Einher
The Einher are a semi-nomadic warrior race that calls the lands of Mjoll home. For the most part they hold honour and strength in the highest regard. The ways of 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 warrior at a young age, from the battle hardened berserkers to the relatively peaceful farmers. Both 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 northernmost lands of Maud’Madir with Pandora and her wicked Ice Elves, known to many as Crissen’Thalan. There is no love between the Einher and the Ice Elves 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 civilizations 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 the heat of it. Most Einher believe that if they die in battle their gods will be pleased and their spirits will ascend into a glorious hall in the celestial realm of Valhalla, 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
In Folklore
In the beginning there was only Yggdrasil. In later years it would be called the Tree of Life, the World Tree, and even the Dream Leaf, but to the Einher of lore, it was only Yggdrasil, the great Ash Tree. Yggdrasil was massive beyond comprehension and millions lived in peace and harmony in this utopic realm. High in the Ash’s treetop lived a great and powerful Firstborn Eagle named Vedfolnir. Vedfolnir was a creature of hope and love and she took it upon herself to protect the passageways to the realms of light and life that her branches extended into. Far below, coiled around the great Ash tree’s roots, was a fearsome brown Dragon, called Nidhogg. He was a creature of dirt and darkness and he jealously guarded the roots of the tree which led to the realms of death and darkness. Deep within the trunk of the tree lived a race of Norns, powerful seers that spent all day and night painting the future they divined from their visions. These creatures of magic and might maintained the balance of Yggdrasil, while a giant white squirrel known as Ratatoskr, traveled between them, carrying each other’s insults back and forth.
Ratatoskr was a trickster and took great fondness in playing pranks on both the Firstborn and the mortals of the World Tree. One such prank saw Ratatoskr steal a magic ingot of iron from Nidhogg’s horde while he slept, wrapping it in a seed pod he has earlier “borrowed” from Vedfolnir, he had planned to plant it in the cave of the Norns then sit back to watch the hilarity ensue. Unfortunately, before he could, Salam, the God of Magic, arrived within the realm. Salam’s actions sundered Yggrasil, and the realms above and below began to break apart. During this upheaval Ratatoskr dropped the iron seed and it fell into the astral winds, the space between realms. By the time things had settled the iron seed had made its way to the realm of Midgard, resting upon the frozen shores of Mjoll. Taking root quickly the seed pod opened and from its bounty spilled forth a race of mortals. Strong willed and with spirits crafted from iron, these warriors quickly adapted to the frozen wastes and began to settle. On that day, the Einher were born. The Einher believe that Yggdrasil’s final death will transpire in the near future as Nidhogg devours the roots he was tasked to protect. As the Ash Tree enters its final death throes the Norns have foreseen a series of events that will trigger the start of Ragnarok and the end of all things. The red rooster Gullinkambi will crow as the sun begins to rise and it will sound like a battlehorn throughout every realm. Across Midgard, all fetters will break, even those of magic and legendary make. The Mother of Nightmares will fashion a ship made from the bones, teeth, hair and fingernails, lost and forgotten in the moral world. She will leave her realm of the dead with the aid of a trickster, and wage war on the realms of the living with her army of spirits who died dishonorably.
The Stormbringer, wise beyond comprehension, prepares for this day by taking the spirits of the valiant dead and hosting them in his great mead hall, in his celestial realm of Valhalla. There he trains them for the final war against the Mother of Nightmares and her allies, both celestial and mortal. He is not alone in this battle, for many of his brothers and sisters in the Savage pantheon have pledged to stand by his side.
The Betrayer’s War (2250 to Present)
Almost all Einher acknowledge High King “Bloodeye” Thorson of Clan Gahighlyn as their rightful leader, and the Lord of Mjoll. Thorson was the first king to unite the Clans shortly after a brutal and long lasting war against Pandora and her followers. With his childhood friend, Yurgen Hunhil of Clan Hunhil, he obtained the Battlehorn of the Einherjar, a horn that, when sounded, would summon the valiant dead of Valhalla to fight by his side. The horn itself was found by Thorson and Yurgen in an old forgotten temple, far beyond the safety of Mjoll’s borders. When the two Einher returned home they were met with infighting amongst the larger clans, and a massive army of Ice Elves moving south to attack. In the year 2248, Thorson used the Battlehorn for the first time, summoning the fallen Einher of the bygone ages to hold back Pandora’s forces. With this great power at his side Thorson was able to, for the first time in history, unite the clans under his banner and drive back the Ice Elves to their glacier strongholds.
