaction with the world. In many animistic traditions, ritual offerings, prayers, and taboos help maintain balance and ensure harmony with these spiritual forces.
Árgr- An Old Norse insult used to accuse a man of unmanliness, effeminacy, or deviant sexual behavior, particularly passive homosexuality, which was seen as deeply shameful in Viking-age society. Being labeled árgr implied a loss of honor, social standing, and legal protection. The accusation was so serious that it could provoke legal duels (holmgang) to defend one’s honor. It reflects the highly gendered and honor-driven values of Norse culture, where masculinity was tightly bound to courage, dominance, and sexual roles. The term appears in legal codes and sagas as a powerful tool of social regulation and shaming.
Árni– Old Norse male name meaning “eagle,” often used in sagas; may reflect warrior or spiritual symbolism.
Ás– Singular form of Æsir, referring to a male god in Norse mythology, as in Ásabragr (“chief of the gods”).
Ásgarðr– Fortified world of the Æsir gods, connected to Midgard by Bifröst.
Ásatru– A modern revivalist faith centered on the worship of the Norse gods, particularly traditions and beliefs from Iceland. The term means “faith in the Æsir” in Old Norse and emerged in the 20th century as part of a broader movement to reclaim pre-Christian Germanic spirituality. Ásatru emphasizes polytheism, ancestor veneration, and a strong sense of honor, reciprocity, and connection to nature. While inspired by historical sources like the Eddas and sagas, it is practiced in diverse ways today, ranging from reconstructionist approaches to more eclectic or spiritual interpretations.
Ásynjur– Female deities of the Æsir tribe, including Frigg, Sif, and Iðunn; distinct from the Vanir.
Ask and Embla– The first human couple in Norse myth, created from trunks of an ash and an elm tree by the gods.
Auðhumla– The primeval cow in Norse mythology who emerged at the dawn of creation. She nourished the giant Ymir with her milk, which flowed from her four teats, sustaining him as the first living being. At the same time, she licked the salty ice blocks, gradually uncovering Búri, the ancestor of the gods, over the course of three days.
Aurgelmir– Another name for Ymir in some sources, especially associated with his primordial nature.
Axis Mundi– A universal religious and mythological concept referring to the "world axis" or cosmic center that connects the heavens, earth, and underworld. It is often symbolized by sacred trees (like Yggdrasil in Norse mythology), mountains, temples, or pillars that serve as points of contact between divine and mortal realms. The axis mundi represents spiritual stability, order, and the source from which all creation flows or to which it returns. It is the central point around which the cosmos is organized, often marking the site of ritual, kingship, or revelation. In many traditions, standing at or near the axis mundi brings one closer to the divine or grants access to otherworldly knowledge.
Barrow– Earth mound built over graves, used for elite or ancestral burials. Often associated with hauntings and draugar in Norse sagas.
Barrow-Wight– Spirit haunting burial mounds; common in Norse and Anglo-Saxon lore.
Baugr– A ring; symbolic token of oath‑swearing and gift‑exchange in Germanic society.
Beowulf– An Old English heroic epic poem composed between the 8th and early 11th centuries, preserving many core values of Germanic warrior culture such as loyalty, bravery, honor, and fame. It tells the story of Beowulf, a Geatish hero who battles the monster Grendel, Grendel’s mother, and later a dragon in his old age. Though written in Christianized England, the poem reflects a pagan worldview and societal structure rooted in kinship, gift-giving, and heroic reputation. It also offers rare insight into the legendary traditions of early medieval Scandinavia, including references to historical figures and tribes. Beowulf remains a foundational text in the study of Germanic mythology, language, and values.
Berserkr– A legendary Norse warrior known for entering battle in a trance-like, frenzied state, often described as taking on the strength and ferocity of a bear. The term comes from bera serkr, meaning “bear shirt,” possibly referring to wearing bear pelts or channeling the spirit of the bear. Berserkers were said to feel no pain, bite their shields, and fight with supernatural strength and fury, making them both feared and revered. Some scholars interpret the berserker rage as a form of ritualized ecstasy or shamanic transformation. They appear in sagas and skaldic poetry as both elite fighters and dangerous outlaws, blurring the line between heroism and savagery.
Bifröst– Rainbow bridge connecting Midgard and Ásgarðr.
Blood Feud– Traditional system of justice involving cycles of vengeance, resolved through wergild or reconciliation rites.
Blót– A ritual animal sacrifice in Norse and other Germanic pagan traditions, offered to gods, ancestors, or land spirits to seek blessings, give thanks, or maintain reciprocal bonds. The term blót comes from the Old Norse word for “sacrifice” or “worship,” and was central to pre-Christian religious practice. Blood from the slain animal was sprinkled on idols, altars, and participants, while the meat was cooked and shared in a communal feast. Blóts were held during major seasonal festivals, life milestones, or times of need, reinforcing ties between the human and spiritual worlds.
Bracteate– Thin gold medallions worn as amulets in Migration Era Scandinavia, often inscribed with runes and mythic imagery.
Bragarfull– The ‘cup of promise’ or ‘chieftain’s cup’ drunk during a sumbl (ritual drinking feast) as part of vow-making or toasts to gods, ancestors, or future deeds. The term comes from Old Norse bragr, meaning "chieftain" or "poetry," and full, meaning "cup" or "toast."
Brísingamen– Freyja’s famed necklace symbolizing wealth and fertility.
Brynhildr– Legendary Valkyrie heroine of the Völsunga saga and Nibelung cycle.
Bindrune– Composite symbol formed by combining two or more runes.
Byggvir– Servant of Freyr personifying barley, appears in Lokasenna.
Cairn– Stone mound marking graves or sacred sites in Germanic lands.
Chatti– Early Germanic tribe of central Germany, referenced by Tacitus and involved in sacred groves.
Comitatus– Latin term for warrior-band loyal to a chieftain, relevant to Germanic society where loyalty was repaid with gifts and protection.
Dagr– Personified day in Norse myth, son of Dellingr and Nótt.
Dellingr– Personified dawn, father of Dagr.
Dís– Singular of dísir.
Dísablót– Sacrifice to the dísir (female ancestral spirits) held for luck and victory.
Dísir– Protective female spirits of family or tribe, often identified with ancestral mothers.
Distaff– Tool used for spinning; symbol of female magic and fate-weaving, closely associated with Frigg and seeresses.
Disting– Traditional Swedish market and assembly held alongside the Dísablót.
