Einher

Lore Entry posted: March 16, 2019 by
Posted in: Lore, Races

The Einher are a semi-nomadic warrior race who call the lands of Mjoll home. For the most part they hold honour and strength in the highest regard. The ways of the the Einher can be shockingly vulgar and crude to those unaccustomed to Northern life, but even the most uncivilized Clans value family and honour above all else. Most Einher are trained in the ways of the sword at a young age, from the battle hardened warriors to the more peaceful farmers. Both the men and women are expected to know how to hold their own, protect their family, and defend what is theirs. The land they live in is harsh and unforgiving as they share the northern lands of Maud’Madir with Pandora and her wicked Ice Elves. There is no love between the Einher and the Ice Elves (also known as the Crissen’Thalan) to their North and the two clash on the field of battle more often than not. Most Einher detest Ice Elves beyond the point of hatred. Throughout their history, the Ice Elves have attempted to force the worship of Pandora upon them and, failing that, murdered and tortured their kin. This bad blood between the two civilization has lasted hundreds of years and shows no signs of abating.

Einher are most known throughout the land not for their love of battle, but for their desire to die in it. Einher believe that if they die in battle their gods will be pleased and their spirits will ascend into a glorious hall, where servants will attend their every need, their drinking horns will never empty, and they can carouse and battle until the end of days. At that time they will be called upon to fight once more in the land of the living, in a final battle known as Ragnarok. There is no greater honour in an Einher’s life than to die in glorious battle. To die outside of battle, through poison, old age, or cowardice, is considered a fate far worse than death.

Language: Swedish

Life Expectancy: 60-80 years

Child 1 – 13
Teenager 14 – 19
Young Adult 20 – 29
Mature 30 – 40
Middle Age 41 – 60
Old 60 +

History

The War of Nyth

[To be added.]

The Betrayer’s War (2250 to Present)

Almost all Einher acknowledge King “Bloodeye” Thorson of Clan Gahighlyn as their rightful King, and the Lord of Mjoll. Thorson was the first king to unite the Clans shortly after the War of the Nyth. With his childhood friend, Yurgen Hunhil of Clan Hunhil, he obtained the Horn of the Einherjar, a battlehorn that, when sounded, would summon the valiant dead to fight by his side. The horn was found by Thorson and Yurgen in an old forgotten temple, far beyond the safety of Mjoll’s borders. This horn was used in the year 2248 to defeat the forces of Pandora and the Ice Elves as they attacked in force while the Clans fought each other in the aftermath of the Nyth War. With this horn at his side he was able to unite the Clans under his banner and drive back the Ice Elves to their glacier strongholds.

In the year 2250, Thorson was betrayed. His horn was stolen while he slept and, through foul magics, he was encased in a block of unbreakable ice. There is much debate and confusion as to how this occurred. Some say the King’s own Shieldmaidens betrayed him and allowed the forces of Pandora to enter the Great Hall and assault the King while he slept. The Shieldmaidens claim they were tricked and lay blame on Clan Fenrick, claiming to have spied members of Clan Fenrick meeting with a small group of Ice Elves shortly after assault. Clan Fenrick violently denies this and many Shieldmaidens died by their hands for failure to present sufficient proof for such a serious accusation. It is no coincidence that Pandora chose this time to rally her Ice Elven forces once again and start her campaign of pain and torture against the Einish people.

While things looked hopeless a small glimmer of hope did shine through. In the year 2254, Orin the Bastard, self proclaimed child and heir of Thorson Bloodeye, stepped onto the field of battle. Orin, raised since birth by Thorsons’s childhood friend and Chieftain of Clan Hunhil, Yurgen Hunhil, set out on a campaign to find those responsible for his father’s betrayal and secure the release of the King from his imprisonment.

Orin set out to the south, following a lead that the Horn of the Einherjar, stolen from his father, had made its way into the Grey Elven forests. With him was his betrothed, Astrid Hunhil, daughter to Yurgen Hunhil, Chieftain of Clan Hunhil. Astrid and Orin had had a deep love for each other since childhood but also lived under the shadow of a dark prophecy. Astrid was born with the gift of foresight and the spirits told her that should she married Orin, the love of her life, he would die that sunset. Astrid and Orin chose instead to love without marriage, not wishing to tempt the fates.

