"We come from the land of the ice and snow, From the midnight sun where the hot springs flow. The hammer of the gods will drive our ships to new lands, To fight the horde, singing and crying: Valhalla, I am coming!
On we sweep with threshing oar, Our only goal will be the western shore.
We come from the land of the ice and snow, From the midnight sun where the hot springs blow. How soft your fields so green, can whisper tales of gore, Of how we calmed the tides of war. We are your overlords.
On we sweep with threshing oar, Our only goal will be the western shore.
So now you'd better stop and rebuild all your ruins, For peace and trust can win the day despite of all your losing."
-Led Zeppelin, Immigrant Song
Posted: Mon Jul 06, 2015 12:45 pm
1|| Opening 2|| Navigation 3|| Totem 4|| Territory 5|| Ways of Life 6|| Roles 7|| Enemies & Allies 8|| Metaplots 9|| Joining 10|| Members 11-15|| Reserved
The Dragon is known to be a seeker of knowledge. Dragons are known to be the keepers of lore for the mortal planes. They are righteous in nature, with a volatile temper and a fierce loyalty to protect friends and family. Dragons are known to keep things that are no longer useful, usually hording odds and ends thinking that someday they will need them. They shake off fear and sorrow and become invulnerable, leading onward through all pain.
The owl can see beyond the veil of deception and illusion, allowing no trickery to sway it. It also symbolizes the ability to cut through illusions and see the real meaning of someone’s action or state of mind. The owl sometimes represents death, or a very great change in life - dependent on how you portray it.
The bear is a consummate mother, caring for her young with observable devotion. Indeed, the bear is a symbol of motherhood and child protection. However, there is a unfathomable power surging just beneath the surface of the bear that is potentially explosive. Bear has imminent domain, and when it deems that space altered, it is fully prepared to defend. Woe be to the one who provokes the wrath of the bear. In this powerfully impressive display of defense and aggression therein lies sovereignty, courage and themes of the warrior and their need for strength in battle.
Posted: Mon Jul 06, 2015 12:46 pm
Hjordheim, or simply put, Herd Home - is the location (located in blue on the map) of where the great Snaerblod (snowblood) Tribe makes it's day-to-day livelihood. It is believed this is where the herd truly originated from by the hands of the Olfattir. It is as close to Valhalla as one can get without dying a warrior's death.
Hjordheim consists of several caves that lead deep into the mountainside. Tunnels lead downward into the center area of the mountains, where pooling hot water forms natural hot springs, keeping the interior warm and comfortable. Holes above allow air to circulate through the caverns and sunlight to pass through and allow the possibility of plant life to thrive. It is not uncommon to see corrals built against the walls with goats and other meaty wildlife to feed the carnivores of the herd. In the center of the great caverns stands of raised dais of natural rock. This acts as a sort of "throne" for the Queen. She sees all from here, and none can escape her gaze.
The traveling grounds (located in green) that the war-bands protect and guard is expansive, but the closest to Hjordheim is both the most populated, and the most densely guarded. Dependent on the time of the year, sometimes it is common for the war-bands to travel as far as the Secluded Grove looking to pillage from lone herds and take prisoners of those who they better in battle.
To live in the mountains is no easy task. It is a savage, unforgiving place with no sympathy given to the weak. Allow the glittering snow and ice to weaken you, and you will not survive - likely to be an easy meal to a scavenger or be left to turn into an unappetizing block of frozen flesh. Only the strong will survive the cold, only those who carry the flames of the Olfattir in their blood will deter the ever-approaching Era of Ice and the monsters and gripping fear that will come with it. There lives many such families in the mountains with the Blood, but the main one who survives and thrives is the Snærblod Tribe. This is where the different families that range and survive on the high peaks originate from. They are fearless and ruthless, with a domineering spirit that seeks to spread their influence and territory to the edges of the sky, where Olfattir rises and sets each day. They are nomadic in nature, nearly always traveling unless they are in the home territory near the top of the tallest peak in the Eastern Mountains. This place they call Old Home, for it is where they believe the Blood originated, and where Olfattir and Olmattir first visited the world where mortals walk. They are deeply protective of their family, and are on first glance hostile to outsiders. Those who don't belong or are unfamiliar are frowned down upon until they prove they are of no threat to the Clan.