Donar’s Oak– A sacred tree venerated by the Germanic Chatti tribe in what is now Hesse, Germany, dedicated to the thunder god Donar (the continental Germanic equivalent of Thor). According to the 8th-century Vita Bonifatii, the Christian missionary Saint Boniface felled Donar’s Oak around 723 CE as a dramatic public act to demonstrate the powerlessness of the old gods and promote the Christian faith. The tree was reportedly massive and deeply revered, possibly functioning as a heilige Baum (sacred tree) or local axis mundi, used for worship, oath-making, and sacrifices. After its felling, the wood was said to have been used to build a church, symbolizing the Christianization of the region.
Draugr– An undead revenant in Norse mythology and Icelandic sagas, typically depicted as a corpse that rises from its burial mound to guard treasure, attack the living, or settle unfinished business. Unlike ghosts, draugar possess a physical, often grotesquely swollen body and superhuman strength. They are driven by greed, malice, or jealousy and can shapeshift, control weather, or enter dreams. Draugar are commonly portrayed as cursed or unholy beings, and dealing with them often requires heroic combat or ritual reburial.
Drengskapr– A core ideal in Norse society embodying honorable conduct, personal integrity, bravery, and generosity. A person who lived according to drengskapr was considered trustworthy, loyal to kin and comrades, and willing to uphold their duties even in the face of danger. This virtue was not limited to warriors but extended to anyone who conducted themselves with fairness, kept their word, and fulfilled social obligations. It was closely tied to one’s reputation and social standing, forming part of the foundation for mutual respect within the community. Living with drengskapr was seen as essential for earning lasting honor and being remembered well after death.
Dróttinn– Old Norse word for ‘lord’ or ‘chieftain’, sometimes used for deities.
Dryhten– Old English term for ‘lord’, used in Anglo‑Saxon Christian and pagan contexts.
Dvergar– Dwarves; subterranean smiths and craftsmen of mythic objects.
Dómarr– Old Norse judgment or legal decision rendered at a þing.
Ealh– An Old English term referring to a sacred space, sanctuary, or temple used for worship and ritual in pre-Christian Anglo-Saxon religion. It is linguistically and functionally akin to the Old Norse hof and vé, denoting a place set apart for contact with the divine. An ealh could be a building, a grove, or a specific area designated as holy, often associated with offerings, oaths, and the presence of gods or spirits. The term appears in Old English poetry and charters, sometimes overlapping with meanings of “hall” or “noble house,” reflecting the close ties between religion, kinship, and lordship. As with other sacred spaces in Germanic tradition, an ealh was marked by a sense of awe, reverence, and the need for proper conduct.
Edda– Medieval Icelandic collections of mythic and heroic poetry and prose.
Einbúi– Icelandic term ‘one who dwells alone’, title for certain land‑spirit.
Einherjar– The chosen slain warriors who dwell in Valhalla, Odin’s hall, after dying honorably in battle. Selected by the valkyries, the einherjar spend their days training for the final battle of Ragnarök, fighting each other and rising again each evening, and their nights feasting on the boar Sæhrímnir and drinking mead served by valkyries. They are portrayed as the elite dead, rewarded for their valor with a heroic afterlife.
Eitr– Poison; in myth primordial venom dripping from Niflheim rivers.
Elder Futhark– Oldest runic alphabet of 24 characters used by early Germanic peoples.
Eldhrímnir– Cauldron in Valhalla where the boar Sæhrímnir is cooked nightly.
Eostre– West Germanic goddess of the spring equinox attested by Bede.
Ergi – A concept in Old Norse culture denoting unmanliness, moral perversion, or shameful behavior, often used as a grave insult. It was especially associated with passive sexual roles and practices that defied masculine norms, such as the magical art of seiðr when performed by men. Male practitioners of seiðr were believed to take on a submissive or receptive role, violating societal expectations of masculine honor and dominance. Accusations of ergi could result in severe social consequences, including loss of honor, legal action, or demands for a duel.
Ése– Old English term for the gods (Æsir); cognate of Old Norse Æsir.
Etin– Scottish and Northern English term for giant, derived from Old Norse jötunn. Often appears in folklore and modern Heathen usage.
Euhemerism– Theory that gods originated as deified historical figures or kings. Common in medieval Christian interpretations of pagan lore.
Eyrarland Thor– Famous seated figure of Thor holding Mjöllnir, found in Iceland; used in modern iconography.
Eyrarvaka– Old Icelandic festival of opening sea lanes in spring, literally ‘wake of the gravel bank’.
Fafnir– Dragon form of the dwarf Fáfnir, slain by Sigurd for the gold hoard.
Faining– A ritual offering of food, drink, or valuables to gods, ancestors, or land spirits, made without the use of animal sacrifice. The term is derived from Old English fægnung and Old Norse fagnuðr, both meaning “joy” or “rejoicing,” and ultimately traces back to the Proto-Germanic root fehan- meaning “to rejoice.” A faining is an expression of gratitude, reverence, and celebration, often conducted at seasonal festivals, life events, or in times of need. Unlike a blót, which involves the sacrifice of a living animal, a faining centers on symbolic offerings such as food, alcohol, weapons, and other valuable items.
Fensalir– The hall of the goddess Frigg, described in Norse mythology as a misty or marshy dwelling whose name means “Fen-Halls” or “Halls of the Marsh.” It is mentioned in the Poetic Edda and Prose Edda as the place where Frigg resides, possibly serving as a seat of prophecy, fate-weaving, and liminality.
Fetch– Anglo‑Saxon term for a person’s external soul or guardian spirit (cf. fylgja).
Fimbulwinter– A catastrophic three-year-long winter that heralds the onset of Ragnarök, the end of the world in Norse mythology. The name comes from Old Norse fimbulvetr, meaning “mighty” or “great winter,” and it is described as a time of unrelenting cold, snow, and darkness. During Fimbulwinter, moral and social order collapses- kin slay kin, and frith breaks down- signaling the unraveling of the world. It serves as both a literal and symbolic precursor to cosmic destruction, reflecting themes of natural disaster and moral decay.
Fjölnir– Ancient god or legendary king, sometimes an epithet of Odin as ‘the many‑knowing’.
Fjörgyn– A personification of the earth in Norse mythology, named as the mother of Thor by Odin. The name Fjörgyn appears in skaldic and Eddic poetry as a poetic synonym for “earth” and is often used interchangeably with Jörð, suggesting they are the same figure or closely related aspects of the same goddess. As the mother of Thor, she represents the primal, fertile, and grounding force of nature, contrasted with Odin’s divine and sky-bound aspect. Her role, though rarely elaborated upon, reflects the deep mythological motif of divine unions between sky-gods and earth-goddesses. Fjörgyn also appears in kennings and poetic language as a symbolic expression of natural power and maternal strength.
Fjötrar– Shackles or fetters, often referring mythologically to Gleipnir, the unbreakable bond that bound Fenrir.
Flyting– Ritual or poetic exchange of insults, boasting, or challenges. Seen in Lokasenna and Hárbarðsljóð as tests of wit and honor.