His reign, while great, was short lived. In the year 2250, Thorson was betrayed. His Battlehorn was stolen while he slept and, through foul magic, he was found imprisoned in a block of unbreakable ice. There is much debate and confusion as to how this occurred. Some say the High 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 that clan meeting with a small group of Ice Elves shortly after assault. Clan Fenrick violently denies this and many Shieldmaidens died by their hand 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 dire for the Einish people, a small glimmer of hope did shine through. In the year 2254, Orin the Bastard; self proclaimed child and heir of 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 High King from his imprisonment.
Orin set out to the south, following a lead that the stolen Battlehorn of the Einherjar, 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 marry 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 discovered a critical clue in the mystery of Thorson’s betrayal. Through the use of powerful magic Orin was able to divine that the Battlehorn of the Einherjar, found by Thorson and Yurgen, could not be stolen or taken by any person or creature, save those that were present when it was found. Orin was able to piece together that the only two people in the altar room when the horn was found were Thorson himself 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 conned 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 have 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.
Today the clans stand divided, trapped in a cold war 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.
Culture
Life, in general, is hard for the Einher, however they have grown and adapted in strength and resolve to accommodate this hardship. Clans tend to live together, or at least 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.
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, and adultery is a severe taboo across Einish society. Though courting customs can vary by clan, the marriage itself is a widespread ritual 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 often 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. Among clans where the women are expected to be keepers of the home and leave battle to their husband, the two will exchange their respective tools to show their unity and shared commitment: the woman is presented the sword, while the man is given the broom. In other clans, where the gender roles are reversed or non-existent, either side may be given the sword or the broom. After this, the two are considered married and bound together under the eyes of the gods. It is not uncommon for Einish couples to willingly take on a scar or tattoo from their partner as a symbol of their fidelity while traveling, and more spirited Einish folk will sometimes accomplish this by biting their partner’s chest with intent to leave a permanent mark.
Einher are known throughout the land for their ability to brew a honey wine called mead. This drink, thought by the Einher to be blessed by the gods to increase fertility and virility, is traditionally given to the newlyweds on their wedding night. The two are expected to drink it every night over the course of a moon or so to encourage a pregnancy. As one might expect, two new lovers drinking mead 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 cultures, although with much less drinking involved.
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 fight, as well as farm, 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.
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. If adultery was a cause for the divorce, it’s common for the Elders to rule in favour of the slighted party. When a spouse dies, it is customary to grieve their death for a year and remain celibate for that amount of time to honour what the two had shared, and the memory of their partner. After the year of mourning, marriage is again acceptable.
While views on officiated same-gender marriages can vary by clan, homosexuality itself isn’t broadly discouraged across Einish culture.
Religion and Magic
Religion plays a critical role in almost all aspects of Einish culture, however unlike most races, the Einher rarely devote themselves to a single god. Worship and glorification are separate theologies to them, with the former being complete devotion to a singular god and the latter meaning to give praise and respect to the relevant god or gods that might aid them in whatever situation they are in. To put it simply, Einher give offerings and sacrifices to whatever God can best help them, whether that be to Eindridil before a voyage or Valdr before a battle. To them, not doing so only invites that god’s ire. Einher also almost exclusively praise the Savage God Pantheon, and the ethics of those gods generally comes second to their usefulness. It is very common for the average Einher to make a sacrifice or offering to a dark god, even though they believe themselves to be a good person.
That being said, in a culture so devoted to war and battle, Valdr is the most popular. His celestial heaven contains the fabled Halls of Valhalla where most aspiring Einher wish to go when they die in battle.
While rare, there are Einher who have forsaken the Gods and chosen to revere a Firstborn. These Einher are very rarely tolerated in proper Einish society as most Einher believe that Ragnarok begins when dragons consume the World Tree.
Rituals and Runes
There are many rites 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 rites involve some sort of sacrifice, and the bleeding of that person or creature. There are many reasons for these rites 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. Rites are often done in secrecy, so that none can disturb the sacred process, but may involve one singular person or a large group of people, depending on the rite being performed.