Very few roles within the Tribe are gender-controlled. Males and females alike are allowed to be who they want to be. Whether that is a male becoming a dancer or entertainer, or a female deciding she wants to reign over a war-band in service of her Queen. Males are allowed to be feminine. Females are allowed to be masculine. They are not bound by their gender. There is one universal clause: "You are the ruler of your flesh. You are who the Olfattir has made you in your blood."
As with gender roles, you are not bound by your gender in who you must love or not love. It is not uncommon in the Tribe to see lovemates together and proudly displaying their love and devotion to one another. Whether you are in love with a male, female, Usdia or yourself... You are free to love whom you want here.
Family is everything here. Whether you are related by blood or not, those who stand beside you in combat or grow up with you within Hjordheim. To mistreat your family is to mistreat yourself and it is frowned upon. To attack family with malicious intent is seen as the highest offense and can lead to the offender being expelled from the Tribe, never to be allowed to return.
Names of those born within the Tribe will follow the convention of being of Norse, Scandinavian, Germanic or Norwegian in origin.
During pregnancy, the mother-to-be would draw blood from her body or a paw (if she had them) with a needle or sharp stone, and use the blood to draw protective runes on a piece of wood, before spinning three lengths of linen thread. One length of thread would be left white and pure. Another would be dyed red. And the third would be dyed black. The rune-blooded wood would be burned and the ashes added to beer or mead to celebrate the birth and embolden the family with protection. The sections of linen thread were burned apart into separate, equal-length threads using a brand from the fire. It is then soaked in boiling salt water collected from the hot springs deep within the caverns. It is then left to dry in a secret place only the mother knows of for three days. The threads were carefully saved until the day of the birthing when the black threads, representing death and bad luck, were burned and the ashes buried. The white thread, representing purity, was used to tie the cord at birth. The red thread, representing the blood of family, was strung with a bead (normally a stone or other material that is special to the mother) and tied on the foal's basket for protection.
Stone or carved bear teeth were used as a common charm for birthing. The mother might also choose to wear charms, and perhaps as jewelry, during labor and should also be sure to untie and unknot everything that she can in her room as knots are also thought to delay or complicate the birth. Even the hair might be kept loose to avoid any possible ties or knots.
There are also runes associated with birthing. These are normally written upon the basket which will hold the foal by priestesses. Otherwise the runes chosen can be drawn or traced on the legs or body of those helping and on the abdomen of the laboring mare.
|| Death
The usual grave for a thrall was probably not much more than a hole in the ground. He was probably buried in such a way as to ensure both that he did not return to haunt his masters and that he could be of use to his masters after they died. Slaves were sometimes sacrificed to be useful in the next life, but this is not a common practice within the herd as lives were a scarcity as-is and every living body is needed to survive. A free man was usually given weapons and other equipment to better serve him/her in the afterlife. An artisan, such as a blacksmith, could receive their entire set of tools. It is also common to burn the corpse and any grave offerings on a pyre. All that would remain was some incinerated fragments of metal and some bones. The pyre was constructed so that the pillar of smoke would be as massive as possible in order to elevate the deceased to the afterlife.
On the seventh day after the person had died, people celebrated the sjaund, or the funeral ale that the feast also was called since it involved a ritual drinking. The funeral ale was a way of socially demarcating the case of death. It was only after the funeral ale that the heirs could rightfully claim their inheritance. If the deceased was a widow or the master of the homestead, the rightful heir could assume the high seat and thereby mark the shift in authority.