Folkvangr– Freyja’s field where half of the heroic dead are received.
Forn– Old Norse for “ancient”; used in modern Heathenry in terms like Forn Siðr to denote ancestral traditions.
Frith– Anglicized form of frið, a sacred and binding peace that governed relationships within kin groups in Germanic and Norse societies. More than the absence of conflict, frith represented a state of mutual obligation, trust, loyalty, and protection that ensured the well-being and survival of the group. Breaking frith was a grave offense, often resulting in exile, vengeance, or the loss of legal and spiritual standing. It was upheld through oaths, hospitality, gift exchange, and proper conduct, forming the moral backbone of social order. In modern Heathenry, frith continues to be a central concept, emphasizing communal bonds, personal responsibility, and honorable relationships.
Frithgard– A sanctuary or sacred enclosure where frith- peace, protection, and sacred order- is actively maintained and enforced. A frithgard could be a physical space such as a temple, hof, vé, or assembly field, where violence and hostility were forbidden. These spaces provided safe conduct for all within their bounds, including guests, exiles, and even enemies under truce. Violating frith within a frithgard was considered a serious spiritual and legal offense, often punished severely.
Forn Siðr– ‘Old custom’; modern Danish Heathen organization and term for native faith.
Frithweaving– Neologism for practices (speech, ritual, gifting) that reinforce social and sacred peace.
Fróði’s Peace– Legendary golden age of prosperity under king Fróði.
Fulltrui– Personal patron deity chosen or acknowledged by a Heathen practitioner.
Fyrnsidu – Anglo‑Saxon reconstructionist Heathen religion meaning ‘ancient customs’.
Fylgja– A supernatural spirit in Norse belief that accompanies a person and is closely tied to their fate, often appearing in the form of an animal or a woman. A fylgja could appear before major life events, especially death, acting as a spiritual guide or harbinger. It was not worshiped but respected as a reflection of one’s hamingja (luck or fortune) and personal essence.
Galdr – A form of magical chanting or incantation in Norse tradition, often composed in specific poetic meters. These chants were believed to shape reality, invoke supernatural forces, protect against harm, or curse enemies. Practiced by both men and women, though sometimes associated with seiðr, galdr appears in myth and saga as a potent tool of gods and magic-workers alike.
Gandr– Magic staff.
Garðr– An Old Norse term meaning “enclosure,” “yard,” or “fenced area,” used to denote both physical boundaries and symbolic divisions. It could refer to a farmstead, a walled settlement, or a sacred space set apart from the wild or útgarðr (the outer world). In Norse cosmology, garðr is part of a broader conceptual framework dividing the ordered human world (innangarðr) from the chaotic, untamed outside (utangarðr). The root of the word survives in place names like “Asgard” (Ásgarðr), meaning the enclosed realm of the gods. A garðr signified safety, community, and cultivated space, reflecting the Norse emphasis on order, structure, and belonging.
Gefrain– An Old English term referring to one’s earned reputation, fame, and honor, especially as recognized by one’s community or peers. Unlike status by birth, gefrain had to be achieved through deeds- such as bravery, wisdom, generosity, or loyalty- and was closely tied to the oral tradition of praise and storytelling. A person’s gefrain lived on through the memory of others, forming a kind of social immortality in heroic and warrior culture. It served as both a reward for virtuous conduct and a guiding motivator for right action.
Geldr– Old Norse term for payment or compensation, root of English ‘geld’.
Gering– Proto-Germanic hospitality virtue encompassing generosity to guests.
Gift Cycle– An ongoing ritual and social system rooted in the exchange of gifts, where giving, receiving, and repaying are essential acts that build and reinforce bonds of honor, loyalty, and mutual obligation. Central to Norse and wider Germanic cultures, the gift cycle was not simply about material goods but about creating relationships and maintaining social order through reciprocity. Each gift carried with it a debt of honor, and failure to respond appropriately could damage one’s reputation with others. The cycle extended to interactions with gods and ancestors, where offerings were given in hopes of blessings or protection in return.
Ginnungagap– Yawning primordial void existing before creation.
Gjallarhorn– Heimdallr’s resounding horn that will signal Ragnarök.
Glaðsheimr– Odin’s hall of judgment and the place of the high‑seat Hliðskjálf.
Glíma– Traditional Icelandic wrestling dating back to Viking times.
Glitnir– Hall of Forseti with silver roof and golden pillars.
Godpole– Carved wooden post representing a deity in Heathen worship.
Gothi– An Anglicized spelling of the Old Norse goði, originally referring to a chieftain-priest in pre-Christian Icelandic society who held both religious and political authority. The goði led rituals, maintained sacred spaces, and represented their followers at the Althing, blending spiritual leadership with legal and communal duties. In modern Heathenry, gothi is commonly used to describe a priest or ritual leader who conducts blóts, fainings, sumble, and other ceremonies. While the modern role varies by community, it often emphasizes knowledge of lore, ethical integrity, and the ability to serve the spiritual needs of the folk.
Grímnismál– Poem where Odin, in disguise, reveals cosmological lore.
Grith– Anglicized form of grið. A temporary peace or truce granted to an outsider, traveler, or opposing party, often in the context of hospitality, negotiation, or communal gatherings. Unlike frith, which denotes lasting peace within kin or trusted groups, grith was an intentional suspension of hostility to allow safe conduct, dialogue, or participation in shared events such as markets, festivals, or Things (assemblies). It was a sacred and binding agreement, and violating grith was considered a serious offense both legally and spiritually. The concept allowed for structured interaction between potentially hostile groups, maintaining order and civility in critical social functions. Grith reflects the value placed on honor, boundaries, and the sanctity of one’s word in Germanic society.
Gróa– Seeress and practitioner of galdr in the Prose Edda; invoked in magical charms.
Gullinbursti– Golden‑bristled boar crafted by dwarves for Freyr.
Gulltoppr– Heimdallr’s horse, mentioned in Grímnismál.
Gullveig– Seeress whose slaying triggered the Æsir–Vanir War.
Gundestrup Cauldron– Ornate silver vessel found in Denmark, featuring mythological imagery with possible Germanic parallels.
Gungnir– Odin’s spear forged by dwarves, symbolizing sacred oaths and victory.
Gylfaginning– First part of Snorri’s Prose Edda recounting Norse cosmology and myth.
Hallowing– The act of making sacred; often through fire, blood, or petitions to the gods.
Hamingja– A Norse concept referring to a person’s or family’s luck, fortune, and success, often seen as a transferable and even inheritable spiritual force. It could be strengthened through honorable actions, wise choices, and the favor of the gods, and diminished through shame or failure. In some sources, hamingja is personified as a protective female spirit who follows and aids the individual throughout life, sometimes appearing in dreams or visions. Upon death, a person’s hamingja could pass to a descendant or another worthy member of the kin group, linking it closely to legacy and reputation.
