Back
Æsir ON, Ése
OE:
One of the two primary tribes of deities of Asatru belief. Strictly
speaking, Æsir refers to the Gods, while the Goddesses
are called the Asynjur, but generally the term Æsir is
used to apply to all the deities. The singular of the term is
"Áse." The Scandinavians distinguished two separate
tribes of deities, but in England and the Germanic lands of the
European continent, there is little evidence that shows a belief
in separate tribes of deities. Rather, they saw them all as a
single collective of deities. In Heathen Anglo-Saxon, the related
term "Ós" simply meant "God," without
implying membership in a specific God-tribe.
Ætt, Ættir
(pl) ON:
A branch of a tribe or family; also the eight directions of the
compass.
Álf, Álfar
(pl.) ON, Ælf, Ylfe (pl.) OE:
The term alf was applied to several different kinds of beings.
Often the term is used to refer to deceased men of a family line,
whose souls or parts of whose souls reside in burial mounds or
are otherwise associated with the family land. These forefathers
are assumed to take an interest in their living kin, and may
offer inspiration, luck, and other gifts. In elder times and
today, many Heathens celebrate their alfar during seasonal blotar,
normally during the fall.
Ásatrú:
An Old Norse word coined in the 19th century by scholars to describe
the ancient Scandanavian religion which is a part of Germanic
Heathenry. Largely used now to denote Germanic Heathenry as a
whole, or the Icelandic branch of it.
Ásynja, Ásynjur
(pl.) ON:
The term for a Goddess of the Æsir.
BCE:
Before the Common Era, sometimes abreviated as BC.
Berserkr, berserkir
ON:
A type of warrior seen in the lore that wore animal skins and
went beserk. Literally it may be translated "one that wears
bear skins" or "one that is bare skined." Scholars
debate the translation. Similar is Old English Werwulf "Man
wolf" and Wulfesheofod "Wolf's head."
Blót ON and
OE:
The most common modern Heathen ritual involving communion with
the Gods and done as a libation or feast.
Blótbolli
ON, Blótorc OE:
The bowl used in the blessing of a blót.
C.E.
The Common Era, sometimes abbreviated as A.D.
Dís, Dísir
(pl.) ON, Ides, Idesa (pl) OE
The disir are spiritual female beings. They are generally considered
to be the deceased foremothers of a family line. In some references
available from elder times, they seem to have had the stature
of Goddesses or demi-Goddesses. Some disir were, and still are,
thought to be attached not simply to a single family, but to
a tribe or to the folk as a whole. In elder Heathen times and
today, many Odinists celebrate their disir during seasonal blotar.
The main Scandinavian disablot was held at Winternights during
mid-October. In Anglo-Saxon England, the ancestral mothers were
celebrated at the beginning of Yuletide, on Mothernight.
Drighten, Dröttin
ON, Dryhten OE:
A leader, chieftain, or lord. Sometimes this term was also applied
to Heathen Gods, most often to Odin.
Dwarf, Dvergr ON,
Dweorg OE:
A creature of Norse myth known for their smithing and other talents.
Ealh OE:
A temple. See Hof.
Einherjar ON:
Literally "the single warriors." Those that have gone
on to Valhalla upon death.
Ettin, Jötunn
ON, Éoten OE:
A type of giant seen in the lore.
Fetch, Faecce OE:
Also refered to as the fylgja , an attendant spirit with one
throughout their entire life from naming until death. Said to
take the form of an animal most often.
Frith, Friðr
ON, Friþ OE:
In simplistic terms, frith is similar to peace or lack of strife.
In deeper, Heathen terms, frith is the actual fabric of the true
social bond: the commitments, rules, and attitudes that undergird
well-functioning and well-integrated families, communities, and
other social units.
Friþgeard
OE:
An open air holy site used for worship, see Vé.
Futhark:
Any of the ancient rune rows with the exception of the Anglo-Frisian.
See Rune.
Futhorc:
The Anglo-Frisian Rune rows.