|| Rites of Passage When a mare or stallion comes of age (becomes an adult), there are a few things they do to show that they are ready to shirk the veil of foalhood and carry the mantle of adulthood. The first step is for the foal to venture deep into the caverns to the rock pools that bubble up from beneath the earth's surface and fill the dark hotsprings with boiling water. The foal must bathe in the waters to cleanse themselves. Once they are clean and dry, the priestesses draw runes in animal blood (normally goats from the sacrificial herd under the Blótgyðiur's care) upon their bodies symbolizing strength ( ᚢ ), honor ( ᛊ ᛋ ) and fortune ( ᚠ ). When finished, the foal is lead solemnly and silently out into the snows. From here the foal must climb to the sacred peak above Hjordheim. It is a hard, and very dangerous climb. The mountain is unforgiving, with high winds and sudden snowstorms commonplace, and the reality of slipping off ledges to your death. Some foals do not survive. Those who do make it to the peak will find a cave where an altar has been made to Olfattir and Olmattir. There the foal must pray in silence until dawn. When the light breaks, they may climb back down the mountainside where the foal's family awaits. Still silent, the foal ventures back into the caverns to once again meet with the priestesses. Standing in front of the great Totem, the Priestesses cut the foal - some on the paw, those without are cut on their snout. The foal then makes his or her mark upon the Totem in blood. Some make a game of it by trying to reaching the Dragon at the top, but few are successful. Afterward, the silence is finally broken with great cheers from the family of the now-considered adult and Tribe members present during the ceremony. Celebration is commonplace, with feasting and merrymaking abound. Congratulations, you are now able to choose your role in society!
|| War-bands A war-band is a contingent of warriors who have come together seeking riches, glory and fame. Some war-bands are small in number, while others can be small armies - this is dependent on how many the Queen or Jarl seeks to create. The war-bands are lead by either a Huskarl or Herse, with Thagns being second-in-command. Quite a bit of training goes into becoming a part of a war-band. Weakness is not tolerated within the war-band, for if you are weak, you threaten the safety of your fellow dreng. The job of a war-band is to travel across the territory guarding against intruders and attacking any of those who might slip into the land without heeding the territorial boundaries. It is also common for them to attack neighboring herds for the sheer pleasure of battle and the prospect of treasure and bringing possible useful slaves back to Hjordheim.
|| Outsiders Those who are not a part of the Tribe are nearly always viewed with much hostility and distrust. It takes much effort on the strangers' part to dispel this. It is not unusual for visiting herds -even those with the Queen's permission - to be under constant watch by Tribe members. Any sudden movement or hostile words could easily cause them to attack. Traders are the only exception to the hostile surveillance, as they contribute to the Herd in one way or another.
|| War It is very rare for the Queen to call for war upon another. But when she does, it is normally for good reason. If another herd threatens the safety and well-being of the Tribe, war will be waged without hesitation. Those who try and take over territory will swiftly realize that they are making a grave mistake. The Tribe will not simple warn the intruders - no, by the time war is called blood will be the answer. Separate war-bands become one massive, terrifying force that will sweep across the lands for the sole purpose of killing their enemies.
|| Allies Allies are treated very much like family, and the saying "You scratch my back - I'll scratch yours." is very true here. Herds who look to the Tribe for protection from their own enemies may earn it by either being useful to the Tribe (trading, etc) or by giving a foal to them as a ward to ensure there would be no going back on promises made. The wards are treated well, and in most instances, grow alongside the Queen's own family members, or another chosen family. If an ally of the Tribe is ever in trouble and they call upon them for protection - and they have done nothing to jeopardize the friendship - can expect that whoever perchance has decided to go against them will surely regret it.
|| Love/Lifemating Love is treated very openly in the Tribe. If a mare wants to love another mare, she is free to do so. The same goes with stallions. The gods do not see love as being defined or confined between the opposite sexes. Love is love. If someone of a normal size wants to love a tiny Usdia, they may do so. The family elders would watch vigilantly of the number of visits potential suitors would pay towards their young grandchildren, and would normally need their blessings. As savage as the Tribe may appear outwardly, it is not unheard for suitors to be poetic and lyrical in their pursuit of the one they love. When the courtship was accepted between families, a mutual dowry would be exchanged between the two families as a way to mingle the wealth together and become one family. After this, a matehood ceremony would be performed, normally with a priestess present to act as witness for the gods. The courting lovers would share vows between one another and recite prayers and promises. At this point, the priestess would tie a white thread or fur strand around the right front leg of the two, and recite a binding prayer for their happiness and prosperity. This would conclude the ceremony. Afterwards there would be much merrymaking and celebration between the families as they mingled as one.