Hárbarðsljóð– Poem of flyting between Thor and Odin in ferryman guise.
Harrow– Altar or table used in Heathen rituals to hold offerings.
Haugafólk– Icelandic ‘mound‑folk’, spirits dwelling in burial mounds.
Haugr– Burial mound; also a sacred place for ancestral veneration.
Hearth Cult– The domestic and household-focused aspect of pre-Christian Germanic religion, centered on daily rites, offerings, and reverence toward household gods, ancestors, and local land spirits. The hearth served as both a physical and spiritual center of the home, where sacred fires were tended and prayers or offerings were made to maintain protection, prosperity, and harmony. Unlike public rites led by a goði or held at temples, hearth cult practice was typically private, led by the head of the household, and deeply integrated into everyday life. It reinforced frith within the family and ensured right relationship with the hidden powers that shared the home and land.
Heathen– Originally a term used by Christians to describe non-Christians, particularly rural or “pagan” peoples, it has since been reclaimed by modern practitioners of pre-Christian Germanic religions. A Heathen today is someone who honors the gods, ancestors, and spirits from Norse, Anglo-Saxon, or broader Germanic traditions, often emphasizing values like reciprocity, honor, and kinship.
Heathenry– Contemporary umbrella term for revived Germanic pagan paths.
Heimskringla– Snorri’s kings’ sagas beginning with mythic origins.
Heiti– Poetic synonym used in skaldic verse; often names or epithets for gods, weapons, or kings.
Hel– Both the name of the goddess who rules over the dead and the realm itself where those who die of illness, old age, or non-violent causes go in Norse mythology. Hel is described in the Prose Edda as having a half-living, half-dead appearance- part beautiful and part corpse-like. Her realm lies in Niflheim, beneath the roots of Yggdrasil, and is not a place of torment but a shadowy continuation of life that welcomes most ordinary people and ancestors.
Helgrindr– ‘Gates of Hel’; term used poetically to describe the entrance to the underworld.
Helvegr– ‘Way to Hel’, the road taken by the dead.
Herjan– ‘War‑lord’; poetic name for Odin.
Hlaut– Sacrificial blood used in blót rituals.
Hlautbolli– Bowl into which sacrificial blood is caught during a blót.
Hlauttein– ‘Blood twig’; name for the tine used in sprinkling sacrifice blood.
Hliðskjálf– Odin’s high seat from which he sees all worlds.
Hnitbjörg– Mountain stronghold where the mead of poetry was kept.
Hof– A temple or sanctuary building used in pre-Christian Germanic and Norse religious practice as a dedicated space for worship, offerings, and communal gatherings. The term hof simply means “hall” or “temple” in Old Norse, and historical references suggest that these structures could range from elaborate wooden buildings to more modest local shrines. Within a hof, rituals such as blót and faining were performed, often before idols or sacred objects representing the gods or spirits. Some hofs also served social and political functions, reinforcing the close relationship between religion, leadership, and community. In modern Heathenry, reconstructed or symbolic hofs are sometimes used as focal points for ritual and celebration, preserving the sacred role of such spaces.
Holda– Germanic goddess or spirit of household, women’s work, and winter weather.
Holmgang– Ritual single combat used to settle disputes in Viking‑age law.
Hörgr – An outdoor stone altar or cairn used in Norse and Germanic paganism for making sacrifices and offerings to gods, ancestors, or spirits. Unlike a hof, which was a built structure, a hörgr was typically made of piled stones in a natural setting such as a grove, hill, or clearing. It was often used for blót or faining, with offerings of blood, food, or drink placed upon the stones.
Howe– Old English term for a burial mound or barrow; site of both remembrance and supernatural power.
Hrafnagaldur– ‘Raven‑magic’; poetic name for Odin’s occult knowledge.
Hrafnagaldr Óðins– ‘Odin’s Raven‑song’, post‑medieval poem of prophetic vision.
Hugr– A Norse concept referring to the mind, thought, will, or inner self, often understood as one aspect of the soul complex in Germanic belief. It encompasses not just rational thought but also intent, emotions, desires, and the projection of one's presence or essence. The hugr could be perceived by others, influence dreams, or even leave the body during altered states, linking it to ideas of magic and second sight.
Huldra– Scandinavian forest spirit; seductive female wight with a hollow back or tail.
Ífingr– River separating gods and giants, never frozen.
Inangard– An Anglicized form of the Old Norse innangarðr, meaning “within the enclosure,” used to describe ordered, lawful spaces such as a farm. In modern Heathenry it refers both to physical enclosures like homesteads and settlements, and to the social structures that uphold frith, kinship, and custom. Inangard stands in contrast to utangard (“outside the enclosure”), which represents wilderness, chaos, and the realm of outlaws or strangers. Maintaining the boundaries of inangard is seen as essential to preserving social order and spiritual protection.
Indo-European– Large language family encompassing Germanic, Celtic, Slavic, Indo-Iranian, and other related cultures. Often studied for shared mythic themes.
Ing– Anglo‑Saxon name of the fertility god Freyr; appears in rune poems.
Inhumation– Burial of a body in the earth, often accompanied by grave goods; contrasts with cremation in ancient Germanic practices.
Irminsul– A sacred pillar or column venerated by the Saxons, believed to represent the axis mundi- the cosmic axis connecting the heavens, earth, and underworld. It likely served as a physical and spiritual symbol of divine order, tribal unity, and the presence of the god Irmin, possibly a local form or aspect of a sky or war deity. The Annales Regni Francorum record that Charlemagne ordered the destruction of the Irminsul in 772 CE during his campaign to forcibly convert the Saxons to Christianity, marking a major assault on native Germanic religion. Though its exact form is lost, it may have been a carved wooden column or tree-like structure located at a sacred site. In modern Heathenry, the Irminsul has been revived as a powerful symbol of native faith, spiritual continuity, and resistance to cultural erasure.
Íslendingabók– An early Icelandic historical chronicle written by Ari Þorgilsson around 1122–1133 CE, considered one of the earliest prose works in Old Norse literature. The title means “The Book of the Icelanders,” and it provides a concise account of Iceland’s settlement, genealogy of major families, and significant events such as the establishment of the Althing and the nation’s conversion to Christianity around the year 1000 CE. Ari's work is valued for its clear, chronological structure and its attempt to base history on reliable oral sources and eyewitness accounts.
Járnsaxa– Giantess partner of Thor, mother of Magni and Moði.
Járnviðr– Iron‑wood forest home of giantesses who birth Fenrir’s kin.
Járnviðjur– Female spirits or troll-women of the Ironwood, mothering the wolves that chase the sun and moon.