Fylgja ON:
Also refered to as the fetch (Old English faecce), an attendant
spirit with one throughout their entire life from naming until
death. Said to take the form of an animal most often.
Galdr ON, Galder
OE:
A magical charm.
Goði ON:
A priest, see also wéofodþegn.
Hamingja ON:
Often confused with the fetch, this term most often means one's
main or luck.
Hamr ON, Hama OE:
A skin, esp the spiritual skin of the soul. It can also refer
to a special skin used in faring forth from the body (in New
Age terms what is called "astral projection).
Harrow, hörg
ON, heorg OE:
A Heathen altar. If this is located outdoors, it generally consists
of a loose or structured pile of rocks, though sometimes it is
made of different materials. Many if not most Heathens have indoor
harrows as well, though these are sometimes designated by different
terms. An indoor harrow may take many different forms, but its
function is the same regardless of form: it is the place where
items for one's worship ceremonies are placed, and is the central
focus for blots and other worship ceremonies.
Heilsa:
An Old Norse verb meaning "to hail" now used as a greeting
its self. See Wassail.
Hof:
A temple. See Ealh.
Housewight, Cofgodas
OE: :
Housewights are beings that take up residence in one's home.
Sometimes they seem to have an actual physical being, while more
often they are spiritual beings which take up residence within
a physical object in the household. In elder days, the most frequent
object for this purpose was a rock set beside the hearth. Today,
many Heathens will obtain a small statue, figurine or other representational
object as a housewight-dwelling. Housewights are also thought
to reside, on occasion, in household animals, in particular tomcats.
Offerings of food and drink are given to housewights to keep
their goodwill. Well-meaning housewights bring good luck to a
household, and help to keep it functioning smoothly and in an
orderly way. Ill-meaning housewights can cause a good deal of
mischief and disruption in a household.
Hlautteinn ON, Hlóttán
OE:
The "blessing twig: used in a blot. Also called a störkkull
in Old Norse, it was the term used for the aspergum or "sprinkler
of holy liquid."
Hjallr ON:
The "high seat" used in seiðr, although in truth
it was more of a raised platform than a chair.
Holy:
That which is spiritually whole, healthy.
Housel, Húsel
OE:
A blot when a feast is held instead of just a libation.
Hyge OE:
Part of the soul, according to Heathen conceptions, that corresponds
to the rational mind and some of its related functions such as
intentionality. Sometimes the hyge is thought of as the "left
brain."
Idis, idesa (pl.):
This term meant "lady" in Anglo-Saxon and continental
Germanic languages. Usually the term was applied to women who
held a very high position in their society, due to their rank
and/or to special abilities they had. Such abilities included
foresight, wisdom and counsel, rune-lore, psychic powers, and
magical abilities--including in particular battle-magic. Some
idesa were priestesses and sacrificers, including human sacrifices--who
were generally captives of war. Nowadays, many Heathens use the
term idesa interchangeably with the related term disir. See Disir.
Kinfetch:
A female spirit who carries with her the luck and power of a
family or a clan. Traditionally, she would attach herself to
the person whom she thought was the best leader of the family,
and stayed with this person until he (in the lore it is generally
a man) died, lost his luck, character or abilities, until he
chose to give her up, or she chose for whatever reasons to move
on to someone else in the family. In modern times, we often tend
to think of the kinfetch as a being who is in some sense attached
to and available to all members of a family--at least, all Heathen
members, and perhaps all without exception.
Land taking, Landnama
ON:
A ritual performed to claim land as one's own.
Landwights, Landvættir
ON, Landwihta OE:
Nature-spirits which imbue the landscape with the qualities of
soul and spirit. Landwights may choose to dwell in practically
any type of landscape feature, including boulders, waterfalls,
wells, mounds, trees or stumps, and so forth. Many modern Heathens
maintain outdoor harrows or altars which are dedicated to the
local landwights, and offerings of food and drink are given to
them there.