|| Worship Religion and the worshiping of the many gods that the Tribe believe in is an integral part of everyday life here. Most families have an altar they create where they do their daily prayers, normally it is a simple thing made of stacked rocks, it is known as a hörgr. There is also a more elaborate altar built by the priestesses deep within the caverns where they make up their residence and do most of their prayers. This is area is known as Uppsala and is a protected place where only those worthy may tread.
Devotion to deceased relatives is also very common within the Tribe. Ancestors constitute a widespread amount of worship here, considering many ancestors were great warriors and Tribe members. They pray to the ancestors for many things - from healthy children, to protection in battle.
Sacrifices to the ancestors and gods is also a common practice and could be comprised of inanimate objects, animals or, albeit extremely rare, Tribe members. There are three reasons for a sacrifice that involves blood or killing: religious festivals, during funerals, and during times of great need for the gods protection and attention.
|| Gods & Goddesses
Common Gods Worshiped:
Baldur - God of beauty, innocence, peace, and rebirth Bragi - God of poetry, music Dagur - God of the daytime Delling - God of dawn Forseti - God of justice, peace and truth Freyr - God of fertility Höðr - God of winter. Hœnir - The silent god. Kvasir - God of inspiration. Loki - Trickster and god of mischief Magni - God of strength. Máni - God of Moon. Njörður - God of sea, wind, fish, and wealth. Olfattir - God of war, associated with wisdom, poetry, and magic. Thor - God of thunder and battle. Týr - God of war. Also the god of the skies. Ullr - God of winter, hunt, and duel. Váli - God of revenge. Víðarr - God of the forest, revenge and silence.
Common Goddesses Worshiped:
Eir - Goddess of healing. Ēostre - Goddess of spring. Elli - Goddess of old age. Freyja - Goddess of love, fertility, and battle Frigg - Goddess of marriage and motherhood Gefjun - Goddess of fertility Hel - Queen of Helheim, the Norse underworld. Hlín - Goddess of consolation and protection. Iðunn - Goddess of youth. Jörð - Goddess of the Earth. Lofn - Goddess of forbidden loves. Nanna - Goddess of joy and peace Nótt - Goddess of night. Olmattir - Goddess of the moon and stars. Rán - Goddess of the sea. Sif - Goddess of harvest. Sjöfn - Goddess of love. Skaði - Goddess of winter. Snotra - Goddess of prudence. Sol (Sunna) - Goddess of Sun. Vár - Goddess of contract. Vör - Goddess of wisdom.
|| Festivals
Spring - Disting: Festival of the Idises. This festival occurs when the effects of Winter are beginning to lessen and the world prepares itself for Spring. Disting is characterized by preparing the land for planting. Disting is the time when the livestock (if owned) were counted and one's wealth was tallied; thus making it a festival of finance as well. It is said that new foals born during Disting were a sign of great prosperity for the coming year.
Ostara: Festival of Ostara (Eostre), the Spring Goddess. This is a festival of renewal, rejoicing and fertility, although for most of the mountain ranges, the forces of Winter is still in full effect. Gifts of colored stones are given to one's friends and loved ones and was a way of wishing them well for the coming season; a magical ritual of prosperity and fecundity. The rabbit and jackalope is the symbol of this festival as well because of it's re-emergence during this season, and for its reproductive ability. It is not uncommon for games to occur where colored stones and other baubles might be hidden throughout Hjordheim for young foals to find.