Jötnar– A race of primordial beings in Norse mythology, often translated as "giants," though they encompass a wide range of forms and powers beyond mere size. They dwell primarily in Jötunheimr and are frequently depicted as the adversaries of the gods, representing chaos, wilderness, and untamed forces of nature. Despite this, many jötnar intermarry with the gods, suggesting a complex relationship of conflict, kinship, and balance. Some are wise, noble, or beautiful, while others are monstrous and destructive, reflecting the diversity within their kind. The jötnar play a vital role in the Norse cosmological cycle, particularly in Ragnarök, where they rise against the gods in the final battle.
Jormungandr– Destructive world‑serpent encircling Midgard, child of Loki and Angrboða.
Jól– Yuletide mid‑winter festival of feasting, gift‑giving, and honoring ancestors.
Jólabókaflóð– Icelandic ‘Yule book flood’, modern tradition of exchanging books at Yule.
Jorvik– Old Norse name for Viking‑age York, important settlement in England.
Kári– Personification of wind in Norse myth.
Kennings– Metaphoric compound expressions characteristic of skaldic poetry.
Ketill– Cauldron used for ritual brewing or communal feasts.
Kindred– A Heathen religious group or spiritual family that meets for ritual and fellowship.
Konungr– Old Norse term for king or high ruler.
Krampus– Alpine Germanic winter spirit who punishes the wicked; folkloric counterpart to gift-giving spirits.
Landvættir– Protective spirits of the land in Norse and Germanic tradition, believed to inhabit and guard specific natural features such as mountains, forests, rivers, and fields. They were thought to reward those who lived in harmony with the land through prosperity and protection, and to bring misfortune to those who offended or disrespected them. In Icelandic law and lore, landvættir were so revered that ships approaching the island were forbidden from displaying carved prows, lest they frighten the spirits. Offerings, quiet respect, and proper behavior were ways to honor them, especially before building, farming, or settling new land.
Landnam– Settlement taking; process of claiming land in Iceland and elsewhere.
Landwight– Anglicized term for landvættir used in modern Heathenry.
Laugardagur– Icelandic ‘bathing day’, equivalent to Saturday.
Leidr– Procession or pilgrimage, often with torches, to a holy site.
Lich– Old English for corpse; used in modern Heathen speech to denote the physical remains of the dead.
Líf and Lífþrasir– Human pair who survive Ragnarök and repopulate the world.
Liminal– Refers to thresholds, transitional moments, or in-between spaces that hold special spiritual or symbolic significance. Examples include dawn and dusk, doorways, crossroads, riverbanks, and ritual boundaries- places or times where the ordinary world meets the sacred or unseen. In many traditions, including Norse and Germanic paganism, liminal spaces are seen as potent for magic, transformation, and communication with gods or spirits. They often serve as settings for ritual acts or visionary experiences due to their heightened spiritual permeability.
Lundr– A sacred grove used for worship, offerings, and communion with the gods, ancestors, and spirits in Norse and Germanic paganism. These groves were often natural sanctuaries marked as holy places, where trees themselves were revered as dwelling places of divine presence. In modern Heathen practice, lundrs are often recreated or honored as natural sites set apart for ritual and reflection.
Männerbunde– German term meaning "bands of men"; refers to warrior brotherhoods or cultic male societies in ancient Indo-European and Germanic cultures. These groups often consisted of young, unmarried warriors who lived outside ordinary society, engaging in initiation rites, ecstatic rituals, and raiding. Associated with the wolf and bear cults (e.g., ulfhéðnar, berserkir), Männerbünde expressed liminal, dangerous masculinity and were thought to serve both military and spiritual roles. Some scholars see in them a sacral warrior elite, bound by oaths and secrecy, and possibly linked to deities like Odin.
Máttr ok megin– An Old Norse phrase meaning “power and might,” often used in mythological texts to express a being’s total capacity for strength, vitality, and spiritual force. Máttr refers to inherent or physical power while megin denotes strength that is divine or supernatural in nature. Together, máttr ok megin reflects the Norse understanding of power as both an internal quality and an outward expression, essential for fulfilling one’s fate or performing great deeds. It conveys not just physical strength, but the total empowering essence granted or cultivated through divine connection or heroic virtue.
Megin– An Old Norse term meaning might, main strength, or power, often used to describe both physical force and spiritual or divine potency- for example, Thor’s strength being enhanced by his belt, megingjörð. Megin is more than brute force; it also refers to the vital energy or essence that empowers beings and actions. It was seen as something that could be increased, transferred, or invoked through ritual, blessing, or the favor of the gods.
Maegen– Old English cognate of megin, personal spiritual potency.
Mjölnir– Thor’s hammer, emblem of protection and consecration.
Midgard– The realm of human beings in Norse cosmology, situated at the center of the Nine Worlds and encircled by a great ocean and the serpent Jörmungandr. The name means “middle enclosure” (miðgarðr), reflecting its position between the divine realms of the gods and the chaotic outer worlds such as Jötunheimr. It was created by the gods from the body of the primordial giant Ymir and connected to Asgard by the Bifröst bridge. Surrounded by boundaries both physical and spiritual, Midgard represents the ordered, inhabited world of culture, law, and kinship. As the domain of mortal life, it is the primary stage for human experience, action, and interaction with both gods and spirits.
Móf– Old Norse abstract noun for courage and battle‑frenzy.
Móðguðr– Guardian of the Gjöll bridge into Hel’s realm.
Móðr– Old Norse ‘spirit’ or ‘wrath’, root of modern mood.
Moot– Assembly or council, especially for legal, tribal, or spiritual matters. Cognate with Thing in Norse culture.
Myling– Ghost of an unbaptized or unwanted child in Scandinavian folk belief, often needing proper burial.
Näcken / Nøkk– Male water spirit known for playing enchanting music, sometimes dangerous or seductive.
Naglfar– Ship made from the nails of the dead, which will sail at Ragnarök.
Náströnd– ‘Corpse shore’, hall near Hel where oath‑breakers suffer after death.
Nerþuz– Proto‑Germanic goddess attested by Tacitus, likely an early form of Njǫrðr or an earth goddess honored with wagon processions.
Nið- A powerful concept in Norse and Germanic societies denoting social stigma, dishonor, and moral contempt directed at those who violated communal norms of honor, masculinity, or loyalty. To be labeled with níð was to be marked as a níðingr- a coward, oath-breaker, or pervert- someone unworthy of trust or respect. Such a label could result in exile, outlawry, or ritual shaming, such as the erection of a níðstang (insult pole). Níð was not just a legal or social judgment but a spiritual and reputational curse, believed to taint a person's very being.
Níðingr– Person who commits níð; a villain or extreme outlaw.
