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Álfablót: A private ritual offering to the elves, traditionally performed in the home and conducted by the head of the household. It involved offering food, drink, and sometimes small tokens to honor the elves (álfar) and seek their favor. Álfablót was believed to ensure prosperity, fertility, and protection for the household.
Álfheim: The realm of the elves, one of the Nine Worlds in Norse cosmology. Álfheim (also spelled Alfheimr) is depicted as a beautiful and ethereal place, ruled by the god Frey. The elves (álfar) who inhabit Álfheim are often seen as benevolent beings with a close connection to nature and magic.
Alfar: Elves in Norse mythology, often associated with nature and magic. The alfar are divided into light elves (ljósálfar) and dark elves (dökkálfar or svartálfar). Light elves are considered benevolent and are associated with light and beauty, while dark elves are more ambiguous and sometimes linked to underground realms, craftsmanship, and the dead. The term may also refer to the spirits of dead male ancestors.
Allthing: The national assembly of Iceland, historically a gathering for legislative and judicial activities. The Althing (or Alþingi) was established in 930 AD and is one of the oldest parliamentary institutions in the world. It was a place where chieftains and freemen gathered to make laws, resolve disputes, and discuss important matters.
Alu: An ancient Germanic and Norse word found in runic inscriptions, often interpreted as a magical or protective formula. The exact meaning of "alu" remains unclear, but it is believed to be associated with ritualistic or spiritual significance. Some interpretations link it to concepts of sanctity, enchantment, or divine favor. The word "alu" is frequently found on artifacts such as amulets, rune stones, and other objects, suggesting its use in invoking protection or blessing.
Animism: A belief system that attributes a spiritual essence to all entities, including animals, plants, inanimate objects, and natural phenomena. In animism, it is believed that these entities possess a consciousness or soul, and that there is a profound interconnectedness between all elements of the natural world. This worldview is often integral to various indigenous and polytheistic religions, including aspects of Heathenry, where nature and its spirits are revered and honored.
Armanen Runes: A set of runes developed in the early 20th century by Guido von List, not historically accurate but used in some modern esoteric traditions. The Armanen runes are a reconstruction based on the Younger Futhark and the Elder Futhark, with added esoteric meanings. They are often associated with Germanic mysticism and occult practices.
Ásatrú: A modern reconstructionist religion that seeks to revive the pre-Christian beliefs and practices of the Norse and Germanic peoples. Ásatrú (meaning "faith in the Æsir") focuses on worshiping gods such as Odin, Thor, and Freyja, as well as honoring ancestors and spirits of the land. It emphasizes community, honor, and connection to nature.
Ásatrúarfélagið: The Icelandic Ásatrú Association, an organization dedicated to the practice of Ásatrú. Founded in 1972, Ásatrúarfélagið is recognized by the Icelandic government as a religious organization. It conducts ceremonies such as blóts (sacrificial rituals), weddings, and funerals, and promotes the study and practice of Norse paganism.
Asgard: The realm of the Aesir gods, including Odin, Thor, and Frigg. Asgard is depicted as a magnificent, fortified city in the sky, connected to Midgard (the human realm) by the Bifrost, a rainbow bridge. It is the seat of power for the Aesir and a place of great beauty and splendor.
Askr: In Norse mythology, Askr is the first man, created by the gods Odin, Vili, and Ve from an ash tree. Along with Embla, the first woman, Askr was given life, intelligence, and the senses by the gods. The names Askr and Embla signify the origins of humanity in Norse myth, with Askr representing the male progenitor of the human race.
Atheling: A noble or prince in Anglo-Saxon England, often used in Heathenry to denote nobility or leadership. The term "atheling" (Old English: æþeling) referred to members of the royal family eligible for kingship. In modern Heathen contexts, it can signify someone of high status or a leader within a community.
Aurgelmir: Another name for Ymir, the primordial giant in Norse mythology. Aurgelmir (also known as Ymir) is the ancestor of all jötnar (giants) and the first being created from the drops of melting ice in the void of Ginnungagap. His body was used by Odin and his brothers to create the world, with his flesh becoming the earth, his blood the seas, and his bones the mountains.
Baldrs Draumar: An Eddic poem also known as "Baldr’s Dreams," detailing Baldr’s ominous dreams and the subsequent efforts to prevent his death. In the poem, Odin rides to Hel to consult a völva (seeress) about the meaning of his son Baldr's foreboding dreams. The völva reveals that Baldr is destined to die, setting the stage for the tragic events that follow in Norse mythology.
Baugr: A ring, often used in the context of oaths and legal agreements in Norse society. Rings like the baugr were symbols of wealth and authority and played a crucial role in legal proceedings and rituals. They were often used in ceremonies to swear oaths, signifying the serious commitment and binding nature of the agreement.
Bēd: Term used for prayers in the context of Anglo-Saxon paganism and Fyrnsidu. In these traditions, bēd refers to the act of praying or making supplications to the gods, ancestors, and spirits. These prayers often accompanied rituals and were an essential part of maintaining a connection with the divine and spiritual realms.
Berserker: A warrior who fought with frenzied rage, often associated with the wearing of a bear pelt. Berserkers were known for their extraordinary ferocity and strength in battle, often entering a trance-like state that made them seemingly invincible.
Berserkergang: The frenzied, trance-like state that berserkers entered during battle. This state was characterized by uncontrollable rage, heightened strength, and resistance to pain. Berserkergang may have been induced through rituals, chants, and the use of intoxicating substances, allowing the berserker to fight with supernatural ferocity.
Bifrost: The rainbow bridge that connects Asgard to Midgard. Bifrost is a shimmering, multi-colored bridge guarded by the god Heimdall. It serves as a passageway for the gods to travel between their realm, Asgard, and the human world, Midgard. Bifrost is said to be strong enough to support the gods but will break during Ragnarök, the end of the world.
Blót: An animal sacrifice to honor the gods, wights, and ancestors. Blót was typically conducted by a goði or other religious leader and was followed by a feast, usually using the animal from the sacrifice.
Blót House: A structure dedicated to performing blót rituals. These houses served as sacred spaces where the slaughter of the sacrificial animal sometimes took place. Blót houses were often simple wooden buildings or designated areas within larger structures, where offerings could be made, and religious activities could be performed.
Bracteate: A type of thin gold medallion worn as jewelry, often inscribed with runic symbols or images of deities. Bracteates were popular during the Migration Period and the early Viking Age. They served not only as decorative items but also as amulets believed to offer protection and convey magical properties. The intricate designs often depicted mythological scenes or symbols of power.
Closed Tradition: A religious or spiritual tradition that restricts participation and practice to those who have been initiated, belong to a specific cultural or ethnic group, or have received permission from the tradition's authorities. Closed traditions maintain these boundaries to preserve the integrity, teachings, and practices unique to their heritage. Examples include certain indigenous spiritual practices and initiatory mystery religions where knowledge and rituals are closely guarded and passed down through specific lineages or formal initiation processes.
Cosmology: The study and understanding of the universe and its structure within Heathen belief, including the Nine Worlds. Heathen cosmology describes a complex and interconnected universe, consisting of realms such as Asgard (home of the Æsir gods), Midgard (world of humans), and Hel (the realm of the dead), among others. This cosmological framework is central to understanding the relationships and interactions between gods, humans, and other beings in Norse mythology.
Cult: The worship and rituals dedicated to specific deities within Heathenry. In Heathenry, a cult refers to the structured practices and ceremonies that involve our interaction with the spiritual. These rituals often include offerings, prayers, and other forms of devotion intended to gain the favor and blessings of the deity. Each god or goddess may have their own specific cult practices and traditions.