The Einher and the Crissen’Thalan are the only two races known to commonly use runes in their rites, 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 possesses 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 actually magical, 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.
Funeral Customs
Einish funerals are famous for their pyres, which are built in a small ship or longboat. These vessels are thought to carry the spirit of the deceased safely through the rivers of the afterlife, far from the miserable eternity of Niflheim and towards the gates of Valhalla. The deceased will also often be burned with their weapons and armour, though some cherished heirlooms may be kept to pass on to their friends or descendants. If so, it should be ensured that whatever is taken has a replacement, lest the warrior face their next journey unarmed and unprepared. Those who lack the wealth or resources to have a ship built, or spare one to be burned, will instead be burned on an effigy made to resemble a working longboat. Their body is draped with protective, runic charms and talismans to help them on their journey, and to encourage their makeshift vessel to hold. While it’s not unheard of for an Einher to be buried, great lengths are taken to ensure that there can be no necromantic meddling with their corpse. They’ll erect great stone cairns over the grave, or else wait to lay their deceased to rest in hallowed ground.
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. Some believe that the mists hold the dishonoured dead, escaped from Haldora’s stronghold of Niflheim, come to kill Einish warriors so that they may switch their spirit with that of the living. An 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 chieftain to Viktis.
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 via execution outside of combat. Beyond that rule, Necromancy is frowned upon, but rarely outlawed.
Blood Magic is reserved specifically for the Wytches of the clans, called Vitkis, and any that they wish to teach. Those whom they teach are only those that would become Wytches 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 Vitki 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 Wytch. If she harms any within the clan, then she is to be dealt with accordingly.
Vitkis
The common assumption among Southern cultures is that a Vitki (pronounced vit-key) is a wytch. To Einher, the truth is more complex: while wytchcraft is not a requirement of being a Vitki, the willingness and ability to bargain with demons is, and the title carries with it what some might consider an admission of guilt by default. Whether they receive their visions from a demonic patron or the spirit world, they’re valuable prophets who are meant to be used and heeded, but never fully trusted. Most clans see their nature as inherently dishonorable: their connections to demons endangers their place in Valhalla, and those who would sell their spirits or those of their kinfolk carry with them an unshakable stigma. Many Vitkis are kept on a short leash by the chieftain or community they serve, and will remain in their good graces for only as long as they prove useful. The practice as a whole is rarely discussed with outsiders.
Curses and Nithing Poles
A Nithing Pole is a long wooden stake, the length of an Einher, that is covered in engraved ‘magic’ runes powering various curses. It is believed by many of the superstitious to be a powerful weapon, only to be used against those who have committed horrific and especially heinous crimes against a clan. The curses themselves are spat and shouted into the Nithing Pole as a crafter carves runes and symbols along its length. The Nithing Pole is then carried and presented towards the enemy and target of the curse right before battle. A smaller half length version of this, known as a Nith Mark, can be crafted to curse a specific target and is usually planted at the foot of their door, to be found as they awake that morning. There is no standardized documentation on what runes must be placed on their shafts, whether they are imbued with actual magic or just intent, or even if they truly work at all. Regardless, most Einher believe they do and woe to the crafter if they fail to kill their target, for it is believed that the crafters death is the only way to break the curse, if one is to believe they are real.