Níðstang– Cursing pole with carved head erected to shame an enemy and call down spirits against them.
Niflheim– Mist‑home; primordial world of frost and cold in Norse creation myth.
Nine Noble Virtues– A modern ethical code adopted by many Heathen communities, emphasizing values such as courage, truth, honor, fidelity, discipline, hospitality, self-reliance, industriousness, and perseverance. These virtues are inspired by themes found in Norse sagas and lore, particularly the Hávamál, and are intended to guide behavior in accordance with ancestral ideals. However, the Nine Noble Virtues were originally formulated in the 1970s by members of organizations such as the Odinic Rite and the Asatru Free Assembly which held racially exclusive or folkish beliefs. As a result, the virtues’ origins are viewed critically by some modern Heathens, who may adapt or reinterpret them within more inclusive frameworks.
Nisse– Scandinavian household spirit akin to a brownie, rewards care and punishes neglect.
Norns– Three fate‑weaving goddesses who water Yggdrasil and shape destiny.
Nótt– Personified night and mother of Dagr.
Odroerir– ‘Stirrer of inspiration’, one of the vessels holding the mead of poetry.
Oath‑ring– Consecrated ring upon which legal oaths are sworn in temples and courts.
Orlog– A foundational concept in Norse belief referring to the deep, layered patterns of fate that shape a person’s life, woven from ancestral deeds, past actions, and cosmic law. The term comes from Old Norse or-lǫg, meaning “primal law” or “original layers,” and represents the accumulated weight of choices made by oneself and one’s forebears. Unlike fixed destiny, orlog interacts with urðr (personal fate or becoming), forming the background upon which new actions are woven by the Norns. It is not easily changed, but can be built upon or honored through right action, oaths, and relationships.
Örlögþáttr– ‘Strand of fate’; poetic expression for one’s personal or ancestral destiny.
Orthodoxy– Emphasis on correct belief or doctrine.
Óðr– Inspiration, ecstatic fury, and spiritual frenzy; the root of Odin’s name.
Óttarr– ‘Frightened one’; mythic king who receives help from Freyja to learn his ancestry.
Outlawry (Skóggangr)– Banishment from society and sacred protection; spiritual and legal death in Norse law.
Profane– In Norse and broader religious contexts, profane refers to that which lies outside the realm of the sacred, holy, or ritually pure. It denotes the ordinary, mundane, or unblessed aspects of life, as well as actions or objects that violate or disrespect what is considered heilagr (sacred). In pre-Christian Germanic belief, the boundary between sacred and profane was significant, and crossing it improperly could disrupt luck, invite misfortune, or anger gods and spirits. Something profane is not necessarily evil, but it is separated from the divine order and often requires purification before entering sacred space. Recognizing the distinction between sacred and profane helped maintain cosmic balance and ensured proper conduct in ritual and social life.
Proto‑Germanic– Reconstructed ancestor language of all Germanic tongues spoken c. 500 BCE–100 CE.
Proto-Indo-European– Reconstructed prehistoric ancestor of Indo-European languages, believed to be spoken c. 4500–2500 BCE; root of many shared mythic and cultural elements.
Puk– Goblin‑like spirit in Germanic folklore, known in English as ‘Puck’.
Quernstone– Hand mill used symbolically for abundance in some modern Heathen rites.
Ragnarök– Prophesied destruction and renewal of the cosmos when gods and giants battle.
Ratatoskr– Squirrel messenger running along Yggdrasil conveying insults between eagle and dragon.
Reciprocity– A foundational principle in Norse and Germanic belief systems, referring to the mutual exchange of gifts and obligation between gods, ancestors, spirits, and human beings. This exchange was not transactional in a commercial sense, but relational- meant to strengthen bonds and uphold the cosmic order. Offerings made in blót or faining, acts of generosity among kin, and fulfillment of oaths were all expressions of this sacred reciprocity. The gods were believed to give blessings, protection, or wisdom in return for sincere offerings and right action. Living in accordance with reciprocity was essential for maintaining one’s worth and ensuring harmony between all realms of existence.
Reconstructionist Heathenry– An approach to modern Heathen practice that emphasizes the historically accurate revival of pre-Christian Germanic religions, based on rigorous study of primary sources such as the Eddas, sagas, archaeological findings, and early law codes. Practitioners aim to reconstruct rituals, beliefs, social customs, and worldviews as faithfully as possible, often avoiding modern innovations not grounded in historical evidence. This method values cultural context, linguistic precision, and scholarly discipline in an effort to honor the traditions of the ancestors with integrity. While often contrasted with more eclectic or experiential forms of Heathenry, reconstructionist practice can still allow for adaptation within historically informed boundaries. Its goal is to reconnect with the ancestral past in a meaningful, respectful, and intellectually honest way.
Rede– Advice or counsel.
Ribe Bracteates– Amulets inscribed with runes and mythic motifs; early evidence of personal devotion.
Rindr– Giantess mother of Vali who avenges Baldr.
Rokkr– Modern term for destructive or liminal beings such as Hel and Surtr.
Runestone– Upright monument inscribed with runes commemorating deeds or marking territory.
Rúnatýr– ‘God of runes’, epithet of Odin as master of rune magic.
Sacral Kingship– Idea that kings and chieftains rule with divine favor and act as priests, as in the Ynglinga Saga.
Sæhrímnir– The boar eaten and reborn daily by the Einherjar in Valhalla.
Saga– A genre of medieval Icelandic prose narrative that recounts historical events, legendary deeds, genealogies, and legal disputes, often blending fact with myth and oral tradition. Sagas were written primarily in the 13th and 14th centuries, preserving stories from earlier centuries that reflect the values, beliefs, and social structures of Norse and Icelandic culture. They cover a wide range of topics- from heroic legends and family feuds to Christian conversion and exploration- and include well-known cycles such as the Íslendingasögur (Sagas of Icelanders) and Fornaldarsögur (Legendary Sagas). While rooted in real places and people, sagas are shaped by literary conventions and moral lessons, offering insight into the worldview of the time. They remain essential sources for modern Heathens seeking to understand the ethos and spiritual heritage of the Norse and Germanic peoples.
Sami– Indigenous Finno-Ugric people of northern Scandinavia; traditional beliefs sometimes intersected with Norse practice, especially in shamanism.
Scop– Anglo-Saxon poet and bard, similar to a skald; keeper of oral lore and performer of heroic tales.
Scorning– Legal and ritual punishment involving the loss of honor (níð) and exclusion from frith.
Seax– Single-edged Germanic knife or short sword; both a weapon and cultural symbol among Anglo-Saxons and continental tribes.
Seiðhjallr– A raised ritual platform for seiðr practice; referenced in Eiríks saga rauða.