In the year 2255, Orin and Astrid, with the help of members of Clan Fenrick in a small town in the Grey Elven forest, discovered a critical clue in the mystery of Thorson’s betrayal. Through the use of powerful magic Orin was able to divine that the Horn of the Einherjar, found by Thorson and Yurgen, could not be stolen or taken by any person or creature, save those in the room where it was found. Orin was able to piece together that the only two people in the altar room when the horn found were Thorson and Yurgen Hunhil, Astrid’s father. Since Thorson was the one imprisoned, Orin concluded that the only one that could have betrayed his father was the Chieftain of Clan Hunhil. Orin, feeling betrayed by the Clan that had raised him, struck down Astrid in a fit of rage and had her imprisoned. He then took this newfound information and led a campaign declaring Clan Hunhil betrayers and ordering them to be put to the sword. Orin led his army of Clansmen and the once accused warriors of Clan Fenrick to the great hall of Clan Hunhil and, through combat, slayed Yurgen, mounting his head on a spear. Orin sent word to every Clan leader, requesting their support and servitude, naming himself High King in his father’s stead.

While some Clans chose to support Orin, many did not. The High King’s Shieldmaidens still swear Hunhil’s innocence. While most of been put to the sword by Orin, a few remain in hiding. Clan Hunhil, while their numbers decimated, still hold lands to the north east and many other Clans do not buy Orin’s word alone.

The Clans stand divided, warring with each other over who betrayed their beloved king and who has rightful ownership of the throne of Mjoll. Pandora’s forces push harder south with every day, and with every Einish life lost, her dominance over her ancient enemy grows.

Geography

The Einish people inhabit the northern region of Maud’madir in the kingdom of Mjoll. There are many Clans within the icy wastes of Mjoll. There most powerful and most common can be found below.

Clan Clan Colours Information
Gahighlyn Purple and Red The Clan of the King. This is a relatively new Clan, formed by the refugees and shattered remains of many smaller Clans that were destroyed by the War of Nyth. King “Bloodeye” Thorson rose to power by leading this Clan with his masterful skill and relentless fury on the battlefield. He was proclaimed King of the North after being given an artifact from Odin himself which he used to destroy the armies of Pandora and retake the kingdom of Mjoll from the Ice Elves. He named an Earl from each of the large Clans, all of which had sworn oaths of loyalty to him. The King himself is the son of Brinhild Valnorsdottir, a noble woman from Clan Bothnia and, though his paternity is disputed, his father was either of Clan Wolfsgar or Hunhil and was killed in the Battle of Balock Hill during the War of Nyth.
Bothnia Black and White Not a particularly large Clan by comparison to most, Bothnia specializes in alchemy and is renowned for their chemists. Bothnia boasts the largest number of herbalists and alchemists. Clan Bothnia supports Clan Hunhil in the Betrayer’s War.
Conlan Black and Brown This Clan was entirely wiped out by the War of Nyth save for a few who carry on the name and legacy of this now scattered and broken Clan. The smiths of Clan Conlan are said to be some of the world’s best and many claim to have been given forbidden knowledge from a race of dwarves long forgotten to this world. Clan Conlan supports Orin the Bastard in the Betrayer’s War.
Fenrick Black and Yellow Referred to by some as the dark Clan or the Norns’ Clan. Clan Fenrick is one of the few Clans that hold their Vitkis in as high regard as they do their chiefs and Earls. It is said by some that Fenrick is actually ruled by a triad of old Vitki seers, though this is not confirmed. They are known to be the most prolific producers of mead, and see themselves as the keepers of this drinks’ potent magic and the knowledge of the runes that were given to the gods. Clan Fenrick is the strongest supporter of Orin the Bastard and is responsible for helping him take vengeance on Clan Hunhil who, they claim, betrayed their High King.
Gotland Black and Blue The greatest attribute of this Clan is their mages. Often these mages ascend to high ranks of power as a Jarl, etc. They tend to create magic items to improve the potency of the small numbers of their warriors. Clan Gotland supports Orin the Bastard in the Betrayer’s War.
Hunhil Black and Grey Now a much smaller Clan, largely wiped out by Clan Fenrick 25 years ago during the War of Nyth and then again in recent years after the High King’s betrayal. The Clan is known for their masterful skill as shipwrights. The Clan is without Chieftain as the only heir sits imprisoned by Orin the Bastard. Standing in as vassal is Asmund of Clan Hunhill, first cousin of the late Yurgen Hunhil.
Lofoten Black and Purple Clan Lofoten are feared for their preference for berzerkers. More than simply capable, these psychotic warriors spread the gift of shapechanging. It is said their most valiant warriors are taken while still living and set to guard the Worldtree against all dangers. Clan Lofoten remains neutral in the Betrayer’s War.
Malar-Skaw Black and Green Clan Malar-Skaw is a Clan of great traders and merchants. They hold considerable wealth for their size, and are said to have the most detailed and accurate maps and sea charts the world over. Clan Malar-Skaw stands behind Orin the Bastard as the rightful heir to the High King’s Throne.
Oresund Black and Orange The most wealthy of Clans and it is thought that they would tip the scales in the Betrayer’s War, should they every take a side. They have the greatest numbers, largest armies, and are renowned for their horse breeding. Clan Orsund remains neutral in the Betrayer’s War.
Oslo Black and Navy Blue This Clan is directly related to Gotland. In the year 2240 they had split, choosing to focus less on scholarly pursuits and more on battle casting. Oslo houses the Warrior’s Academy called Malheim, a school dedicated to the training of female warriors known as Shieldmaidens. Clan Oslo remained strong friends and allies with Clan Gotland until recently when they took a stand against Orin the Bastard, choosing to believe the word of their Shieldmaidens. While war between the two Clans has not yet occurred, with Oslo supporting the word of their Shieldmaidens and Gotland supporting Orin, it is only a matter of time. Clan Oslo focuses on Battle Magic, boasting proportionally larger numbers of templars among their warriors.
Wolfsgar Black and Red Largely focused on kenneling, the war dogs of Clan Wolfsgar are feared by all throughout the north. This Clan is also considered to be one of the most insular, preferring to keep strangers at a distance and are very reluctant to admit newcomers into their settlements. They currently back Orin the Bastard in the Betrayer’s War.
Galloglach Dark Green and Dark Blue A proud and somewhat insular Clan from the islands south of Mjoll. While welcoming to strangers, until recently they’ve rarely been seen outside of their homeland save as wool merchants or (more commonly) mercenary battalions. In the year 2256 Clan Galloglach Elders have chosen to support Clan Hunhil in the Betrayer’s War.