Disir: Female ancestral spirits or deities who protect families and individuals. The Disir are revered in Norse mythology as guardians and protectors, often associated with fertility, fate, and the well-being of the family. They are believed to watch over their descendants, offering guidance and support. The Disir are honored through various rituals and ceremonies to seek their favor and protection.
Dísablót: A sacrificial ritual dedicated to the Disir, often held in autumn or spring. Dísablót is a significant religious event where offerings are made to the Disir to ensure the prosperity and protection of the family and community. This ritual involves sacrifices, feasting, and communal gatherings, and is typically conducted by a female leader or priestess who invokes the Disir.
Dogwhistle: A term used to describe coded language or messages that convey racist ideologies or sentiments in a way that is not immediately obvious to the general public. These messages are designed to be understood by a specific audience that shares the underlying prejudices, while appearing innocuous or neutral to others. In the context of Norse paganism and broader social discussions, dogwhistles can be used to subtly promote exclusionary or supremacist beliefs without drawing overt criticism or scrutiny.
Draugar: Undead beings or revenants in Norse mythology, often seen as malevolent spirits. Draugar are depicted as restless dead whose corpses rise from their graves to haunt the living. They possess superhuman strength, can shape-shift, and have various magical abilities. Draugar are typically malevolent, seeking to harm those who wronged them in life or protect their buried treasures.
Drengr: An Old Norse term meaning a brave and honorable person. The term drengr is used to describe someone who embodies the qualities of courage, integrity, and loyalty. It is often used to praise warriors who demonstrate exceptional valor and a strong moral character, reflecting the ideals of Norse society.
Drótt: A group of warriors loyal to a particular leader, similar to a comitatus. The drótt was a close-knit band of warriors who served and protected their chieftain or king. This group formed a critical part of the leader's power base, providing military support and companionship. The loyalty and camaraderie within the drótt were highly valued in Norse culture.
Dróttin: An Old Norse term for a lord or leader, particularly a chieftain or king. The dróttin was the head of a drótt, commanding loyalty and service from his warriors. In Norse society, a dróttin was respected not only for his martial prowess but also for his ability to lead and provide for his people.
Dyr: A term used for animals, particularly in the context of animal sacrifices. In Heathen practices, dyr refers to the animals that are offered during sacrificial rituals, known as blóts. These sacrifices were made to honor the gods, spirits, and ancestors, and to seek their blessings for prosperity, fertility, and protection.
Edda: Refers to the Poetic Edda and the Prose Edda, primary sources of Norse mythology. The Poetic Edda is a collection of Old Norse poems that tell the stories of the gods, heroes, and cosmological events. The Prose Edda, written by Snorri Sturluson, is a handbook on Norse mythology and poetic techniques. Together, these texts are invaluable resources for understanding Norse beliefs and traditions.
Elder Futhark: The oldest form of the runic alphabets used by the Germanic tribes. The Elder Futhark consists of 24 runes and was in use from the 2nd to the 8th century AD. These runes were employed for writing, divination, and magical purposes. The name "Futhark" is derived from the first six runes of the alphabet: F, U, Þ, A, R, and K.
Elder Heathenry: The historical, pre-Christian beliefs and practices of the Norse and Germanic peoples. Elder Heathenry encompasses the religious, cultural, and social traditions that existed before the Christianization of the region. It includes the worship of gods and goddesses, the observance of rituals and festivals, and the veneration of ancestors and spirits.
Elding: A term for lightning, often associated with Thor. In Norse mythology, lightning is closely linked to Thor, the god of thunder and storms. Thor's hammer, Mjölnir, is believed to create lightning and thunder when he wields it in battle. Elding represents the raw power and natural force that Thor embodies.
Einherjar: The spirits of warriors chosen by the Valkyries to reside in Valhalla. The Einherjar are elite warriors who died bravely in battle and were selected by the Valkyries to join Odin in Valhalla. In this great hall, they prepare for the final battle of Ragnarök by training and feasting daily. The Einherjar are honored as the ultimate heroes in Norse mythology.
Einheri: Another term for the Einherjar, the chosen warriors of Valhalla. Einheri is a singular form referring to an individual warrior among the Einherjar. Each Einheri is celebrated for their valor and skill, having earned their place in Valhalla through their heroic deeds and honorable death in combat.
Embla: In Norse mythology, Embla is the first woman, created by the gods Odin, Vili, and Ve from an elm tree. Along with Askr, the first man, Embla was endowed with life, consciousness, and senses by the gods. The creation of Askr and Embla marks the beginning of humanity in Norse myth, with Embla symbolizing the female progenitor of the human race.
Faining: A modern Heathen term for a ritual or ceremony that honors the gods, spirits, or ancestors without involving blood sacrifice. Fainings typically include offerings of food, drink, or symbolic items, along with prayers, invocations, and other ritual actions. This practice allows Heathens to connect with the divine and express their devotion in a way that aligns with contemporary values and ethical considerations.
Fjölkunnigr: A term describing someone knowledgeable in magic or witchcraft. Fjölkunnigr refers to individuals who possess deep understanding and skills in the mystical arts, such as spells, charms, and divination. These practitioners, often considered wise and powerful, played significant roles in their communities, offering guidance, healing, and protection through their magical expertise.
Folkish: A branch of Heathenry that emphasizes the importance of ethnic and cultural heritage, viewing Heathenry as a closed practice for those of European descent. Typically associated with racist/racialist ideas and terminology.
Forn Siðr: Another term for Heathenry, meaning "the old way." Forn Siðr refers to the ancient pre-Christian religious traditions of the Norse and Germanic peoples. This term is used to describe the modern revival of these ancient practices, including the worship of the old gods, the celebration of traditional festivals, and the observance of rituals that connect practitioners to their ancestral heritage.
Frith: A concept of peace, kinship, and social order. Frith encompasses harmonious relationships within a clan, emphasizing mutual respect, loyalty, and cooperation. It is a foundational principle in Heathenry, reflecting the importance of maintaining social bonds and ensuring the well-being of the collective. Frith is often upheld through rituals, agreements, and the fostering of trust.
Futhark: The runic alphabet used by ancient Germanic peoples. The term Futhark derives from the first six runes of the alphabet: F, U, Þ, A, R, and K. There are different variations of the Futhark, including the Elder Futhark, Younger Futhark, and Anglo-Saxon Futhorc. These runes were used for writing, divination, and magical purposes, each symbol carrying specific meanings and associations.
Fylgja: A supernatural being or spirit that accompanies a person, often in the form of an animal. A fylgja is believed to be a guardian spirit that reflects the character and fate of the individual it accompanies. The form of the fylgja, typically an animal, provides insights into the person's qualities and destiny. It can appear in dreams or visions, offering guidance and protection.
Galdrabók: An Icelandic grimoire containing magical spells and incantations. The Galdrabók is a compilation of magical knowledge, including spells for protection, healing, and cursing. This grimoire, dating from the 16th to 17th centuries, reflects the rich tradition of Icelandic magic and folklore. It serves as a valuable resource for understanding historical and practical aspects of Norse magical practices.
Galdr: Magical incantations or chants used in Heathen practices. Galdur refers to the verbal component of magic, often involving rhythmic chanting, singing, or recitation of powerful words and names. These incantations are believed to harness supernatural forces, influencing events and outcomes. Galdur is a key element in many rituals and spells, invoking the desired effects through the power of sound and intention.
Garð: An Old Norse term meaning "enclosure" or "yard," often referring to a fenced or protected area such as a homestead or farm. In a broader sense, garð can symbolize the safe, ordered space of a community or settlement, in contrast to the chaotic, uncontrolled areas outside its boundaries (utangard). The concept of garð highlights the importance of boundaries and protection in Norse society.