Politics
Politics are the forte of few within each clan. Those who engage in politics tend to be 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. Einher 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 do vary, but there are a few styles that are found within many Einher clans. All clans have one Chieftain or Chieftainess, along with their family. Jarls serve under them, 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 and established ports. A Jarl may be chosen by the Chieftain or Chieftainess or the title may simply be won through battle with the old Jarl. There are no set rules on positions of power within the Einher race, however the Einher are not stupid like the barbarous Greenskins. Einher have enough sense to know that infighting hurts the clans in the long term. That said, violence is a reality in Einher life and Jarl’s, like all Einher, wish to die gloriously in battle. When their wish is fulfilled and there is no obvious replacement, the strongest usually steps forward. If another takes it from him, then he wasn’t the strongest. In addition to Jarls, the average Einher can hold one of three other ranks within their individual clans; Huskarl, Thegn, and Vitkis. Huskarls are appointed by a Jarl. They are considered both bodyguards and advisors to the Jarl and are bound by oath to act in the Jarl’s best interest. There is no limit on how long they may serve as a Huskarl and may leave if their oath is fulfilled or they are released from it by the Jarl they gave it to. Thegns hold a more spiritual role within Einher culture. It is a title and rank reserved for leaders in the community that carry the voice and wisdom of the gods. Like Huskarls they also advise the Jarl but they are also expected to guide the community into prosperity and growth. Thegns, unlike Huskarl’s, are not appointed by the Jarl but by the greater Einher community. This often happens during an Althing or when enough Einher gather together, to deem it so. Their service as a Thegn ends when the community decides it is so. Vitkis is less a title and more a distasteful term. It is not an honour or title bestowed upon a Wytch within the clans, it is a term of fear and mistrust that they acquire by continual use of their foul magics. With the exception of a few clans, Wytches and demon dealers are almost always killed on sight in Einher culture; however should one be exceptionally wise or useful to a Jarl, they may use that to stay the executioner’s axe. Those not outright killed become the Jarl’s closely watched and mistrusted aides, giving them insight into dark knowledge and forbidden wisdoms. A Vitkis can never stop being a Vitkis until they are killed and they are never afforded proper burial rights as their spirits are believed to be corrupted and tainted beyond redemption.
The lowest rung on the ladder of Einish society, with the exception of Ice Elven prisoners or Vitkis without a Chieftan or Jarl to keep them in check, are those who are taken back to Mjoll by Einish raiders. Unlike other races in Maud’Madir who take slaves, the Einher’s devotion to freedom and honour extends to their treatment of these prisoners. These people are called thralls, and are treated more like unwilling indentured servants; their capture and presence is seen as a necessary evil by the war torn people, and they can earn their freedom by putting their skills to use. Sometimes prolific mages, alchemists, or other talented individuals will be taken for the sake of their reputation and unique gifts. Elsewise, a thrall may just be an unlucky farmer or blacksmith. Thralls are kept by the family who claims them; they cannot be bought or sold, and they’re expected to be provided for. Upon gaining their freedom, a thrall may either stay in Mjoll or return to their former life. Those that stay are often tenant farmers, tradesmen, or sailors. Any children born to them, whether their forced contract is complete or not, are considered free people of Mjoll by default.
These dignities are not extended to any Ice Elven prisoners, who are frequently submitted to grueling physical labor. The abuse of these prisoners is typically seen as exactly what they deserve, and some Einish are known to jest about how they’re given no less than what their prisoners would inflict on any Einher the Ice Elven raiding parties take.
There has only ever been one high Chieftain, Thorson Bloodeye of Clan Gahighlyn. While he calls himself the High King of the North, most refer to him as High Chieftain.
When a Chieftain or Chieftainess dies the firstborn child 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.
Despite the efforts of more free and more forward thinking leadership in some of the clans, discrimination is still prevalent throughout the Einish race. Older clans still often favour firstborn sons, but the diversity found in new leadership of many other clans has proven that times are changing
The Althing
The Althing, or The Thing, is a type of Einish assembly where Einher of any Clan may meet in peace to discuss societal issues, resolve both violent and nonviolent conflicts, seek justice on unresolvable issues and give offerings to their gods. The Althing is traditionally called by a Jarl or Chieftain however there is no formal process for announcing an Althing is to be held. As host to an Althing you are expected to cover the costs of those attending, providing meals and security, if required. In addition to a host the Althing must have an appointed Judge known as a Lendemen. The Lendemen presides over the Althing, giving unbiased judgment when asked by conflicting Einher. The Lendemen also is the only position that both makes the rules for the Althing, and has the capacity to break them. Einish violence at the Althing is forbidden and should swords be drawn or blood spilled outside of sacrifice, it is the Lendemen who is expected to extinguish it, by their own sword or those they appoint at that time.
The Althing itself is almost always reserved for those of Einher blood. There are rare exceptions to this but no outsider may enter in the Althing unless they are bound to a true Einher. Their actions at The Thing are considered to be the actions of the Einher they are bonded to. A breach of the rules of the Althing almost always results in death. An Althing may be simple and quick or long and complex but all abide by the following common processes:
Hospitality
All Things begin with the host or Lendemen granting permission to enter the sacred grounds and an offering to the gods to bless the assembly.