Main, Megin ON,
Mægen OE:
A modern word based on Old English mægen and Old Norse
megin. It refers to one's soul-power, a vital part of a healthy
and spiritually-whole person. Main is also contained in non-human
beings and in objects, though the qualities of the main differ
according to the being or object which contains it. There is
a remnant of this concept contained in the expression "With
all one's might and main." In the original meaning of this
expression, "might" referred to physical power, while
"main" referred to soul-power.
Mara OE:
The "nightmare," A mare is a type of wight responsible
for causing men to have nightmares. Mares are the most
powerful of demons and are to be avoided at all costs. Said to
ride humans to death and cause night terrors.
Minni ON, Mýne
OE:
The part of the soul related to personal and transpersonal memory
and intuition, sometimes thought to be similar or related to
the "right brain." The holy being most associated with
the myne-part of our souls is the etin (giant) Mimir, who wards
Mimir's Well, the receptacle of all the memories of all beings
that have existed. Mimir's Well can also be seen as the Jungian
"transpersonal consciousness." In our understanding,
the myne of each of us taps into Mimir's Well, and one of the
challenges for full Heathen spiritual development is to bring
that connection between our myne and Mimir's Well into our full
consciousness so we can incorporate this knowledge into our beings
and lives.
Mód OE:
A part of the soul and quality of character. The modern term
"mood" is derived from this word. Mod refers particularly
to what we might term the emotional components of one's being,
such as courage, attitude, and mood. Thor is perhaps the deity
most closely associated with the mod-part of the soul. One of
his sons is named Modi, "great-mood," or "courageous."
Moss-wives:
Female forest-spirits, also called wood-wives. They are generally
gentle and helpful to humans. Often they are hunted by the Wild
Hunt or by other fearsome beings, and if humans help to save
the moss-wives, they will find some small object such as chips
of wood or bits of grain turned into gold as their reward.
Nykr ON, Nicor OE:
A Nixie. A water spirit usually associated with rivers and believed
responsible for drownings and floods. The nixies are generally
thought of evil creatures preying on human flesh. Many areas
of Europe once felt these powerful water demons demanded a sacrifice
each year, least they flood the fields or drown someone.
Nithing:
A person who has forfeited all honour and respect because of
their ill-deeds or their failure to perform deeds or duties which
were expected of them. Cowardice, oath-breaking, criminal behaviour,
or going against strongly-established customs and expectations
of proper behavior cause a person to be considered a nithing.
Sometimes our elder kin would erect a nithing-pole (Old Norse
Níðstöng) in order to curse and take revenge
on a nithing. This pole was usually carved with spell-working
runes and topped with a horse's head, pointed in the direction
of the nithing's home.
Norns:
Three holy female beings who live at the root of the Tree of
Life, around the Well of Wyrd. Urth or Wyrd is the one who rules
That-Which-Is: the accumulation of all the past, which forms
the foundation of the present and that which will come. Verdhandi
or Werthende rules the moment of becoming, as a being or a deed
arises out of That-Which-Is and takes on its own existence.
Skuld or Scyld rules That-Which-Should-Be: the pattern that is
shaped by the past and the present acting together, leading into
the future. The Norns shape wyrd and nourish the Tree of Life--which
represents Being-in-Space--with water and mud from the Well,
representing Being-in-Time, thus ensuring the integration of
the two into a functioning whole.
Púki ON,
Púca OE:
A small demon similar to a goblin with the habits of a poltergeist.
This concept, though somewhat diluted,
survived into the Middle Ages to become the "Puck"
familiar to us from Shakespeare and other English writers. In
parts of England, they sometimes left out bowls of curds and
cream for the puck. In most ancient times however they were on
par with the mare and thought quite evil. It could be that Loki
was in truth a púca. The earlier views of the puck as
an evil being are most likely the most accurate and fall in accord
with Loki's character perfectly. In Christain Anglo-Saxon texts
the Devil is often refered to as the Puck, and this could be
a memory of a being in Heathen beliefs on par with or perhaps
even Loki himself. The other obvious choice would be Surtr, but
then this great fire demon has little in common with the Puck's
abilities.