Gefrain: An Old English term meaning "reputation" or "fame." In Norse and Anglo-Saxon culture, gefrain is a crucial aspect of one's social standing and legacy. It encompasses the honor, respect, and renown earned through one's deeds, character, and achievements. Maintaining and enhancing gefrain was a central concern in these cultures, as it influenced one's place within the community and the remembrance of one's name after death.
Gering: Old Norse term for protection or safeguard, often invoked in rituals. Gering involves calling upon divine or spiritual forces to create a protective barrier around individuals or communities. This could include the use of specific symbols, runes, the carrying of fire, or incantations designed to ward off harm and ensure safety. Protection rituals are a common aspect of Heathen practices, reflecting the importance of security and well-being.
Gift Debt: A concept in Norse society and Heathenry referring to the obligation incurred when one receives a gift or favor. This obligation requires the recipient to reciprocate with a gift or favor of equal or greater value in the future. Gift debt reinforces social bonds and the gifting cycle, ensuring ongoing mutual support, honor, and loyalty within the community. It reflects the importance of balance and reciprocity in maintaining harmonious relationships.
Gifting Cycle: A fundamental concept in Norse society and Heathenry, referring to the continuous exchange of gifts and favors that strengthen social bonds and mutual obligations. The gifting cycle involves giving, receiving, and reciprocating, creating a network of relationships based on trust, honor, and generosity. This cycle of exchange was essential for maintaining alliances, loyalty, and community cohesion.
Ginnungagap: The primordial void or abyss in Norse cosmology. Ginnungagap is the vast, empty space that existed before the creation of the world. It is situated between the realms of fire (Muspelheim) and ice (Niflheim). According to Norse creation myths, the interaction between the elements from these realms in Ginnungagap led to the birth of the first beings, including Ymir, the primordial giant.
Godpole: A sacred carved wooden pole used in Norse paganism and modern Heathenry to represent and honor deities. The godpole, often adorned with symbols and images associated with specific gods or goddesses, serves as a focal point for worship, rituals, and offerings. It is typically erected in outdoor sacred spaces, such as groves or near altars, and plays a significant role in communal and personal religious practices, symbolizing the presence and power of the divine.
Goði/Gyðja: Priests and priestesses in Norse paganism. A godi (male) or gydja (female) serves as a religious leader, conducting rituals, ceremonies, and sacrifices. They act as intermediaries between the gods and the community, offering guidance and spiritual support. Godi and gydja play crucial roles in maintaining the religious traditions and ensuring the proper observance of sacred practices.
Grith: Temporary peace or truce, often declared during gatherings or assemblies. Grith is an agreement to suspend hostilities and maintain peace for a specific period, usually during important events such as assemblies (things) or festivals. This truce ensures that participants can gather safely and conduct their business without the threat of violence. Grith reflects the value placed on order and cooperation in Norse society.
Hamingja: A concept of luck or fortune, often seen as a personal spirit or force. In Norse belief, hamingja is considered a transferable aspect of a person's soul that can influence their fate and prosperity. It can be inherited from ancestors or shared among kin, and is often strengthened through honorable deeds and successful ventures. The hamingja can be a guiding force, ensuring success and protection.
Hard Polytheism: A belief system in which multiple gods and goddesses are considered distinct, independent, and individual beings with their own personalities, wills, and areas of influence. In hard polytheism, deities are seen as separate entities that interact with the world and its inhabitants in unique and personal ways.
Haugr: An Old Norse term meaning "mound" or "barrow," typically used to describe burial mounds. Haugrs were significant in Norse culture as resting places for the dead, often marked by large, earthen or stone structures. These mounds served as both graves and memorials, honoring the deceased and reflecting the belief in an afterlife.
Hávamál: An Eddic poem containing the wisdom and advice of Odin. Hávamál, meaning "Sayings of the High One," is a collection of proverbs and teachings attributed to Odin. The poem covers a wide range of topics, including ethics, friendship, hospitality, and wisdom. It serves as a guide to living a balanced and honorable life, reflecting the values and principles of Norse society.
Hearth Cult: A practice in Norse paganism and Heathenry centered around the veneration of deities, ancestors, and spirits within the home. The hearth, as the heart of the household, serves as a focal point for domestic rituals and offerings. The hearth cult involves daily acts of devotion, such as lighting candles, making small offerings of food or drink, and reciting prayers to honor and seek blessings from the gods and ancestors. This practice emphasizes the importance of the home as a sacred space and the role of family in maintaining spiritual connections.
Heathenry: A modern Pagan religious movement that seeks to revive the pre-Christian beliefs and practices of the Norse and Germanic peoples. Heathenry encompasses a variety of traditions and practices, including the worship of the old gods, honoring ancestors, and celebrating seasonal festivals. It aims to reconstruct and adapt ancient rituals and beliefs to fit contemporary contexts while maintaining a strong connection to historical roots.
Heilsa: A phrase sometimes used incorrectly as a greeting or salutation, as it translates as "to hail."
Heiti: Poetic names or epithets used in Norse poetry. Heiti are alternative names or descriptive phrases used to refer to gods, heroes, and other significant figures in Norse literature. These poetic terms add richness and depth to the narratives, often highlighting specific attributes or deeds. For example, Odin is known by many heiti, such as Allfather, Woden, and Grimnir.
Hel: The realm of the dead, ruled by the goddess Hel. Helheim is one of the underworld realms in Norse cosmology, where those who die of sickness, old age, or other means outside of combat reside. It is depicted as being located in the depths of the world and as a place of reunion with one's ancestors.
Herald: A person who announces or proclaims important events, often used in the context of rituals and gatherings. In Heathen practices, a herald plays a crucial role in communicating announcements, initiating ceremonies, and maintaining order during events. They ensure that participants are informed and that the proceedings run smoothly, often adding a formal and solemn tone to the occasion.
Hlaut: Blood used in sacrificial rituals. Hlaut is the blood collected from animals sacrificed during blót ceremonies. This blood is considered sacred and is used to consecrate altars, tools, and participants. It is often sprinkled or smeared as part of the ritual to invoke the gods' blessings and strengthen the connection between the mortal and divine realms.
Hlautbolli: A sacred vessel used in Norse religious rituals, particularly during blóts (sacrificial ceremonies). The hlautbolli, or "blood bowl," was used to collect the blood of sacrificed animals.
Hof: A temple or sanctuary dedicated to the gods. A hof serves as a sacred space where Heathens gather to perform rituals, offer sacrifices, and celebrate festivals. These structures can range from simple wooden buildings to more elaborate temples. The hof is central to communal religious life, providing a dedicated place for worship and spiritual activities.
Holmgang: A duel or combat between two people to settle disputes. Holmgang was a recognized method for resolving conflicts in Norse society, often involving legal or personal disputes. The duel would take place on a small island or a designated area, with strict rules and conditions. The outcome of the holmgang was seen as a divine judgment, determining the victor's rightness or innocence.
Horgr: An Old Norse term referring to a type of altar or sacred site constructed from piled stones. Horgar were used in pre-Christian Norse religious practices for rituals and sacrifices . These stone altars served as focal points for worship and offerings to the gods and spirits.
Húsfreya: The mistress of a household, often responsible for domestic rituals. The húsfreya is the female head of a household, overseeing daily domestic affairs and ensuring the well-being of the family. She plays a key role in maintaining frith (peace and order) within the home, conducting rituals to honor the gods, ancestors, and spirits, and managing resources effectively.