Summer - Walpurgis: The festival of Walpurgis, a night both of revelry and darkness. This is a nine night festival and is venerated as remembrance of the Olfattir's self-sacrifice to protect the realm of man from the encroaching Era of Ice. It is on the ninth night that he beheld the Runes of Protection, grasped them, and ritually died for an instant. At that moment, all the Light in the 9 worlds was extinguished, and utter Chaos reigned for a time. At the final stroke of midnight, the Light returns in dazzling brilliance, and the bale-fires are lit. On Walpurgisnacht (the ninth night), the dead have full sway upon the earth; it is the ending night of the Wild Hunt. When light returns to the world at dawn, it begins the festival of Thrimilci; the beginning of Summer. Thrimilci is a festival of joy and fertility, much like Ostara; however, most of the cold mountain range is finally escaping from the snow at this time.
Einherjar: A minor festival honoring the warriors who fell during battle and who ascended to Valhalla's halls. There is much drinking and feasting done on this day, with portions being burned to be sent up to Valhalla to share with their brethren.
Midsummer: Celebration of the Summer Solstice, when the power of the Sun is at its height. It is at this time that most foreign trade was conducted, as well as raiding. Thus, Midsummer was the festival of power and activity. It is not without its dark side though. Midsummer was recognized as the longest day of the year; thus, the year began to age after this time and the days begin to grow progressively shorter. The god Baldur is said to have been sacrificed at this time, but is reborn at Jul.
Autumn - Lithasblot: The harvest festival; giving thanks to Urda (Ertha) for her bounty. Often alms are given to the unfortunate at this time, or loaves in the shape of the fylfot (the Sun-wheel).
Harvest End (Mabon) : Mabon is a minor feast acknowledging the end of the Harvest Season, it is also associated with wine and mead-making. Most people held off the full celebration of this holiday, though, until the main festival of Winternights.
Winter - Winternights: The beginning of the winter season for the Tribe. Remembrances of the dead and one's ancestors were made during this feast. Winternights was a ceremony of wild abandon, and it marks the end of the summer season of commerce and travel and the beginning of the winter season of hunting. Much divination is done during Winternights to foretell the fates of those entering the coming year. It is said that if one sat on a barrow-mound (grave) all night long on Winternights, one would be gifted with a vision of what one's future contained. Winternights marked the beginning of the Wild Hunt, which would continue until Walpurgisnacht.
Jul: Celebration of the new year. This is a festival that last twelve days and nights. Each day, a group of specially picked hunters, chosen by the Queen, will go out to hunt the wild caribou and rams of the mountain range. The hunters compete among one another to bring down the largest animal and return it to Hjordheim for the Tribe to partake in. This is in celebration of what is called the Wild Hunt, where Olfattir and a retinue of gods race across the heavens hunting great cosmic beasts.
Thurseblot: A minor feast honoring Thor, the protector of Midgard. During this time, the height of the Storm season, Thor's power is invoked to drive back the frost Jotuns so that Spring may return to the realm of mortals.
Posted: Mon Jul 06, 2015 12:47 pm
Roles
The roles below are from Greatest to Least importance within the Clan.
Social Structure
.:.Queen.:. This title is self explanatory. This role is filled by a female of the highest bloodline, believed to be descended from Olmattir and Olfattir themselves. She is responsible for the laws and wellbeing of her people.
.:.Áðrelska.:. ( Literally "first love" ) The name is a little misleading as it is common for the Queen to mate with many. Whether this is out of love, pleasure, or the will to create heirs for the Tribe is up to the Queen. But there is always one among them, one that draws the Queen's eye and heart more than anyone else. This mare or stallion is bestowed the title of Áðrelska. It could be a strong creature, or a demure beauty who makes her heart flutter. A Queen's heart is an indecisive beast!
.:.Jarl.:. (Families must be approved by the Queen before being established, i.e. becoming a Jarl) Fully independent lordship, some hold lands by right of inheritance, others ruthlessly fight their way to power. Jarls are distinguished by their wealth, measured in terms of followers and treasure they might have. The eldest son (and rarely mare if no male blood exists) of the Jarl is on the fast track to becoming the next Jarl. But, by gaining enough fame and wealth, a Herse can become a Jarl. The power of a Jarl depends upon the goodwill of his supporters. The Jarl's essential tasks are to uphold the security, prosperity, and honour of his followers. A Jarl is second only to the Queen. This rank is one that occupies both social and military rank structure.