The Offering
After this each Einher is given an opportunity to give offerings and sacrifices to their gods, fallen brothers and sisters, still living friends and family, and even the Firstborn if they wish. This offering is viewed as a personal and private matter and most Lendemen establish rules of tolerance on any who wish to give homage.
Judgment
Once the offerings have been given, any of Einher blood may petition the Lendemen to give judgment on conflicts if they exist between two or more parties. All parties must agree that their conflict will be resolved by the Lendemen’s verdict, and that their final word is bound under the eyes of the gods. Failure to follow through with a Lendemen’s verdict usually results in death.
The Forum
Once Judgment has been passed the floor is opened and any may speak or bring up concerns. Here Einher will discuss clan matters, the future of the Einher, important news from the north and any other topic of note that may arise.
Closing
Once complete, the Host or Lendemen will close the Althing by giving final thanks to the gods, and those in attendance and extinguish the fire. When the last of the embers dies, the Althing, and the rules binding it, are completed.
While the Althing itself is predominantly for Einish business only, the days leading up to it are usually filled with celebration, games and drinking, open to any who reside in the area.
Law
There are no set laws in clan societies or Einher culture, but there are unspoken rules which are followed by most, and refuted or broken by few.
- Clan and family first, above all things.
- Never kill your own kind in a foreign battle, unless it is to grant them a glorious death.
- Survival at any cost in foreign lands. This includes charades, disguises, etc., if the odds cannot be beaten.
- Lying to your own kind is dishonourable, even when at war with another clan.
- Assassinations are not fit for your own kind, but it is for others if they warrant it.
- Follow the wisdom and rule of your Clan Elders. Heed the counsel of their Vitki, but never forget their nature and never fully trust them.
- When possible, disputes are to be dealt with honourable personal combat. The gods will grant strength to the innocent and weaken the guilty.
Geography
Clans
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, but the most powerful and most commonly met with can be found below.
Clan Gahighlyn
Tartan: Purple and Red
Chieftain: High Chieftain “Bloodeye” Thorson
The clan of the High King, a name he chose himself. This is a relatively new clan, formed by the refugees and the shattered remains of many smaller clans that were destroyed by the first war with Pandora and her Ice Elves. High 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 finding and sounding the Battlehorn of the Einherjar, which he used to destroy the armies of Pandora and retake the kingdom of Mjoll from the Ice Elves.
The early days of Gahighlyn’s were fraught with squabbles and scandals as the disparate clans were faced with customs and traditions utterly foreign to their previous way of life. However, the unity they found under High King Thorson and their determination to unite as one people eventually led to an open and pragmatic view of things. Their loathing of Ice Elven raiding parties, and the memory of those lost to the Jormunger wastes, make them protective and loyal to their neighbours; children are cared for by extended family and friends if both parents take to the battlefield, and crimes are more often punished through giving back to one’s community than through physical discipline. The genders are held in equal regard: an emphasis is put on one’s talent and the pursuit of it for the betterment of all. To betray one’s fellow refugees and survivors of the war is seen as a far greater failing than any gendered expectations.
Clan Bothnia
Tartan: Black and White
Chieftain: Halgrad Karbane
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.
While Bothnia holds Einish law in high regard, and agree that assassination is unfit for their countrymen, they still have a reputation of being ruthless in the employment of their alchemical concoctions. Their smaller numbers are compensated for with their affinity for gas globes and coated weapons; should the knife of a Bothnian swordsman pierce your armour, that single blow may prove more fatal than any berserker’s axe. This cultural embrace of the herbal arts and study of chemistry is echoed throughout their day to day lives: it’s common for couples to be made up of a pair whose abilities compliment one another, with one being a master of foraging and the other a chemist, or one an alchemist while the other excels in the use of a blade they can apply their tinctures to. This allows treasured recipes and secrets of the trade to be kept within the family, as a clan-wide fascination with the same art leads to a fair bit of competition between practicing alchemists.
Clan Conlan
Tartan: Black and Brown
Chieftain: Helge “Browbreaker”
Clan Conlan was entirely wiped out by the first war with the Ice Elves 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 the clan to have been given forbidden knowledge from a race of underground Dwarves long forgotten to this world.