Húsel: A sacrificial meal or feast in honor of the gods. Húsel involves preparing and sharing a communal meal as an offering to the deities. This feast is an integral part of many Heathen rituals, symbolizing the bond between the gods and their worshippers. The húsel fosters a sense of community, gratitude, and shared purpose, reinforcing the participants' connection to the divine.
Hvergelmir: One of the three wells located at the roots of Yggdrasil, the World Tree, in Norse mythology. Hvergelmir, meaning "bubbling boiling spring," is situated in Niflheim, the realm of ice and mist. It is the source of numerous rivers and is associated with the primordial chaos from which life emerges. The well is guarded by the dragon Nidhogg, who gnaws at the roots of Yggdrasil.
Idisi: Another term for the Disir, referring to female protective spirits. The idisi are revered in Norse tradition as guardians who watch over individuals and families. They are often invoked for protection, guidance, and support, playing a crucial role in ensuring the welfare and prosperity of those under their care. The term idisi emphasizes their nurturing and protective nature.
Iðavöllr: The field in Asgard where the gods meet. Iðavöllr is a central gathering place for the Æsir, where they convene to discuss important matters and make decisions. It is depicted as a beautiful, expansive field symbolizing peace, unity, and the collaborative spirit of the gods. After the events of Ragnarök, it is said that Iðavöllr will be one of the places where the surviving gods will rebuild.
Inangard: A term referring to the inner circle or community, representing order, law, and safety. Inangard encompasses the home, family, and trusted friends, embodying the social structure and cultural norms of Norse society. It signifies the protected space where individuals fulfill their duties and responsibilities, maintaining harmony and mutual support.
Indo-European: Referring to the family of languages and the associated cultures that spread across Europe and parts of Asia. The term "Indo-European" encompasses a wide range of ancient and modern languages, including Latin, Greek, Sanskrit, and Old Norse, among many others. The concept also extends to the shared cultural and mythological elements among the peoples who spoke these languages. In the context of Norse studies, it highlights the commonalities and influences between Norse mythology and the broader Indo-European mythological and linguistic traditions.
Irminsul: A sacred pillar or tree, significant in Germanic paganism. Irminsul represents the cosmic axis or world tree that connects the heavens, earth, and underworld. It is a powerful symbol of stability, growth, and the connection between the divine and the mortal realms. Irminsul played a central role in the religious practices of the ancient Saxons, serving as a focal point for worship and communal gatherings.
Jarl: A noble or chieftain, often of high rank in the social hierarchy. A jarl holds significant power and influence within their community, responsible for leadership, governance, and the protection of their people. Jarls often lead warriors in battle and manage the distribution of resources, ensuring the well-being and stability of their domain. They are respected figures, embodying authority and honor.
Járnviðr: The Ironwood, a mythological forest inhabited by giantesses. Járnviðr is described as a dark and mysterious forest located in Jötunheim, the land of the giants. It is home to various fearsome beings, including giantesses and wolves. This forest symbolizes the untamed, chaotic aspects of nature and the threats that lie beyond the borders of the known world.
Jól: The Yule festival, a significant celebration in Heathenry marking the winter solstice. Jól, or Yule, is a time of feasting, gift-giving, and honoring the gods and ancestors. It marks the rebirth of the sun and the return of light, symbolizing hope, renewal, and the cyclical nature of life. Yule traditions include decorating with evergreens, lighting fires, and holding communal gatherings to strengthen social bonds and celebrate the turning of the year.
Jotnar: The race of giants in Norse mythology. The jotnar, or giants, are often depicted as formidable and antagonistic beings who frequently clash with the gods. They inhabit Jötunheim and represent the forces of chaos and destruction. Despite their adversarial role, some jotnar have complex relationships with the gods, including intermarriage and alliances, highlighting the nuanced interplay between order and chaos in Norse cosmology.
Jötunheim: The world of the giants in Norse mythology. Jötunheim is one of the Nine Worlds, a vast and wild realm where the jotnar reside. It is characterized by rugged landscapes, harsh climates, and formidable inhabitants. Jötunheim serves as a counterbalance to the ordered realms of the gods, embodying the untamed and chaotic elements of the cosmos.
Kenning: A metaphorical compound expression used in Old Norse poetry, such as “whale-road” for the sea. Kennings are poetic devices that provide vivid and imaginative descriptions, often combining two words to create a metaphorical meaning. They add depth and richness to the language, conveying complex ideas through simple, yet evocative phrases. Kennings are a hallmark of Norse poetry and sagas, reflecting the culture's love of storytelling and wordplay.
Kindred: A local group or community of Heathens who practice together. A kindred is a close-knit collective of individuals who share common beliefs and engage in rituals, celebrations, and mutual support. These groups emphasize communal bonds, often functioning like extended families, and play a vital role in preserving and practicing Heathen traditions at the local level.
Kinsman/Kinswoman: A member of one's kin or family, emphasizing the importance of familial bonds in Heathenry. Kinship is a central concept in Heathenry, reflecting the deep value placed on family connections, loyalty, and mutual support. Kinsmen and kinswomen are expected to uphold the honor and reputation of their family, contributing to its strength and continuity.
Kvasir: A being created from the saliva of the Æsir and Vanir, known for his wisdom. Kvasir is a unique figure in Norse mythology, born from the peace agreement between the two groups of gods. His unparalleled wisdom and knowledge made him a revered teacher and advisor. After his death, his blood was used to create the mead of poetry, which bestows the gift of eloquence and inspiration upon those who drink it.
Landsegen: A ritual blessing for the land and its inhabitants. Landsegen is performed to honor the land spirits (landvættir) and ensure the prosperity and well-being of the community. This blessing involves offerings and prayers, seeking to maintain a harmonious relationship with the natural world and to secure fertility, protection, and abundance for the land and its people.
Landvættir: Land spirits or wights that inhabit natural features like forests, mountains, and lakes. Landvættir are guardians of the land, each associated with specific geographical features. They play a crucial role in Norse spirituality, as maintaining good relations with these spirits is believed to bring health, prosperity, and protection to the community. Offerings and rituals are often performed to honor and appease the landvættir.
Lawspeaker: An official in historical Norse society responsible for reciting and interpreting the law. The lawspeaker held a prestigious position, memorizing and orally presenting the laws during assemblies (things). This role required extensive knowledge, impartiality, and eloquence. The lawspeaker ensured that legal disputes were resolved according to tradition and that the community adhered to its legal codes.
Leysing: A ritual of manumission or freeing a slave. Leysing involved formal ceremonies to grant freedom to a slave, often accompanied by specific rituals and legal declarations. This act not only liberated the individual but also integrated them into society with new rights and responsibilities. The practice of leysing reflected the social dynamics and legal frameworks of Norse culture.
Líf and Lífthrasir: The two humans who survive Ragnarök and repopulate the earth. According to Norse mythology, Líf and Lífthrasir are the sole survivors of the cataclysmic events of Ragnarök, hiding in the forest of Hoddmímis holt. After the destruction, they emerge to repopulate the world, symbolizing rebirth and the continuation of life. Their story signifies hope and renewal in the face of inevitable destruction.
Ljóssálfar: Light elves in Norse mythology, associated with Álfheim. Ljóssálfar are benevolent beings of light and beauty, living in the realm of Álfheim under the rule of the god Frey. They are often associated with nature, fertility, and magic, embodying the positive aspects of the natural world. Light elves are revered for their wisdom and their ability to assist humans in various ways.