Seiðr– A powerful and often controversial form of ecstatic magic in Norse tradition, associated with prophecy, shape-shifting, fate-weaving, and the manipulation of minds or events. Practiced by figures such as Odin and Freya, seiðr involved altered states of consciousness and ritual performance to gain hidden knowledge or influence the course of fate. It was often performed in liminal spaces and accompanied by chanting, staff use, or symbolic tools. While women commonly practiced seiðr, male practitioners were sometimes accused of ergi (unmanliness), reflecting the cultural discomfort with its receptive and liminal nature. In myth and modern reconstruction, seiðr is seen as a deep and complex spiritual discipline involving both mystical insight and social danger.
Setja vé– ‘To set a sacred enclosure’; expression for establishing sacred space.
Shild– An Old English term referring to a social or legal debt, often arising from injury, offense, or obligation within a communal or kin-based society. It encompassed not only financial compensation but also the moral duty to restore balance and frith through repayment or amends. Like the related concept of wergild (man-price), shild was a mechanism of restorative justice aimed at preventing feuds and maintaining social order. Failing to pay one’s shild could result in dishonor, outlawry, or escalation of conflict between families or tribes.
Sib– Kinship peace or harmony; closely related to frith and often used in legal and religious contexts.
Sigrblót– Victory sacrifice held in early summer to ensure success and good harvest.
Sinthgunt– Mysterious sister of Sunna (the sun) in the Second Merseburg Charm; possibly a dawn goddess.
Sjövættir– Sea wights; spirits of the ocean, lakes, and rivers.
Skald– A court poet in Norse and Icelandic tradition who composed and recited praise, memorial, and heroic verse in intricate poetic forms such as dróttkvætt. Skalds served kings, jarls, and chieftains, using their art to preserve deeds, legitimize power, and immortalize reputations through oral and written tradition. Their poetry often employed kennings (figurative expressions) and tightly structured meters, showcasing immense skill and memorization. Unlike anonymous folk poetry, skaldic verse was attributed to named individuals, many of whom are known from the sagas and historical records. Skalds held an esteemed role in society, acting as historians, diplomats, and bearers of cultural memory through their craft.
Skaldic Verse– Highly intricate poetry using kennings and strict meter forms.
Sleipnir– Eight‑legged horse of Odin able to travel between worlds.
Snorri Sturluson– An Icelandic chieftain, historian, and poet (1179–1241) best known as the author of the Prose Edda and Heimskringla, two of the most important sources for Norse mythology and early Scandinavian history. A member of the powerful Sturlungar clan, Snorri was deeply involved in Icelandic politics during a turbulent era and served as lawspeaker of the Althing. His Prose Edda was written as a guide for aspiring poets and preserves invaluable mythological material, including cosmogony, the deeds of the gods, and poetic techniques. Heimskringla recounts the lives of Norwegian kings, blending myth, legend, and historical narrative. Though Christian and writing centuries after Iceland’s conversion, Snorri’s work remains a cornerstone for understanding pre-Christian Norse beliefs and traditions.
Sol– Personified sun goddess who drives the solar chariot.
Soul Complex– Heathen model of multiple soul parts such as hugr, fylgja, and hamingja.
SPG (Shared Personal Gnosis)– Spiritual knowledge or experiences corroborated by multiple people within the community.
Stalli– Altar or platform used for offerings or displaying idols during ritual.
Suebi Knot– Distinctive warrior hairstyle noted by Roman writers, possibly with religious or initiatory significance.
Sumbl– A ritual drinking feast in Germanic and Norse tradition, marked by formal rounds of toasts, boasting, oath-making, storytelling, and gift-giving. Held to honor gods, ancestors, or major life events, sumbl reinforced bonds of kinship, loyalty, and communal identity. Participants would raise a ceremonial drinking vessel and speak words of praise, memory, or personal commitment.
Surtr– Fire giant who wields a flaming sword and sets the world ablaze at Ragnarök.
Sumbel– Anglo‑Saxon cognate of sumbl; ritual mead‑sharing ceremony.
Sunna– Old High German name of the sun goddess, sister of Sinthgunt.
Svartr– Old Norse word for ‘black’, root of Svartálfar the ‘dark elves’.
Svartálfaheimr– World of dark‑elves/dwarves beneath the earth.
Svínfylking– 'Boar's head' wedge battle formation used by Viking warriors.
Svipdagr– Hero of a two-part poem (Grógaldr and Fjölsvinnsmál) with undertones of magical initiation and divine love.
Sympathetic Magic– A type of ritual practice based on the principle that actions performed on a symbolic object or representation can influence the real-world counterpart. Common in many ancient traditions, including Norse and Germanic magic, it operates on the belief that “like affects like” or that things once connected remain linked across distance. It reflects a worldview in which the spiritual and material realms are interconnected through patterns, resemblances, and intentional acts.
Thew– Old English for custom or moral virtue; reflects inherited values and behavior rooted in ancestral tradition.
Þing (Thing)– Assembly of free people for lawmaking and dispute resolution.
Thingstead– Designated physical site where a þing meets.
Þökk– Giantess, possibly Loki in disguise, who refuses to weep for Baldr.
Þulr (Thyle)– A ritual speaker, lore-keeper, and sometimes challenger in Norse and Germanic tradition, whose role was to recite wisdom, genealogies, poetry, and sacred lore at formal gatherings such as Things or feasts. The þulr was responsible for preserving and transmitting oral knowledge, often through formulaic speech and poetic language, and may have tested the truth or worth of others’ statements through verbal challenges.
Þurs (Thurse)– Giant or hostile spirit; also the name of the thorn rune.
Tomte– Swedish household spirit like a nisse; helpful if respected, vengeful if slighted.
Torslunda Plates– Bronze dies showing masked warriors and possibly Odin; used for helmet decoration.
Tribal Heathenry– Emphasis on kinship, localized ritual, and community-based worship.
Troth– Loyalty or faith; also a modern Heathen organization and term for practice.
Troll– Scandinavian mythical being of mountains or forests, often inimical to humans.
Trollkona– Troll-woman, often used as a generic term for powerful and often dangerous female spirits.
Úlfhéðinn – A type of berserker warrior in Norse tradition known as a “wolf-coat,” who was believed to channel the ferocity and spirit of a wolf in battle. Unlike typical berserkir, who were associated with bear totems, the úlfhéðnar were said to wear wolf pelts and fight with wild, trance-like fury, often without armor. They served as elite warriors, possibly as Odin’s chosen, and appear in sagas and skaldic poetry as figures of awe and terror. Their battle frenzy (berserksgangr) was thought to grant them superhuman strength, immunity to pain, and animal-like instincts.