.:.Herse.:. Regional chieftains, answerable to a Jarl or the Queen. These leading stallions and mares are normally the fiercest warriors, taking pride of place within the centre of shield wall. A Herse will have many mares and stallions in their employ, including both the free and not-so-free. They will have at least one War-band, engaging the services of Huskarls (masters of combat) to better their skills. This rank is one that occupies both social and military rank structure.
.:.Skald.:. Brilliant composers of poetry and song. They tell and remember the oral history of their people. They were often employed by the Jarls, and even sometimes the Queen herself, to create poems about their great deeds and battles they have won. Because of both of these things they were considered very important and Jarls were judged by how many they had in their employ.
.:.Kaupmaðr.:. This means 'trader'. Appointment of this rank will bestow responsibilities which include handling or overseeing of all external and internal trade transactions. They have complete control of stock and availability. They also send requests to appropriate craftsmen to maintain said stock levels, etc. There will only be one Kaupmaðr per Jarl/Herse.
.:.Ráðningar.:. Ráðningar are chosen by their superiors to handle the introduction of new warriors into an established war-band. Not all warriors within a war-band would be born of servitude to the same master. Many a "northman" would seek their fortune alone, looking for the most profitable war-leaders to bolster their own purses and reputation. Ráðningar are vital to the assessment of like-minded warriors to create the ultimate shield wall, without them cohesion is far from assured.
.:.Frimager.:. This rank is a very expansive description of craftsmen. The individual titles associated with particular crafts would be too elaborate to mention singularly here. Once these ranks are achieved the appropriate title will be accorded the craftsman.
.:.Karl.:. Truly free land holding hunters and gatherers. This rank is very broad, ranging from the impoverished and low-bred to mares and stallions of wealth and local authority. They are allowed to - with the permission of the Queen or the Jarl of the land - cultivate it for the growth of plants, livestock or whatever suits their fancy.
.:.Bæcestre.:. The title is loosely translated to Baker, however in the instance of this usage will be a universal title to any who deal with the preparation of food for the herd. Anyone can claim to be a Bæcestre, some are better than others and are sought after by Jarls or other esteemed members.
.:.Thrall.:. Lowest in the social order are the Thralls or slaves. Whilst the main recruiting grounds for slaves are war, piracy and trade, their number also can include those born into slavery and various criminals. Those who fails to discharge their debts can become the slave of the creditor until they redeems the debt. Thralls have few rights and can hold no real power, so instead of being fined for lawbreaking they can be beaten, maimed or even killed.
Spiritual Organization
Völva (Female Roles - title covers ALL roles) To worship the gods is to become their conduit to the herd. They become the mouthpieces of the gods' will. Besides the gods, the only creature they show a loyalty to is the Queen herself, as she is said to be of their Blood. The priestesses normally are un-wed (never lifemated), but not necessarily celibate, as they are allowed to have children with the permission of both the High Priestess and the Queen. The priestesses have a rite within their ranks to become a priestess. Báltroða, or literally "firewalk", is the rite of passing through flames without fear of being burned and coming out unscathed and cleansed of the falsehoods that would claim others. When they leave the flames, their sisters will douse them in the sacred waters that they have procured from the mountain peaks.
.:.Yppersteprest.:. (High Priestess) High Priestesses have many responsibilities within the herd. She is responsible for the teaching of young priestesses and acolytes in the ways of prayer and the secret ways of the rituals - both the common ones done in public, and secret ones that are done among the priestess-hood only. She is skilled in how to keep calm in times of crisis, as well as how to calm her Tribe and subordinates. She is responsible for planning out festivals with the Queen, Skald and Kaupmaðr to make sure it is a successful and vibrant event. The High Priestess is also in charge of leading the Solstice festivals. She is also considered a sort of shoulder for her Tribe - she is a neutral creature is someone who they can approach and speak their woes or ask for blessings. It is believed that she has the ability to use magic, and with it also the ability to use curses. Most will never speak ill of the High Priestess for fear of the possible effects it might have on them. She is also responsible for the important role of training the next in line to be High Priestess when she passes on or steps down. This may be one of her own bloodline - or if she has not bore children to carry on her blood, the task will be to train a member within Sisterhood.