Lunar Calendar: A calendar system based on the phases of the moon, with months beginning and ending with each new moon. In various cultures, including ancient Norse society, the lunar calendar was used to mark time, determine the dates of festivals, and plan agricultural activities. Each lunar month typically lasts around 29.5 days, resulting in a year of approximately 354 days, necessitating periodic adjustments to align with the solar year.
Lundr: An Old Norse term for a sacred grove or woodland area. In Norse mythology and religious practice, lundr referred to places of natural significance where rituals, sacrifices, and worship of the gods and spirits took place. These groves were considered hallowed ground, imbued with spiritual presence and often set aside as special locations for communal and individual acts of devotion.
Mannerbunde: A term referring to warrior bands or brotherhoods in ancient Germanic and Norse societies. These groups were composed of young warriors who lived together, often outside of regular society, and were bound by oaths of loyalty to each other and their leader. The mannerbunde were crucial in raiding, warfare, and initiation rites, serving as a transition phase for young men into adulthood and full membership in their community.
Midgard: The world of humans, one of the Nine Worlds in Norse cosmology. Midgard is the central realm where humans live, surrounded by a protective barrier created by the gods to keep out the chaotic forces of the giants. It is connected to the other worlds by the Bifrost bridge and is depicted as a place of both struggle and potential. Midgard's inhabitants are subject to the influences of gods, spirits, and fate.
Mímisbrunnr: Also known as Mimir's Well, this well is located beneath one of the roots of Yggdrasil in the realm of the frost giants, Jotunheim. It is named after the wise being Mimir, who guards it. Mímisbrunnr is renowned for its waters of wisdom and knowledge. Odin sacrificed one of his eyes to drink from this well, gaining profound wisdom and insight.
Mjölnir: Thor’s hammer, a symbol of protection and power. Mjölnir is one of the most iconic symbols in Norse mythology, representing Thor's strength and his role as the defender of the gods and humanity. The hammer is also associated with fertility and consecration, used in various rituals to bless and protect. Its imagery is widely used in modern Heathenry as a sign of faith and heritage.
Moot: A gathering or assembly for discussion and decision-making. Moots are meetings where members of a community come together to discuss important issues, make decisions, and resolve disputes. In historical contexts, moots played a crucial role in maintaining social order and governance. In modern Heathenry, they serve as forums for communal participation, fostering collaboration and collective decision-making.
Muspelheim: The realm of fire, heat, and flame, located in the south. Muspelheim is inhabited by fire giants, including their leader Surtr, who will play a crucial role in Ragnarok, the end of the world. The fiery realm is characterized by its searing heat and volcanic landscape.
Nefnd: A term for a committee or council in Norse society. A nefnd was a group of individuals appointed or elected to deliberate on important matters, make decisions, and provide guidance. These councils played a vital role in governance, legal proceedings, and community organization. The concept of nefnd highlights the collaborative and democratic aspects of Norse society, where collective wisdom and consensus were valued.
Nidstang: A pole inscribed with runes and curses, used to bring misfortune upon an enemy. A nidstang, or nithing pole, was erected as a powerful form of curse and public shaming. The act of creating and placing a nidstang was intended to invoke the wrath of the gods and spirits against the target, bringing dishonor and misfortune. This practice underscores the importance of honor and reputation in Norse culture, as well as the belief in the potency of spoken and written curses.
Niflheim: The realm of ice, cold, and mist. Niflheim is one of the primordial worlds in Norse cosmology, existing in the north and shrouded in darkness and frost. It is home to the well Hvergelmir, from which many rivers flow, and is associated with the roots of Yggdrasil, the World Tree.
Nine Noble Virtues: A set of moral and ethical guidelines followed by many modern Heathens. The Nine Noble Virtues are a modern invention derived from historical sources and reconstructed to reflect the values of courage, truth, honor, fidelity, discipline, hospitality, self-reliance, industriousness, and perseverance.
Niðing: A term of dishonor, used to describe a person who has committed a vile or cowardly act. Being labeled a niðing was one of the worst insults in Norse society, signifying a complete loss of honor and respect. Such individuals were often ostracized and faced severe social and legal consequences. The concept of niðing underscores the importance of honor, integrity, and bravery in Norse culture.
Norns: The three female beings who control fate in Norse mythology: Urd, Verdandi, and Skuld. Urd represents the past, Verdandi the present, and Skuld the future. Together, they determine the course of events for every being in the cosmos. The Norns are often depicted as wise and powerful, their influence extending over all aspects of life and death. Their role highlights the Norse understanding of time and destiny, emphasizing that while individuals have agency, they are also subject to the greater forces of fate.
Oath Rings: Sacred rings used in Norse pagan rituals and ceremonies as symbols of binding oaths and commitments. These rings were often made of precious metals and kept at temples or holy sites. When taking an oath, individuals would place their hand on the oath ring to swear their promise, invoking the gods as witnesses. Oath rings represented the seriousness and sanctity of one's word in Norse culture, emphasizing the importance of honor and fidelity.
Odroerir: The mead of poetry, a symbol of divine inspiration. Odroerir, meaning "stirrer of inspiration," is one of the vessels containing the mead of poetry, created from the blood of the wise being Kvasir. This mead grants the gift of eloquence and artistic creativity to those who drink it. It symbolizes the power of words and the importance of wisdom and poetic skill in Norse culture.
Open Tradition: A religious or spiritual tradition that welcomes participation and practice from individuals outside the original cultural or ethnic group, often encouraging inclusivity and shared learning. Open traditions allow people from diverse backgrounds to join, learn, and practice their rituals and teachings. This approach promotes broader accessibility and the exchange of ideas, making it easier for individuals to explore and adopt these traditions without requiring specific lineage or formal initiation.
Örlög: The concept of primal law or fate that shapes one's destiny. Örlög is a broader term that encompasses the overarching principles of fate and destiny governing the universe. It is the sum of all actions and events that create the framework within which individual orlog operates. Örlög represents the cosmic order and the inevitable outcomes determined by the actions of gods and mortals.
Orthodoxy: An emphasis on correct belief and doctrinal correctness within a religious tradition. Orthodoxy focuses on the acceptance and adherence to specific theological doctrines, creeds, and teachings as central to religious identity. In traditions where orthodoxy is emphasized, maintaining and professing the correct set of beliefs is considered essential.
Orthopraxy: An emphasis on correct practice, rituals, and conduct within a religious tradition. Orthopraxy focuses on the observance of prescribed rituals, ceremonies, and ethical behaviors as central to religious life. In many polytheistic and pagan traditions, including Heathenry, orthopraxy is often prioritized over strict adherence to specific beliefs.
Outlaw: In Norse society, an outlaw (or "outlagr") is someone who has been declared outside the protection of the law due to committing a serious crime. Being outlawed was a severe punishment, as it meant the person could be killed without legal consequences, and they lost all social and legal rights. Outlaws were often forced to live in the wilderness, isolated from society, and the term is synonymous with extreme social and legal exile.
Polytheism: The belief in and worship of multiple gods and goddesses. Polytheism is a fundamental aspect of Heathenry and many other ancient and modern religions. It recognizes the existence of a diverse pantheon of deities, each with unique attributes, powers, and areas of influence. This belief system allows for a rich tapestry of myths, rituals, and religious practices that honor different gods and their roles in the natural and spiritual world.
Proto-Indo-European: The hypothetical common ancestor of the Indo-European language family, believed to have been spoken by a prehistoric people around 4500-2500 BCE. Proto-Indo-European (PIE) is reconstructed through comparative linguistics, and it forms the basis for understanding the development of a wide range of languages, including Latin, Greek, Sanskrit, and Old Norse. The study of PIE provides insights into the shared cultural and mythological elements of the ancient peoples who spoke these languages, offering a glimpse into the early roots of many modern linguistic and cultural traditions.