Conlan’s dwindling numbers rest heavy on the shoulders of its surviving members. Those who marry into it are often encouraged to discard previous clan loyalties, regardless of gender or station they held within their previous clan. For a Conlan to abandon his tartan and name is viewed even more severely than is typical of Einish culture. The expectation of siring children looms over all young couples and, due to that expectation, the clan only encourages and recognizes marriages between men and women. Those who are unable to rear the next generation, whether due to same gender partnerships or struggles with fertility, often strive to serve the clan’s future in other ways. The mastering of legendary blacksmithing to pass those skills on to young apprentices is the most common approach. Some Conlan embrace this mindset as they strive to regain the strength and respect they once had, while others buckle under the pressure of a life lived under the memory of what once was.
Clan Fenrick
Tartan: Black and Yellow
Chieftain: Tyrik “Halfman”
Referred to by some as the Dark Clan, Clan Fenrick is one of the few clans that hold their Vitkis in as high regard as they do their chiefs. 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 of the knowledge of the runes that were given to the gods.
The Southern misconception that Vitki are predominantly women likely comes from rumours surrounding this infamous clan. With some exceptions, the majority of seers within Fenrick are women. While others are not barred from learning the art, there is still the assumption within the clan that the practice is inherently feminine. Some Vitki see this as a hurdle to be overcome, while others are all the more drawn to this line of work due to the inherent dualism or nonconformity it brings them. The clan’s penchant for the esoteric can extend into their romantic lives; young Fenrick einish will be steered towards one another by matchmakers who believe them entangled by fate, and it’s not unheard of for the particularly lovestruck to try and influence a Vitki to perhaps re-examine or influence the signs they’re seeing to encourage their desired match. Weddings, as one might expect such prolific mead makers, are drawn out celebrations filled with feasting and storytelling. It’s tradition for the bride’s family to supply the mead itself, and a show of wealth and influence within the clan if they can amass enough casks to keep a small army of guests in good spirits.
Clan Gotland
Tartan: Black and Blue
Chieftainess: Ragnhild the Red
The greatest attribute of this clan is their mages. Often these magi ascend to high ranks of power, sometimes on par with the Jarls themselves. They tend to create magic items to improve the potency of their small number of dedicated warriors.
After Fenrick, Gotland is perhaps the clan most comfortable with Vitki who practice Wytchcraft, though they still treat them with suspicion and never give them authority over the young and vulnerable. To them it’s just one more form of magic, and there are many Gotland legends about cunning Wytches who tricked powerful demons out of claiming their spirits. Families often operate like a mage’s guild or coven: a powerful matriarch or patriarch will teach their family’s tradition to their children and grandchildren to give them a foundation in magic and to learn as early as possible which children have no talent for the art. The talented are encouraged to pursue as much knowledge as possible, whether it be specialized or broad, while the rest are taken aside to pursue other skills. While many families are supportive of their less magically gifted children, it’s not uncommon for resentment to fester; magically gifted children might be shown more attention, and marriages can be discouraged between mages and more mundane warriors due to superstitions that it might lead to more magicless children. For better or worse, this focus on magical talent usurps most other biases the clan might otherwise foster: gender, one’s preference in partner, and how able bodied one is means very little if you have the magical firepower to assert your influence within the clan, and elders are held in high regard for their years of study and experience.
Clan Hunhil
Tartan: Black and Grey
Chieftainess: *Astrid Hunhil
*Now a much smaller Clan, largely wiped out by the Ice Elf war and then again in recent years after the King’s betrayal. The Clan is known for their masterful skill as shipwrights. The Clan is without Chieftain as the only heir, Astrid Hunhil, sits imprisoned by Orin the Bastard. Standing in as vassal was Asmund of Clan Hunhil, first cousin of the late Yurgen Hunhil. During the Empire’s “peace” summit in the year 2257 Asumnd was murdered on the night of his wedding by Tyrik the Halfman. The new vassal Chieftain is Skarde the Ironbred, 3rd cousin to Astrid Hunhill, who has sworn to release her.
Before the turbulence of the civil war, Hunhil’s position as master shipwrights made them deeply respected by any who took to the sea. They had an especially symbiotic relationship with Clan Malar-Skaw, as these wealthy traders needed fine vessels to carry them across their trade routes. Any funds gained from such affluent allies was rarely hoarded; Hunhil prizes practicality above all else, and would put whatever massive sums of gold came in from those commissions into their pursuit of faster, stronger ships. It’s said that with the help of Clan Conlan they invented the iron-hull, and before that would import southern oak lumber to make ships so resilient that canon fire proved ineffective against them. This prizing of practicality above all else extended to the family unit, which took the Jarl’s tradition of passing their title to their firstborn to its logical extreme: a firstborn child inherited their family’s trade and much of the wealth, the second child was more free to pursue martial or scholarly talents, and any additional children would either assist an older sibling or join raiding parties to inject resources back into the family and wider clan.