Oath Ring:
The oath ring was an arm band containing at least 20 ounces of
silver worn by the wéofodþegn at special occasions,
and at all other times resting on the wéofod . Oaths were
sworn upon it at Thing and on other occasions.
Orlay, Ørlög
ON, Orlæg OE:
Each significant action of our lives, and sometimes our failure
to take action, is laid into the Well of Wyrd by the Norns. These
layers of deeds, or orlay, accumulate over our lifetimes to form
the whole of our personal wyrd,which then influences the shape
of our lives to come. The English and American systems of common
law (as opposed to statutory law) are based on this Heathen concept
of orlay. Each precedent set by a previous action of customary
or folk-law forms a layer of orlay; taken all together they add
up to the whole of the law--which can be seen as the "wyrd"
of the folk as a whole. Thus in the ideal of the common law system,
the folk itself gradually shapes--actually evolves--its own law,
based on what has worked well in the past and been retained as
precedent, rather than having law imposed upon the folk by some
"outside force." The words orlay and law are closely
related linguistically.
Recels, Récels
OE:
Incense or raw herbs burned during a ritual.
Récelsfæt
OE:
An incense burner or fire pot in which one can burn dried herbs
or incense. It is also called a stórfaet, and in Old Norse,
a glóðker (called in Anglo-Saxon récels or
stór).
Rísi ON,
Hrisi OE:
A word for a type of giant for described as fair to look upon
and not to be much greater than human stature. They are said
to be of low intelligence though and to like throwing boulders
at each other.
Rune:
A mystery or secret.. The myseteries or secrets represented by
ancient Germanic letters or staves used in both writing and magic.
Scop OE:
A poet, see skald.
Shild, Skuld ON,
Scyld OE:
The moral debt or obligation that we incur by our choices, commitments
and deeds or lack thereof, in our lives, current and past, and
sometimes indirectly from the lives of any whose wyrd has been
woven together with ours through kinship or oathbonds. The shild
can be of a positive nature, as would be contained in the main
(soul-power) and the luck that are generated by an oath given
and kept, or a good deed done. Or, it can be of a negative nature,
such as the moral debt (including loss of main and luck) generated
by an oath forsworn, or an ill deed done. Most often the term
shild is used in a negative sense to refer to moral debt.
Spácraft:
A craft that involves the ability to enter a psychic trance in
order to seek knowledge by non-ordinary means. The knowledge
may involve foresight into the future, hindsight into the past,
and deeper sight into hidden influences working within one's
present life. This craft is often considered to be part of the
set of paranormal skills referred to by the Scandinavians as
seidhr.
Skald ON:
A poet. See Scop.
Sumbl ON, Symbel
OE:
Ritual toasting and drinking in rounds.
Stallr ON:
An indoor altar.
Thew:
Refers to a combination of custom, virtues and values. The moral
thews hold together the body of folkhood just as the physical
thews--the ligaments or tendons--hold together our individual
physical bodies.
Thing:
The Icelandic word for "assembly of the folk," sometimes
also called the assizes.
Thurse, Þurs
ON, Þyrs OE:
A type of giant mentioned in the lore that seemed associated
with the more chaotic forces.
Thyle, Þulr
ON, Þyle OE:
A discerner and speaker of wisdom which is thought to be gained
from or inspired by the Holy Ones, as well as being founded upon
knowledge of custom, law, and thews of one's folk. Note by S.W.:
Sometimes called mistakeny theal or thule (neither word is a
reliable reconstruction or ever existed).
Valkyrja ON, Waelcyrgie
OE:
Literally "chooser of the slain." One of Woden's (Odin's)
or Freo's (Freya's) maidens sent to collect the souls of slain
heros.
Vanir ON, Wena OE:
One of the two tribes of deities in Asatru belief. Sometimes
the word is Anglicised to "Wanes," singular "Wane."
The Scandinavians distinguished two separate tribes of deities,
but in England and the Germanic lands of the European continent,
there is little evidence that shows a belief in separate tribes
of deities. Rather, they were simply seen as the collective of
all the deities.
Vé ON:
An open air sanctuary for Heathen worship.