Ragnarök: The prophesied end of the world, featuring a great battle and the death of many gods. Ragnarök is a cataclysmic event in Norse mythology that foretells the destruction and rebirth of the cosmos. It involves a series of natural disasters, battles between gods and giants, and the ultimate demise of key figures like Odin, Thor, and Loki. Despite the destruction, Ragnarök also heralds a new beginning, with the world emerging anew and life continuing.
Reciprocity: A core principle in Norse culture and Heathenry, emphasizing the mutual exchange of benefits, favors, and obligations between individuals and groups. Reciprocity ensures that gifts and services are returned in kind, fostering balanced and equitable relationships. It underpins the gifting cycle and is crucial for sustaining social harmony, respect, and interconnectedness within the community.
Reconstructionism: A method in modern Heathenry that seeks to reconstruct historical practices as accurately as possible. Reconstructionism involves the careful study and revival of ancient religious practices, rituals, and beliefs based on historical sources and archaeological findings. This approach aims to practice Heathenry in a way that is faithful to its historical roots, while also adapting to contemporary contexts. Reconstructionists prioritize authenticity and historical accuracy in their religious observances.
Rokkr: A term used in modern Heathenry to refer to a group of spiritual entities associated with chaos, darkness, and the forces that bring about the end of the world in Norse mythology. These deities, often seen as antagonistic to the venerated Aesir and Vanir gods, include figures such as Loki, Sure, Fenrir, and Jormungandr. The Rokkr beings are linked to the concept of Ragnarok, the prophesied apocalypse in Norse mythology.
Runes: The alphabets used by the Germanic peoples, believed to have magical properties. Runes are more than just a writing system; they are also symbols imbued with esoteric and mystical significance. Each rune has its own meaning and associations, used for writing, divination, and magical practices. The most well-known runic alphabets are the Elder Futhark, the Younger Futhark, and the Anglo-Saxon Futhorc.
Runestone: A stone inscribed with runes, often used as memorials or markers. Runestones are monuments carved with runic inscriptions, typically commemorating notable individuals, events, or deeds. They serve as both historical records and cultural artifacts, offering insights into the language, art, and social structures of the societies that created them. Runestones are found throughout Scandinavia and other regions influenced by Norse culture.
Saga: A narrative or story, often detailing the history of families, heroes, and gods in Norse culture. Sagas are prose accounts that blend historical facts with mythological elements, recounting the exploits of legendary figures, the genealogies of noble families, and significant events. These stories, written primarily in Iceland during the medieval period, provide valuable insights into the beliefs, values, and social structures of Norse society.
Seax: A type of single-edged knife or short sword used by the Germanic tribes, including the Norse and Anglo-Saxons. The seax was a versatile weapon and tool, characterized by its broad blade and sharp point. It was commonly carried by warriors and civilians alike for combat, hunting, and everyday tasks. The seax holds cultural significance, symbolizing personal honor and utility, and it is often depicted in archaeological finds and historical records from the early medieval period.
Seiðkona: A female practitioner of seiðr, a type of Norse magic. Seiðkona were respected and often feared for their ability to perform magical rites, cast spells, and foretell the future. They served as spiritual guides, healers, and mediators between the human and supernatural realms. Their practices were considered powerful and sometimes controversial, reflecting the complex nature of seiðr in Norse culture.
Seiðr: A form of Norse magic and shamanism involving prophecy and altering reality. Seiðr practices included trance-inducing techniques, ritual chanting, and the manipulation of natural forces to achieve desired outcomes. Practitioners, often led by a seiðkona or seiðmaðr (male seiðr practitioner), sought to gain insight into the future, influence events, and communicate with spirits. Seiðr was closely associated with the goddess Freyja and the god Odin, who were both skilled in its use.
Shared Personal Gnosis: A term in contemporary Heathenry and other modern pagan practices referring to spiritual insights, experiences, or revelations that are personal to an individual but are also recognized and validated by a wider community. Shared personal gnosis (SPG) occurs when multiple practitioners independently report similar spiritual experiences or interpretations, lending credibility and communal significance to these insights. This concept contrasts with Unverified Personal Gnosis (UPG), which is based on individual experiences that may not be widely acknowledged.
Sigil: A magical symbol used in rituals and spells. Sigils are crafted with intent, often by combining specific runes or creating unique designs, to represent a desired outcome or invoke certain powers. These symbols are used in various magical practices to focus energy, protect against harm, or bring about specific changes. The creation and activation of sigils are important aspects of Norse and modern magical traditions.
Sigrblot: An ancient Norse sacrificial festival held in the spring to honor the gods and ensure victory in upcoming battles and success in endeavors. The term "Sigrblot" combines "sigr," meaning victory, and "blót," meaning sacrifice. This ritual was dedicated particularly to Odin, the god of war and wisdom, seeking his favor and blessings for strength, protection, and triumph.
Skald: A poet or bard in Norse culture who composes and recites verses. Skalds played a crucial role in preserving and transmitting oral traditions, using their poetic skills to create and perform epic tales, praise poetry, and historical accounts. Their work was highly valued in Norse society, as it not only entertained but also reinforced cultural values, honored heroic deeds, and preserved the memory of significant events and figures.
Skaldic Verse: A form of complex and highly stylized poetry composed by skalds, the poet-historians of the Norse and Icelandic courts. Skaldic verse is characterized by its intricate use of meter, alliteration, and kennings—metaphorical expressions that replace simple nouns. This type of poetry was used to celebrate heroes, commemorate significant events, and praise patrons. The skaldic tradition required great skill and creativity, and its works are valued for their historical and literary significance in preserving Norse culture and mythology.
Skeggǫld: The term meaning "age of axes," often used to describe a time of war or conflict. Skeggǫld refers to periods marked by intense warfare and strife, highlighting the prevalence of violence and the reliance on weapons like axes in battle. This term encapsulates the brutal reality of Norse life during times of conflict and the constant readiness of warriors to defend their communities and seek glory.
Soft Polytheism: A belief system in which multiple gods and goddesses are viewed as different aspects or manifestations of a single, underlying divine reality or source. In soft polytheism, deities are often considered interconnected, representing various facets of the same divine essence, rather than entirely separate beings.
Sörla þáttr: A short saga or story within the larger context of Norse sagas. Sörla þáttr, or "The Tale of Sörli," is a brief narrative that forms part of a larger saga collection. These short stories provide additional context, character backgrounds, and events that enrich the main saga's narrative. They often highlight specific themes or moral lessons and contribute to the overall tapestry of Norse literary tradition.
Soul Complex: In Norse mythology and spirituality, the concept that the human soul is composed of multiple interconnected parts, each with distinct functions and characteristics. These components often include the lik (the physical body), the hamr (the shape of the spirit), the hugr (thought/mind), the mynd (memory), mod (mood) wod (madness/ecstasy), the fylgja (a protective spirit or fetch), the hamingja (luck or fortune), mægan (spiritual power), orlog (primal law), aldr (lifespan), and the önd (breath of life). The soul complex reflects the multifaceted nature of human existence and the belief in a deep connection between the physical and spiritual realms, with each part playing a role in an individual's life and destiny.
Spákona: A female seer or prophetess in Norse tradition. Spákonas were revered for their ability to see into the future and provide guidance based on their visions. They often performed their divinations through rituals involving trance states, rune casting, or interpreting natural signs. The wisdom and foresight of a spákona were highly valued in Norse society, and their counsel was sought in matters ranging from personal decisions to community affairs.