Clan Lofoten
Tartan: Black and Purple
Chieftain/Chieftainess: Gunhild Twiceborn
Clan Lofoten are feared for their preference for berzerkers. More than simply capable, these psychotic warriors spread the gift of shape changing. It is said their most valiant warriors are taken while still living and set to guard the World Tree against all dangers.
Though the number of Lofoten shapechangers has dwindled in recent years, especially among those who strayed from their northern homes, their feral nature and duty to the World Tree are still of the utmost priority. Rather than becoming hung up on gender itself, Lofoten tends to prize dominance, ferocity, and charisma; their ideal is a protector and leader who’s ferocious on the field and steadfast in their duty. Couples can be fiercely competitive as they try to establish to friends and family who’s the true head of the household, and children can be ruthless in establishing a pecking order, with the youngest in a family often going to reckless extremes in order to catch up to their bigger and stronger siblings. Marriages are allowed to any who wish to officiate their bond, but typically require the blessing of the local cleric or paragon of Dunarthos or Sybil, and duels between the families and friends of the betrothed are common in order to prove the strength and loyalty of the allies they’re bringing with them into the union.
Clan Malar-Skaw
Tartan: Black and Green
Chieftain: Sigge Malar-Shaw
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 in Mjoll and beyond.
Of all the clans, Malar-Skaw have the strictest expectations of their men and women when it comes to their role within the family and wider clan. The women are the keeper of the household and manage the wealth, the education of the children, and any servants the family keeps. The men are meanwhile expected to provide through their trade and mercantile exploits, and lavish gifts are presented to their wives and children as a way of showing how comfortable they can keep them. The assumptions that come from this can vary. For example, some may see women as a trophy used to flaunt their wealth and success, while others may see them as the true leader of a family unit. Regardless, great expectations are always placed on the shoulders of the firstborn, as they either inherit their father’s business or are the family’s new bargaining chip in a convenient marriage. Though same gender relationships aren’t given much consideration by Malar-Skaw culture, this has led to powerful unions between eldest daughters who ran off with each other and combined their dowries to fund a budding merchant empire. Likewise, there are sons who fled their familial expectations to forge a new legacy.
Clan Oresund
Tartan: Black and Orange
Chieftain: Arvid-Vano
The most wealthy of the Einher clans, Clan Oresund has the greatest numbers, largest armies, and are renowned for their horse breeding. Their skill with the raising and breeding of these prized steeds has also made them one of the few Einish clans to prize mounted combat, and it’s said that there’s few things as terrifying as a cavalry of Oresund riders thundering towards those unprepared for the flurry of swords and hooves charging ever nearer.
Drawn by their reputation, a number of Ajaunti clans have traveled north to seek out Clan Oresund to gain better horses for their caravans. The northern trails of the Barrush Clan have intermingled with them the most over the years, and marriages between these two groups isn’t unheard of. Marriages are otherwise often dictated by a family’s wealth and access to their prized horses for the breeding of future foals. Oresund’s wealth, alongside their contact with the Barrush and the access to a wider array of goods it brings, have led to them enjoying luxuries that most other clans can only dream of. Their jewelry is very fine and intricate, their clothing is stained with rare, colourful dyes, and their local cuisine boasts more spices than the average Einish fare. They have also adopted a little of the Ajaunti tradition of ancestor worship, and will have household shrines to the great warriors, traders, and horsemasters who came before them. Small food offerings are left to draw the favour and protection of these ancestors, especially before a long ride or if the clan is dragged into a conflict.
Clan Oslo
Tartan: Black and Navy Blue
Chieftainess: Revna Mothersblood
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.