Culture

Life, in general, is hard for the Einher. They’ve grown and adapted in strength and resolve to accommodate this hardship. Clans tend to live together or close enough that family are not far if needed. Men, women and children are expected to contribute to their towns and to their Clans, through farming, defense and child rearing.

Rearing a child is fairly standard through the Clans. By the age of six, a child is taught to use a weapon properly, and is often given toy wooden swords and axes. All within the family learn to farm, as well fight, so that the family may defend itself. Those that farm also learn the ways of trade so that there is little want within the Clan. When farming and trade are not sufficient or, in many cases, boredom overcomes the warriors, many Einher will raid foreign villages. These raiding parties will leave for months at a time and return with gold, magic and treasures which are usually used to better support the community. This is common practice within many Clans.

Marriage and Mating

Einher men and women are known for their openness to casual encounters with each other and those of other races. Marriage, on the other hand, is taken quite seriously. Adultery is a strong taboo, and those found guilty of it suffer severe punishment from Clan Elders. The marriage ritual itself is known as a Handfast, and usually performed by the Clan elder or an Einish Priest. When two lovers choose to join in union, their hands are wrapped in silks blessed by the gods. A sword and broom are placed at their feet and the couple recite vows they have written themselves. These vows are usually written before the union takes place and often are filled with great deeds and promises the two lovers expect to perform later in life for each other. Once the couple has finished their vows they step over the crossed sword and broom together. The handfast is removed and the male will pick up the sword and give it to the female as it is now hers. The female will in turn, pick up and hand the broom to the male, as it is now his. In this act the two lovers agree that they will both fight to defend their love and nurture and care for it through compassion and sacrifice. After this the two are considered married and bound together under the eyes of the Einher gods. It is common practice for Einher women to bite their new husband on the chest, with the intent to leave a scar, to ensure that all other women understand that he is claimed, should he find himself on foreign shores, near foreign women.

Einher are known throughout the land for their ability to brew a honeywine called Mead. Mead, thought by the Einher to be blessed by the gods to increase fertility and virility, is traditionally given to the a new husband and wife on their wedding night. The two are expected to drink this mead every night for one full moon so that the female can quickly take with child. As one might expect, two new lovers drinking mead straight for a full month often leads to an extraordinary amount of sex and, in many cases, a new member of their family. This “honeymoon” practice has been adopted by many other culture, although with much less drinking involved.

Divorce is uncommon but possible within Einish communities. If the passion in a marriage is lost, then a divorce may be had, and the land and properties of the two separating parties are divided in a manner chosen by them. If they cannot agree on a proper arrangement, the matter is settled by the ruling Einish Elder in the area. When a spouse dies, it is customary to grieve their death for a year and remain celibate for that amount of time, never forgetting that spouse, in order to honour what the two had shared. After the year of mourning, marriage is again acceptable.

While Einish law does not allow for homosexual marriage, homosexuality itself isn’t discouraged. Sometimes voyages are long.

Religion

[To be added.]

Rituals and Runes

There are many rituals used by the Einher to appease their gods. While they may differ slightly from Clan to Clan, they are, for the most part, bloody. Most of rituals involve some sort of sacrifice, and the bleeding of that person or creature. There are many reasons for these rituals to occur: to show one’s devotion to a God, to ask favour of a God, to ensure safe travels while at sea, to attain the power of a specific creature as is favoured by Einher Berserkers, to ensure a bountiful harvest, and so on. Rituals are often done in secrecy, so as not to disturb the sacred process, but may involve one singular person or a large group of people, depending on the ritual being performed.