UPG (Unverified Personal Gnosis)– A term used within modern polytheist and Heathen communities to describe spiritual insights, revelations, or experiences that are not directly supported by historical lore or scholarly consensus. These may include visions, dreams, intuitions, or personal relationships with deities, spirits, or ancestors that hold deep meaning for the individual. While not considered authoritative for communal belief, UPG can play a significant role in shaping personal practice and deepening spiritual connection. It is often distinguished from VPG (Verified Personal Gnosis), which aligns with broader tradition or historical sources. In reconstructionist circles, UPG is approached with caution but is also recognized as a natural and evolving part of living faith.
Urðarbrunnr– Well of fate beneath Yggdrasil tended by the Norns.
Utangard– An Anglicized form of the Old Norse Utangarðr, meaning “beyond the enclosure,” referring to the outer, chaotic realm that lies beyond the bounds of the ordered and sacred inangard space. It represents the wilderness, the unknown, and the socially or spiritually unbounded- places and beings outside the protection of law, kinship, and frith. In myth, realms like Jötunheimr often fall within the outgard, inhabited by jötnar, outlaws, and other forces of disorder. It is not inherently evil, but it stands in tension with the human and divine effort to create and maintain order. In Heathen thought, the boundary between inangard and outgard is central to how people understand belonging, identity, and the role of the sacred in shaping community.
Vættir– Collective term for spirits of land, water, house.
Vafþrúðnismál– Poetic Edda dialogue of cosmic riddles between Odin and the giant Vafþrúðnir.
Valknut– A modern name for an ancient symbol consisting of three interlocked triangles, sometimes thought to be associated with Odin and the slain. The symbol appears on several Viking Age rune stones and burial artifacts, such as the Stora Hammars and Tängelgårda stones, but it is never named or explained in the historical sources. Its exact meaning in the pre-Christian Norse world remains uncertain. The name valknut (“knot of the slain”) is a modern invention, combining Old Norse valr (the slain) and knútr (knot), and does not appear in the original sources. Despite the lack of definitive historical explanation, the valknut is widely used today in modern Heathenry.
Valkyrja– ‘Chooser of the slain’; battle‑maidens who bear heroes to Valhalla.
Valhalla– Odin’s hall where Einherjar train for Ragnarök.
Vanaheimr– Homeland of the Vanir gods of fertility and foresight.
Vanir– Second tribe of gods associated with prosperity and prophecy.
Varðlokkur– Enchanted songs used in seiðr to attract spirits.
Vé– Sacred enclosure or shrine; also one of Odin’s brothers.
Veizla– An Old Norse word meaning feast or banquet, referring to large communal meals that often accompanied important social, political, or religious events. Historically, a veizla could mark seasonal festivals, oaths of loyalty, weddings, or funerals, and served as a key setting for strengthening bonds of frith, hospitality, and obligation. Chieftains were expected to host veizlur as part of their role in upholding social order and generosity, sometimes as part of the gift cycle. In modern Heathenry, the term is sometimes revived to describe ritual meals that follow blóts or sumbls, emphasizing shared food, kinship, and spiritual fellowship. A veizla is not merely a celebration- it is a sacred act of community, memory, and right relationship.
Vendel Helmets– Swedish pre-Viking helmets featuring iconography of Odin and elite warrior imagery.
Víking– Seafaring raid or expedition; also the person undertaking one.
Vígríðr– Plain foretold as the site of Ragnarök’s final battle.
Vínland– Norse name for coastal North America explored by Leif Eriksson.
Vitki– Practitioner of magic and esoteric knowledge; often associated with Odin or trained in galdr and seiðr.
Völkisch Heathenry– Modern offshoot emphasizing ethnic exclusivity.
Völuspá– ‘Prophecy of the Seeress’, foundational Norse cosmological poem.
Völva– A female seeress in Norse tradition who practiced seiðr, a form of ecstatic magic used for prophecy, fate-weaving, and spiritual insight. Völur (plural) were respected and feared for their ability to communicate with spirits, foresee the future, and influence fate, often entering trance states during ritual performances. They appear in both myth and saga, most famously in the Völuspá, where a völva recites the cosmic history and fate of the world to Odin himself. Völur typically held a liminal role in society- outside the bounds of ordinary social roles, yet deeply influential as spiritual authorities.
Votive Deposits– Ritual offerings placed in bogs, lakes, or springs, common across Germanic Europe.
Wächterglaube– German folk belief in household guardian spirits.
Wain– Wagon used in cult processions such as those of Nerthus.
Warg– Outlawed or cursed person; also refers to a monstrous wolf in later folklore, possibly from vargr.
Wassail– Anglo-Saxon and later English ritual of blessing and toasting, especially trees or people, during winter feasts.
Wéoh– Old English term for idol or shrine.
Weofod– Old English for altar or shrine, equivalent to Old Norse hörgr or hof.
Weregild– Meaning “man-price,” it refers to the compensatory payment made to the family or kin of a person who was killed or injured, as a way to restore peace and prevent vengeance. The value of the weregild was determined by the social rank, gender, and status of the victim, with kings and nobles commanding the highest prices. This system was central to Germanic law and honor culture, serving as a means of balancing justice and maintaining frith within and between clans. Refusal or failure to pay weregild could result in feuds, outlawry, or further bloodshed. While the term is most common in Anglo-Saxon legal texts, the concept appears broadly across Norse, Frankish, and other Germanic traditions.
Wight– Old English ‘creature’; modern term for spirit beings (vættir).
Wih– Old English for sacred or set apart; used for shrines (wihstow), idols (weoh), or holy places.
Witan– Council of elders and nobles in Anglo‑Saxon governance.
Wod– Ecstatic fury or divine inspiration, cognate with Óðr.
Wyrd– The Old English concept of fate or destiny, closely related to the Old Norse urðr, representing the unfolding pattern of existence shaped by the deeds of gods, humans, and ancestors. Rather than a fixed or predetermined outcome, wyrd is dynamic and ever-weaving, influenced by every word, action, and intention. It reflects a worldview in which the past shapes the present, and the present, in turn, weaves the future- each individual strand affecting the whole. Though often translated as “fate,” wyrd is better understood as a living process, deeply rooted in the interconnectedness of all things.
Wyrm– Anglo-Saxon word for serpent or dragon; symbolic of chaos and transformation.
Ydalir– ‘Yew‑dales’, Ullr’s abode.
Yggdrasil– Cosmic world‑tree connecting the Nine Worlds.
Ynglinga Saga– Snorri’s saga tracing royal lineage to the god Freyr.
Yule Goat– Scandinavian straw figure rooted in pagan fertility customs.
Ziu– Old High German name for Tyr, preserved in the weekday Dienstag.
Zisa– Little-known continental Germanic goddess associated with victory and possibly equated with Tyr’s female counterpart.
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