Of all the clans, Olso is the most matriarchal. Their beloved Shieldmaidens pass the tradition down from mother to daughter as they train them to be ready for the Academy, and shields of legendary quality become family heirlooms with unique carvings for each of the women who have carried it into battle. To have a daughter who’s a shield maiden and a templar is to be considered twice blessed, though sons will also often pursue battle magic as a means of catching up to their sisters and honouring their family’s legacy. Same gender couples are embraced, though women who mean to marry one another will be pressured to take on any recently orphaned young girls, or help tutor a now motherless young woman, so they still have someone to pass on their family’s tradition to. This matriarchal line of Shieldmaidens has some interesting exceptions born of necessity; those who were once considered daughters but who have grown to be seen as men are asked to surrender their shields to a sister or cousin, and those who were once thought to be sons who grew into women are encouraged to take up the legacy of their mothers, and often taken under the wing of experienced Shieldmaidens to catch them up to speed.
Clan Wolfsgar
Tartan: Black and Red
Chieftain: Festargarmr
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.
With the possible exception of Lofotan, Clan Wolfsgar has been the most eager to embrace Sybil. Their fierce dogs make them masters of the hunt, and they take great sport in hounding Ice Elf raiding parties across great distances to eradicate any invasions into Wolfsgar territory. They are sometimes sought out by neighbouring Einher who have lost friends and family to these raids, as if any can track down the Ice Elves and their prisoners, it’s Clan Wolfsgar. These rescue parties often claim a steep bounty, given how little they care for those outside of their own clan, but many see the gold as well worth the result. This has led to even more animosity between Pandora’s chosen people and this clan, and tartans stolen from the corpse of a Wolfsgar houndmaster are seen as a mark of accomplishment among the ice elves who manage to cut through their pack. Given how prized their hounds are, courtship usually begins with a hopeful suitor presenting their beloved with a prized pup from a recent litter. This gift needn’t be returned if the marriage is refused, and it’s not unheard of for a particularly eligible bachelor or maiden to introduce fine new breeding dogs into their family’s kennel as smitten suitors compete for their hand in marriage. This in turn can lead to unique insults among Wolfsgar; saying that someone’s spouse or beloved isn’t worth a runt has led to honour duels.
Clan Galloglach
Tartan: Dark Green and Dark Blue
Chieftain: Adair The Touched
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.
The clan’s life on the heavily wooded islands of Talamhrán have also led to many taking up the druidic arts, and Galloglach have a unique relationship with their Wood Fae neighbours that dwell in the heart of their woodlands. They forgo mead in favour of the whiskey that fae brewers introduced to them, and they’re far more passionate than their typical countrymen. Clan Galloglach is also particularly terrified of the fog, as they believe True Fae and their wolves hide within it. Members of Clan Galloglach can also appear far ruder than their kin to outsiders, due to their reluctance to thank people in order to avoid indebting themselves to a disguised member of the Fae Courts. Their skalds and bards are legendary, and they often learn songs and poems in the language of the fae. Other magic is often seen as a womanly art, studied by wives to defend their homestead as druids, and shepherds tend to the forests and fields where the herds graze. Their highly traditional approach to the family means that same gender relationships are most often pursued when the battalions, merchant ships, or herds are on the move; young men find company with their brothers in arms, and the women enjoy each others’ company while husbands or watchful fathers are far from home. Those that strain under the expectations of their culture, regardless of their reasons, are known to sneak off to visit the Wood Fae to find more like minded companionship.
Current Events
Since the imprisonment of High King “Bloodeye” Thorson, battlelines have been drawn, dividing Mjoll into Eastern and Western hemispheres. The two major factions of the world have seized on this Einish discord and allied themselves with one side or another. The Empire of Berphaunt supports Orin the Bastard and his allies while the Whiteraven Alliance has given their aid to The Astrid Hunhill and her allies. Pandora has also capitalized on this infighting, and has begun sieging both battlefronts from the north. This, while unfortunate, has brought internal war to a standstill, as both sides become more and more occupied with defending their borders from her Ice Elven legions than they are from each other. A cold war exists between the two Einher groups, and it does not sit well with either. This is not the way of the Einher, and this is not the way of battle.
Clans Supporting Orin The Bastard
- Conlan
- Fenrick
- Gotland
- Malar-Skaw
- Wolfsgar
Clans Supporting Astrid Hunhill
- Bothnia
- Hunhill
- Oslo
- Galloglach
- Oresund
Clan Gahighlyn and Lofoten have yet to choose their sides and remain neutral for now.