The Einher and the Crissen’Thalan are the only two races known to commonly use runes in their rituals, magic, and everyday life. Both races use a series of letters and shapes to form a written language known as the Elder Furthark. These runes are used not only as a means to write and document history but also to bring about magic. The Einher believe each rune posses magical properties that, if used correctly, can curse enemies, bring bountiful harvests, or summon demons. While there is no documented proof that these runes are magical in nature, to the Einher they are religious in nature.

It is important to note that the magical institute in Berphaunt, known as the Conclave, has outlawed the use of runes in magical research. While they claim they are powerless, most Einher believe that it is fear of true runic power that keeps them from being used.

Common Quirks and Superstitions

Most Einher believe fog or mists to be a bad omen sent by evil gods or demons. As the mists draw near, creatures of nightmares begin to manifest. Stories of such monsters snatching warriors in the fog and denying them a glorious battle death are told to children at a young age. It is said that the creatures that live in mists will trick Einher into thinking a friend or ally is in danger, beckoning them deep into the fog to their doom. A Einher who finds himself in thick fog will usually become paranoid, trusting nothing as truth until the fog subsides. Fog and mists are the things of Fae and evil tricksters and only fools believe in safety during such times.

The Einher of the North have an age old tradition that by raising the index and little finger of a hand and spitting through it at the ground or something they believe to be ominous or evil, they can ward the evil away. It is completely unknown whether this child-like ritual has any known effect but it is practiced by Einher from Elder to Witch.

Necromancy and Blood Magic

There is one unwritten rule the Einish have regarding Necromancy: When an Einher dies, leave them dead. To use foul magics to rip a fallen Einher out of the glorious afterlife is a crime punishable by final death, outside of combat. Beyond that rule, Necromancy is frowned upon, but rarely outlawed.

Blood Magic is reserved specifically for the Witches of the Clans, and any that they wish to teach. Those whom they teach are only those that would become Witches themselves. The magic itself is seen as neither good nor evil. Though it is terribly unfitting for any warrior or like to use this magic, as it is dishonourable, it is common practice and even expected that all Witches have this magic, as their own honour is meaningless.

There is one rule for Blood Magic and its use: Magic dealing with the nature of blood is to be used against the enemies of the Clan, or those who are foreign to it and deserve no better than to be the tool of the Witch. If she harms any within the Clan of the Witch, then she is to be dealt with accordingly.

Vitkis

To the common man a Vitkis (pronounced vit-key) is nothing more than Wytch. To the Einher they are seers and prophets, to be used, but not trusted. Although often held in low esteem within each Clan, they are useful enough to stay alive because of their connections to the spirit worlds and dark power. Vitkis are spoken of little to foreigners unless it is necessary to do so.

Politics

Politics are the forte of few within each Clan. These are the leaders and Elders within the Clan, as well those who trade with others. Foreign relations with trade partners are beneficial for helping their lands and strength grow, but they do not view politics the same way as many in the world do. They are blunt, straight to the point and may often tell half-truths; but only to foreigners, never with another Clan. The political structure of the Clans does vary, but there are a few styles that are found within many Einher Clans. Some may have a Chieftain, along with his family and Jarls as well with vassals serving directly under them. The Jarls in this style control certain portions of the Clan land, and often are sent out to colonize and create villages elsewhere for trade as well traveling ports. Another example is having a council of Chieftains with vassals serving underneath each of them, and Jarls under the vassals. Each Chieftain controls a section, vassals control sections within that, and Jarls control a few villages and are often sent out on raids. Vassals in this political structure are the ones to colonize.

There has only ever been one high Chieftain, Thorson Bloodeye of Clan Gahighlyn. While he calls himself the High King of the North, most chieftains refer to him as High Chieftain.

When a Chieftain dies the firstborn son or daughter takes their place. Should the title be contested, the two will battle and the winner will take the position. Like much in Einher culture, might is right. Rules may be broken and titles taken if one is strong enough to hold them.

There is no discrimination by sex in the Einher culture. Women can become chieftains or Jarls but this is less common.

Law

There are no set laws in Clan societies of Einher culture, but there are unspoken rules which are followed by most, and refuted or broken by few.

1. Clan and family first, above all things.

2. Never kill your own kind in a foreign battle, unless it is to grant them a glorious death.

3. Survival at any cost in foreign lands. This includes charades, disguises, etc., if the odds cannot be beaten.

4. Lying to your own kind is dishonourable, even when at war with another Clan.

5. Assassinations are not fit for your own kind, but it is for others if they warrant it.

6. Follow the wisdom and rule of your Clan Elders and Vitkis for they are wise and you are not.

7. When possible, disputes are to be dealt with honourable personal combat. The gods will grant strength to the innocent and weaken the guilty.