Stalli: An Old Norse term referring to an altar or platform used in religious ceremonies and rituals. The stalli served as a sacred space where offerings and sacrifices were presented to the gods, spirits, and ancestors. Often constructed from stone or wood, these altars were central to the performance of blóts (sacrificial rituals) and other devotional practices, symbolizing the connection between the human and divine realms in Norse spirituality.
Stave: A term for a rune or runic letter. Staves are the individual characters in the runic alphabets used by Germanic peoples. Each stave has its own meaning and phonetic value, and they are used in writing, magical inscriptions, and divination. The term emphasizes the runes' dual role as both letters for communication and symbols imbued with spiritual significance.
Steads: Sacred spaces or sites used for rituals and gatherings. Steads are locations designated for religious ceremonies, community meetings, and other important events. These sites can be natural features, such as groves or springs, or constructed spaces like temples or altars. Steads serve as focal points for communal worship, connecting the participants with the divine and the natural world.
Sumbel: A ritual drinking ceremony involving toasts, boasts, and the honoring of gods, ancestors, and heroes. Sumbel is a formal gathering where participants share drinks, make toasts, and recount stories or achievements. The ceremony strengthens social bonds, reaffirms communal values, and pays homage to deities and ancestors. It is a central practice in Heathenry, reflecting the importance of fellowship and the oral tradition.
Svartalfheim: The realm of the Dwarves, also known as Nidavellir. It is a dark, subterranean world where the Dwarves craft their renowned creations, including magical items and powerful weapons for the gods. The Dwarves are master smiths and artisans, known for their skill and craftsmanship.
The Troth: An international organization dedicated to the practice and promotion of Heathenry, particularly Ásatrú. Founded in 1987, The Troth provides resources, education, and support for individuals and kindreds practicing modern Norse paganism. It emphasizes inclusivity, scholarship, and the revival of pre-Christian Germanic religions, fostering a community that values historical accuracy, ethical behavior, and spiritual growth.
Thingstead: The site of a Thing or assembly, often a sacred space for legal and political gatherings. A Thingstead is the designated location where community members gather to discuss legal matters, resolve disputes, and make collective decisions. These sites hold significant cultural and spiritual importance, serving as places of governance and social cohesion. They are often marked by specific landmarks or structures that denote their sacred status.
Thule: A term used by ancient geographers to describe a distant northern land, sometimes associated with Iceland or Greenland. Thule represents the farthest reaches of the known world, a remote and mysterious place often depicted in classical literature and maps. It symbolizes the unknown and the adventurous spirit of exploration, capturing the imagination of ancient and medieval scholars and travelers.
Thule Society: A German occultist group that drew on Norse mythology, though not directly related to Heathenry. The Thule Society, active in early 20th-century Germany, incorporated elements of Norse and Germanic mythology into its esoteric beliefs and practices. Despite its use of mythological themes, the society's ideologies and activities are distinct from modern Heathenry and have controversial historical associations, particularly with nationalist movements.
Thyle: An Old Norse term referring to a court or assembly official who served as a spokesperson, counselor, and poet. The thyle was responsible for preserving and reciting oral traditions, offering sage advice, and sometimes acting as a challenger or critic in debates. This role required a deep knowledge of lore, eloquence, and wisdom, making the thyle an important figure in Norse society. In the context of sumble, a ritual drinking ceremony, the thyle played a crucial role by overseeing the proceedings, ensuring proper etiquette was followed, and sometimes challenging the boasts and oaths made by participants to maintain the ceremony's integrity.
Ting/Thing: An assembly or gathering for legal and political matters. A Thing is a traditional Norse meeting where free men come together to discuss laws, settle disputes, and make decisions affecting the community. These assemblies were crucial for maintaining order and governance in Norse society, embodying the principles of collective decision-making and legal accountability.
Tribalism: A social structure in which people are organized into tribes or clans, often characterized by strong loyalty and kinship ties within the group. Tribalism emphasizes the importance of familial and communal bonds, collective identity, and mutual support. In the context of Norse society, tribalism was a fundamental aspect, with clans and families forming the basic units of social organization and governance. It is also a term used by modern Heathens seeking to emphasize these values.
Troth: Faith or loyalty, often used to describe devotion to the gods. Troth signifies the deep commitment and trust placed in the divine, encompassing both religious faith and personal integrity. It reflects the values of loyalty, honor, and steadfastness in one's beliefs and actions. In modern Heathenry, troth is a central concept, guiding adherents in their spiritual practices and relationships.
Úlfheðnar: Warriors who fought with the spirit of wolves, similar to berserkers. Úlfheðnar were fierce Norse warriors who wore wolf pelts and were believed to channel the ferocity and strength of wolves in battle. They were part of elite warrior cults that entered a trance-like state, making them nearly invincible and fearless in combat. Their wild and primal fighting style struck terror into their enemies and showcased their deep connection with the animal spirits.
Universalism: The belief that anyone may practice Heathenry, regardless of their race or ethnicity. Universalist Heathenry emphasizes inclusivity and the idea that spiritual practices and beliefs are accessible to all, irrespective of their background. This perspective contrasts with folkish interpretations that stress ancestral and cultural connections. Universalists focus on shared human experiences and values, promoting a welcoming and diverse community.
Unverified Personal Gnosis (UPG): Personal spiritual experiences and insights that are not corroborated by historical sources. UPG refers to individual revelations, intuitions, or mystical experiences that contribute to one's spiritual understanding but lack historical validation. In modern Heathen practice, UPG is often respected as a source of personal insight, while practitioners also strive to balance these experiences with historical knowledge and community consensus.
Utangard: A term referring to the outer world or the wilderness, representing chaos, danger, and the unknown. Utangard lies beyond the boundaries of the inangard, encompassing everything that is foreign, wild, and uncontrollable. It symbolizes the threats and challenges that exist outside the safety of the community, often associated with outlaws, enemies, and supernatural forces.
Utgard: The realm of the giants, located outside the ordered world. Utgard, or Útgarðr, is a chaotic and wild realm inhabited by the Jotnar (giants) in Norse cosmology. It lies beyond the boundaries of the structured worlds of gods and humans, representing the forces of chaos and nature. Utgard is often depicted as a place of great danger and challenge, testing the courage and strength of those who venture into it.
Urðarbrunnr: Also known as the Well of Urd or the Well of Fate, this well is located beneath another root of Yggdrasil in Asgard, the realm of the gods. Urðarbrunnr is tended by the Norns- Urd (Past), Verdandi (Present), and Skuld (Future)- who weave the fates of all beings. The waters of this well are crucial for sustaining Yggdrasil, symbolizing the interconnectedness of fate, time, and existence.
Urglaawe: A modern pagan tradition rooted in the folk practices and beliefs of the Pennsylvania Dutch, specifically those of Germanic origin. The term "Urglaawe" translates to "original faith" and seeks to reconstruct and revive the pre-Christian traditions of the Germanic peoples who settled in Pennsylvania. This practice involves the veneration of deities from the Germanic pantheon, the observance of traditional festivals and rituals, and the incorporation of folk magic and healing practices. Urglaawe emphasizes a deep connection to nature, community, and the ancestral heritage of the Pennsylvania Dutch.
Valhalla: Odin’s hall where slain warriors prepare for Ragnarök. Valhalla is the majestic hall in Asgard where Odin welcomes warriors who have died bravely in battle. These chosen heroes, known as the Einherjar, spend their days training for the final battle of Ragnarök and their nights feasting. Valhalla represents honor, bravery, and the eternal reward for those who live and die with valor.
Valknut: A symbol consisting of three interlocking triangles, often associated with Odin and the afterlife. The Valknut is a powerful and enigmatic symbol found on various runestones and artifacts. It is linked to Odin and signifies themes of death, transition, and the warrior's journey to the afterlife.