.:.Seidmadhr.:. (Seer/Oracle) Seers are mystics and soothsayers believed to have supernatural powers who can communicate with the gods and answer questions about the future and one's fate in life. The Tribe believe that their fate is already decided, and they turn to seers to translate the gods' wishes and intentions. Seers are fanatically devoted to their gods. Seers are sometimes also disturbed by their own visions, but have sworn a blood-oath to never reveal anything but the truth that is laid out by the gods. Sometimes Seers are deformed or are born blind or deaf, but this is believed as an affliction brought on by the gods and as such is seen as a blessing instead of a curse.
.:.Blótgyðiur.:. [Blood Priestesses] During ceremonies of worship to the gods and goddesses, these priestesses are known to "sacrifice" blood to please the gods, sometimes even their own if the frenzy takes them. They also care for a herd of specially grown and tended goats that are only meant for sending off to Valhalla. This group tends to be reclusive and a little terrifying to outsiders. They are known to where dark garb and mark their hides with runes and symbols - some with meaning only to the individual.
.:.Hóvgyðiur.:. [Temple Priestesses] These priestesses tend to the everyday needs of the Herd, whether it is simple prayers and chants to be sent to Valhalla from the mortals below. This group is normally the kinder of the priestesses. They have a warm demeanor and a will to serve their Tribe and their Gods with flawless devotion. They are the ones who handle paw/hoof-fasting for couples who wish to become one, and who help bless foals during birth. They are normally found wearing white garb, and just like their darker-minded sisters - paint runes and symbols of meaning on their hides.
.:.Bjargrýgr:. (Midwives) The assistance rendered by the bjargrýgr or midwife went beyond the basic mechanics of delivery. The "helping-woman" is also responsible for magical assistance to ease the birth and alleviate the fears of the mother during the process. Keeping the mother calm was of great importance as stress would normally cause the birth to become strained and at times, dangerous for both mother and the children.
.:.Valkyrja .:. The word "valkyrja" translates to 'chooser of the slain'. This is a position of great solemnity and is a high honor to be chosen to do. Warriors who are mortally wounded in battle, but do not have the luxury of dying and are left to suffer greatly are not uncommon. The role of a valkyrja is to go out on the field after the battle and lay the great warriors to rest so that they may travel to Valhalla and join their sisters and brothers in the Great Hall. To be a valkyrja, one must have a merciful heart and a undergo training to know how to quickly, and with as little pain as possible, finish the killing process.
.:.Helbredes.:. (Healers) The helbrede's role is to handle the physical health of the tribe. They use whatever nature provides to help the process of healing wounds. They may make poultices from collected herbs, or create pastes for wounds, or herbal remedies by boiling herbs that have been found to have useful properties.
Military Organization The basis of the army was the Hird (pronounced 'heerth'), the mares and stallions of the Jarl's hearth who had sworn loyalty to him. Many would be fellows drawn by a lord's reputation for valour and generosity, but some would be professional fighters seeking the best rewards.
.:.Queen.:. As above.
.:.Jarl.:. As above.
.:.Herse.:. As above.
.:.Merkismathr.:. The Merkismathr is a rank of renown and rarity within the military structure. Basically a standard bearer, an honoured position since many standards were said to have magical properties, or champion of a Lord. Normally only one of such rank would be seen per Jarl.
.:.Huskarl.:. Veteran warriors who have been granted the right to train and even lead war-bands. Whether the war-band is crewed by their own chosen members or those of his/her lord, a Huskarl's word within their war-band is final. A rank of great standing due to the affiliation of war-band leadership. Huskarlar are also referred to as war masters, having exceptional combat and leader skills, relying only on what the Olfattir has gifted them to guide them battle.