Vébond ON:
Rope along with hazel poles used to rope offa sacred area.
Wassail, Ves heil
ON, Waes hal OE:
A greeting meaning "be whole," which is also used in
blessing nut and fruit trees at Yule. Wassail is also the anme
of a variety of drinks made at Yule tide.
Well of Wyrd:
The well at the foot of the Tree of Life, wherein is laid our
deeds and significant actions of our lives. We have an effect
on our own wyrd that is laid in the Well, by the way we choose
to live our lives. The Norns are the final arbiters and shapers
of all wyrds, through their actions at the Well of Wyrd. The
Well of Wyrd and the Tree of Life (Yggdrasil or Yrminsul), that
contains all Being within itself, interact strongly on a number
of mystical dimensions.
Wéofod OE:
An altar esp. an indoor one.
Wéofodþegn
OE:
A priest in Anglo-Saxon Heathenry. also called Bedere, Húselþegn,
and Blótere, as well as many other terms.
Wéoh OE:
As a noun this word refers to a statue of one of the Gods, as
an adjective it means sacred. That which is in the Gods' realms.
Wight, Vettr ON,
Wiht OE:
An English word for a living "being" of any kind, but
often applied to spiritual beings.
Wild Hunt:
A powerful and usually very dangerous horde of spiritual beings.
The Wild Hunt is most often led by Odin, particularly in the
Scandinavian countries and England. On the European mainland,
the Hunt is sometimes led by Odin and other times by a Goddess
who is clearly a single being, called by different names in different
regions of the Germanic countries: Berchta, Perchta, Holda, Frau
Wode or Fra Gode. The Wild Hunt is comprised of various spirits
of the dead--humans, horses and dogs, and occasionally other
animals. It sweeps through the countryside during late fall and
around the Yule season, often flying through the air, but sometimes
galloping or moving in a procession on the ground. The Hunt can
be very dangerous to humans, bringing madness or death, and is
also dangerous to other beings such as moss-wives, domestic and
wild animals. But it also brings with it fertility of the land,
and renewal of the spiritual powers of the land. One of its functions
is also to gather up any lost souls of the dead into its train,
to bring them home to where they belong. Anecdotal evidence of
the Wild Hunt has been given from the most ancient times up until
the present day, in all of the lands settled by Germanic folk.
It is one of the most pervasive of all manifestations of the
Germanic world-view.
Wode, ÓðR
ON, Wód OE:
A part of the soul that can be seen as the function of "divine
madness." Wode can lead to the heights of artistic and intuitive
inspiration, and can also lead to berserker-frenzy or other manifestations
of apparent madness and/or psychic overdrive. The effects of
moving totally into the wode-part of one's being are generally
temporary in nature, and are usually followed by a period of
great weakness or unconsciousness. Generally Odin is the bringer
of wode, which is often accomplished by a draught of his "mead
of inspiration," Odhroerir. He is considered the patron
of those who are inspired by wode, such as poets and berserks.
Woodwives:
Female forest-spirits, also called moss-wives. They are generally
gentle and helpful to humans. Often they are hunted by the Wild
Hunt or by other fearsome beings, and if humans help to save
the woodwives, they will find some small object such as chips
of wood or bits of grain turned into gold as their reward.
Wyrd:
Wyrd is sometimes translated as "fate," but this can
be quite misleading. "Fate" implies something that
is fixed and randomly-generated, outside of our control and influence.
Wyrd, on the other hand, while it is not entirely under our own
control, can nevertheless be significantly influenced by the
way we choose to live our lives, for good or ill. And it does
not arise at random. Rather, our wyrds are woven out of the fabric
of our own past, influenced also by the past of those very closely
connected to us, including the wyrds of trans-individual entities
such as families, tribes, and the folk as a whole. Wyrd is the
moral law of the Multiverse, in which we participate and which
we help create, by the actions and choices of our lives. Our
deeds as modern Heathens are helping to weave the wyrd of Asatru
for the generations to come: a perception which should make each
of us take the practice of our faith very seriously indeed.
Top
|