Valkyrie: Warrior maidens who choose slain heroes to take to Valhalla. Valkyries are divine female figures who serve Odin by selecting the bravest warriors who have fallen in battle to be taken to Valhalla. They ride through battlefields on winged horses, guiding the souls of the chosen to their eternal reward. Valkyries embody the values of courage, loyalty, and the sacred duty of warriors.
Vanaheim: The realm of the Vanir gods, who are associated with fertility, prosperity, and nature. The Vanir, including deities like Njord, Freyr, and Freyja, originally warred with the Aesir but later made peace and exchanged hostages, including the Vanir gods Frey and Freyja who live in Asgard.
Vanatru: A branch of modern Heathenry focusing on the worship of the Vanir gods. Vanatru practitioners primarily honor the Vanir, a group of gods associated with fertility, prosperity, and nature. Key deities include Freyr, Freyja, and Njord. Vanatru emphasizes harmony with the natural world, agricultural cycles, and the nurturing aspects of the divine.
Vé: Sacred spaces or shrines dedicated to the gods. Vé are holy sites where Heathens conduct rituals, offer sacrifices, and commune with the divine. These sacred spaces can be natural locations, such as groves or springs, or constructed altars and temples. Vé serve as focal points for religious activity and spiritual connection.
Verified Personal Gnosis: A term in contemporary Heathenry and other modern pagan practices referring to spiritual insights, experiences, or revelations that have been corroborated by historical sources, traditional lore, or the collective experiences of a larger community. Verified personal gnosis (VPG) bridges the gap between personal spiritual experiences and established tradition, providing a level of authenticity and acceptance within the broader religious context. This contrasts with Unverified Personal Gnosis (UPG), which lacks such external validation.
Vetrnaetr: The Winter Nights festival, marking the beginning of winter in the Norse calendar. Vetrnaetr, or Winter Nights, is a celebration held in late autumn to honor the end of the harvest and the beginning of winter. It is a time for feasting, sacrifices, and thanking the gods and ancestors for their blessings. This festival emphasizes themes of transition, survival, and the cyclical nature of the seasons.
Víg: Old Norse term for battle or combat. Víg denotes conflict and warfare, highlighting the importance of martial prowess and bravery in Norse culture. This term encompasses the physical and strategic aspects of battle, as well as the honor and glory associated with warrior traditions.
Vættir: Spirits or wights, including landvættir and housevættir, that inhabit natural and domestic spaces. Vættir are supernatural beings that dwell in various environments, such as landvættir (land spirits) and housevættir (house spirits). They are believed to influence the well-being of their surroundings and are honored through rituals and offerings to maintain harmony and receive their blessings.
Vitki: A practitioner of Norse magic and runes, often a wise person or sorcerer. A vitki is skilled in the use of runes, spells, and magical practices, serving as a mediator between the human and spiritual realms. They possess deep knowledge of the mystical arts and are respected for their ability to manipulate natural and supernatural forces for various purposes.
Völva: A seeress or prophetess in Norse tradition, skilled in magic and divination. A völva is a highly regarded female practitioner who possesses the ability to foretell the future and perform powerful magic. She often enters trance states to communicate with spirits and gain insights. Völvas play crucial roles in guiding communities through their prophecies and spiritual wisdom.
Wain: An Old English term for a wagon or cart, often used in rituals or processions. A wain is a vehicle traditionally used for transportation in agricultural and ceremonial contexts. In rituals, it can serve as a symbolic means of carrying offerings, sacred objects, or participants, emphasizing the connection between daily life and spiritual practice.
Walpurgis Night: A traditional celebration on April 30th, often involving bonfires and festivities. Walpurgis Night marks the transition from winter to spring and is celebrated with bonfires, dancing, and merrymaking. The festival has roots in various European traditions and is associated with the protection against evil spirits and the welcoming of warmer weather.
Warg: In Norse mythology and sagas, a warg (or vargr) is a term used for a wolf, often with a connotation of being a monstrous or evil creature. The term is also used metaphorically to refer to an outlaw or someone who is considered a criminal and outside the protection of the law. Wargs are frequently depicted as fearsome beasts that symbolize chaos and destruction.
Wassail: A traditional toast to health and prosperity, often performed during Yule. Wassail involves drinking a warm, spiced beverage and offering toasts to ensure good health, fertility, and abundant harvests. This custom is part of the Yule celebrations, reinforcing community bonds and expressing gratitude and well-wishes.
Wergild: A compensation payment for injury or death, reflecting the value of a person in the community. Wergild, or "man price," was a legal practice in Germanic societies where compensation was paid to the family of a person who was injured or killed. The amount varied based on the individual's social status and the nature of the offense. This system aimed to restore balance and prevent feuds.
Weoh: An Old English term for a sacred object or altar. A weoh refers to an item or structure used in religious ceremonies to honor the gods and spirits. These sacred objects serve as focal points for worship, offerings, and rituals, representing the divine presence and facilitating spiritual connection.
Wights: Spirits or beings inhabiting natural and domestic spaces, similar to vættir. Wights are supernatural entities that play an integral role in Heathen cosmology and daily life. They include landvættir (land spirits) and housevættir (house spirits), who are believed to protect and influence their respective domains. Honoring wights through offerings and rituals helps maintain a harmonious relationship with these spirits, ensuring their goodwill and support.
Wild Hunt: A mythological event where a spectral group of hunters, often led by Odin, rides through the sky. The Wild Hunt is a ghostly procession that sweeps across the night sky, bringing omens of war, death, or other significant changes. Participants in the hunt include gods, spirits, and the souls of the dead. The sight or sound of the Wild Hunt is considered a powerful and sometimes ominous sign, reflecting the mystical and unpredictable nature of the supernatural world.
Wyrd: The concept of fate or destiny, interconnected with the actions and events of the past, present, and future. Wyrd is a central idea in Norse and Germanic thought, representing the complex web of causality that shapes one's life. It acknowledges that while individuals have free will, their choices and actions are intertwined with the larger, unalterable flow of destiny. Wyrd emphasizes the importance of honor and integrity, as each action contributes to the overall tapestry of fate.
Wyrm: An Old English term for a serpent or dragon, often used in myths and legends. Wyrms are mythical creatures that symbolize various aspects of nature and the supernatural. They are often depicted as formidable and wise beings, guarding treasures or ancient secrets. The term highlights the rich symbolism of serpents and dragons in mythology, representing both danger and knowledge.
Wæs Hael: An Old English toast meaning "Be well," often used during rituals and celebrations. Wæs Hael is a traditional greeting and blessing, commonly exchanged during communal gatherings such as feasts and seasonal festivals. It expresses good wishes for health and prosperity, reinforcing social bonds and the collective well-being of the community.
Yggdrasil: The World Tree that connects all Nine Worlds in Norse cosmology. Yggdrasil is a colossal ash tree that stands at the center of the universe, with its roots and branches extending into the various realms, including Asgard, Midgard, and Hel. It is a symbol of the interconnectedness of all life and the axis around which the cosmos revolves. Yggdrasil is also associated with knowledge, as Odin hung from its branches to gain the wisdom of the runes.
Ymir: The primordial giant from whose body the world was created. In Norse creation myths, Ymir is the first being to emerge from the primordial void of Ginnungagap. The gods Odin, Vili, and Vé slew Ymir and fashioned the world from his body: his flesh became the earth, his blood the seas, his bones the mountains, and his skull the sky. Ymir's death and transformation signify the birth of the ordered cosmos from primordial chaos.
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