.:.Thegn.:. Older or veteran warriors of a war-band. Thegn's are seasoned soldiers, participants of multiple expeditions and shield walls. They are fierce males and females, brought up learning martial skills, surviving the brutalities faced by a war-like people. Their greatest beliefs consist of views that claim you must stand toe to toe in a shield wall at least once and also ridden the snowstorms of the tall mountains After these trials you could be known as a sword Dane.
.:.Dreng.:. A young warrior. This is the most common title found amongst a war-band. Drengs would be in service to any who offered them security, prosperity and mead! A Dreng shows equanimity in the face of danger, not because of insensitivity or stupidity, but because the danger and the possible risk to life and limb are unimportant compared to the need to maintain self-respect and the respect of the community. There is a practical side to such imperturbability, because not only is it unbecoming of one with the Blood to show concern or fear in the face of danger, but also useless.
There are three ways to become a part of the Clan of Snow, and they are as follows:
٭ Be of the Blood, and the immediate family to the Queen. ٭ This choice is a bit difficult, as I will be scrutinizing the entries very very carefully. They will be the very lifeblood of the Queen, whom she knows she can trust always. Now, this does not always have to be the case, as those seeking to overthrow a Queen's rule are not uncommon.
٭ Prove your worth to the Queen and join as a warrior or another useful skillset. ٭ Male and female alike can be a warrior, but to truly be considered of the Clan, they must prove that they will be of use and not hinder the Clan in any way. And warriors aren't everything! Craftsmen, singers, chefs, just about anything... can find a home here.
٭ Be captured as a prisoner. ٭ As a prisoner, you are someone who has been captured by a war-band and been brought back to Hjordheim to become a slave. Some may escape it by being someone exceedingly useful, but even a herd needs it's peons.
Each has it's plotting points that can be exciting and potentially dangerous!
[b]٭ Personality ٭[/b] [b]٭ How do you come to the Clan? ٭[/b] [b]٭ What position do you seek? ٭[/b] [b]٭ What do you contribute to the Clan? ٭[/b] [b]٭ Do you swear to uphold the beliefs of the Clan? ٭[/b] [b]٭ Do you understand violence is a norm here? ٭[/b] [b]٭ Any plot ideas for your character? ٭[/b]
[b]٭ If prisoner, how do you get captured? ٭[/b] [color=white]xxxxxxxxxx[/color][b]What do you seek to become?[/b] [/size]
Customing In:: To custom in, bear in mind what you're looking to be in the Clan. Bear in mind that they live in the mountains, so no Mers. Other than that, all is open!
[size=15][b][color=#f77933]P[/color][color=#f77a49]r[/color][color=#f87b5e]a[/color][color=#f87c74]y[/color][color=#f97d89]i[/color][color=#f97e9f]n[/color][color=#f97cac]g[/color] [color=#fa79c6]t[/color][color=#fa77d2]o[/color] [color=#fb73ec]V[/color][color=#e967ef]a[/color][color=#d75cf2]l[/color][color=#c550f5]h[/color][color=#b345f8]a[/color][color=#a139fb]l[/color][color=#9044fa]l[/color][color=#7f4ff9]a[/color][color=#6d5bf9].[/color][color=#5c66f8].[/color][color=#4b71f7].[/color] [/b][/size] [size=10][spoiler]Custom Form here if you have one.[/spoiler]
[b]٭ Personality ٭[/b] [b]٭ How do you come to the Clan? ٭[/b] [b]٭ What position do you seek? ٭[/b] [b]٭ What do you contribute to the Clan? ٭[/b] [b]٭ Do you swear to uphold the beliefs of the Clan? ٭[/b] [b]٭ Do you understand violence is a norm here? ٭[/b] [b]٭ Any plot ideas for your character? ٭[/b]
[b]٭ If prisoner, how do you get captured? ٭[/b] [color=white]xxxxxxxxxx[/color][b]What do you seek to become?[/b] [/size]
Posted: Mon Jul 06, 2015 12:49 pm
Members
The roles below are from Greatest to Least importance within the Tribe.