Ragnarok Era Encyclopedic Glossary
adamant — an ultra-hard metal unknown to most smiths among Mankind; also known as dverg steel
Æsir (sing. Ás) — a tribe of semi-nomadic people living in Aujum who became the new gods of the North Realms
Agder — a petty kingdom in Nidavellir, subject to the dvergar. King Vikar attempted to build an empire out of Agder before his untimely death.
Age of Brimir — first Age of the Ragnarök Era, during which the Brimir Empire flourished
Age of Man — third Age of the Ragnarök Era, after the fall of the Old Kingdoms
Age of the Æsir — fourth Age of the Ragnarök Era, after Odin overthrew the Vanir and established Asgard
Age of the Vanir — second Age of the Ragnarök Era, after the Vanir threw down Brimir and the Old Kingdoms rose
alfablót — a sacrifice made to the alfar to propitiate them; this may be as simple as beer or ale poured over a so-called alf-stone or for stronger sacrifice, may involve the slaughter of an animal or even a human. A greater celebration, Alfablót proper, is held annually, during the first full moon after harvest time. This ritual is private to each family, during which time guests are forbidden entry.
alfar (sing. alf) — An Elder Race, the alfar are the primary inhabitants of the Otherworld (the Spirit Realm). As immortal beings from beyond the Mortal Realm, they are essentially lesser gods. They are broken into several clans, based primarily on the domain in which they reside. Long residency in elementally saturated domains has caused some physical divergence between these clan. As eidolons, alfar lack physical forms in the Mortal Realm and can only exist there by possessing a physical host. They may hold some connection to humans (or jötunnar) in the sense that the Wheel of Life transmigrates souls between worlds, but they are also fundamentally changed by their existence in the Otherworld. Further, because they lack physical form and have to possess humans, they're even more apt to see people as objects for use.
Alfheim — a domain of the Otherworld inhabited by the ljósalfar; the land of eternal sunshine
Althing — a Thing held between all the clans; usually only to choose a king
Andalus — a contested region south of Valland; control of Andalus is split between the Vall Empire and the Serkland Caliphate, though the independent people Endor also hold some territory
Aquisgrana — capital of the Vall Empire
arcana — secret lore of the Art, divided into several lesser arcana and the greater arcana (sorcery)
Art, the — general term for all paranormal disciplines and secret lore, vulgarly termed “magic,” also known as seidr
Asgard — new name for Vanaheim after the Æsir conquer it
Athra clan — One of the Ás clans of Aujum; primarily a whaling people, the Athra lived on the southern shore of the Gandvík Sea.
Aujum — a wild region between Hunaland and Bjarmaland, inhabited by the Æsir for several generations after the Great March brought them there from Kiovia.
Baltia — a fabled kingdom of saealfar said to lie below the Gandvík Sea
Barnstokkr — a great tree in the centre of king’s hall in Xanten
berserkir (sing. berserk) — werebears, a type of therianthrope
Bjarmaland — the easternmost reaches of Midgard, broken into several petty kingdoms, all of which have small populations
Björn clan — A nomadic Ás clan of Aujum, famed for the training of berserkir. Traditionally, they migrate along the southern reaches of the Járnvidr. Though a small clan, they are prideful and fierce, given a wide berth by others save when they wish to have a berserk trained.
Black Sea — the sea between Aujum and Miklagard
Bolmsö — an island in a lake in Ostergotland, held by Jarl Arngrim
Bragnings — One of the Old Kingdoms. Bragi, the last surviving son of Halfdan, founded the kingdom of the Bragnings in northern Valland, abutting the Rijnlands.
Brimir — a jötunn empire that spread across Eurasia during the first Age of the Ragnarök Era but was broken by the Vanir
Budlungar — One of the Old Kingdoms. Budli established his kingdom along the banks of the Rijn River, building the great fortress of Rijn Keep.
caliph — one of the oligarchs of the Serkland Caliphate
Dáinsleif — one of the nine runeblades forged by the dverg princes for the Old Kingdoms; given to the Bragnings, but taken from them when the Niflungar slew Prince Álf
Dalar — a petty kingdom in Sviarland established by an off-shoot of the Yngling dynasty
Dani — a tribe of North Realmers inhabiting mostly Reidgotaland and descended from the Skjöldungar (Old Kingdom)
deathchill — hypothermia
Deeppine — a forest in Ostergotland
Didung clan — One of the Ás clans of Aujum; the Didungs typically migrated in southeastern Aujum
Döglinar (sing. Dögling) — One of the Old Kingdoms. Dag, son of Halfdan, founded the Dögling kingdom along the coasts of Nidavellir. The Döglinar were famed for their two therianthropic warrior cults, the varulfur and berserkir.
draugar (sing. draug) — a term referring to a ghost in possession of a corpse. Most often, these ghosts haunt their own corpse and cannot simply abandon it. Draugar have superhuman strength and durability and, being already dead, are very hard to destroy. They may also possess various abilities such as growing in size, stepping into the Spectral Realm, or other abilities. Sunlight denies draugar all their supernatural abilities, including superior strength, and thus they shun the day. A draug whose corpse is destroyed typically becomes a wandering ghost, though as with losing any host, the process drains the entity and leaves them vulnerable.
Durendal — a legendary sword held by Roland, leader of the paladins
dvergar (sing. dverg) — the common name for the fjallalfar
eidolon — vaettir of Man-like nature, namely ghosts and alfar
eitr — draconic poison possessed of supernatural power that can change those who survive contact with it
Élivágar — icy, poisonous rivers flowing from Hvergelmir in Niflheim
Endor — a woodland people living in vales in Andalus, in the Pirineus; driven into hiding by the Vall Empire
ergi — a term meaning “unmanly” in the North Realms, which includes such behaviours as dressing like women, working seidr, or having sexual relations with other males; the accusation of ergi usually provokes a holmgang to the death, with refusal to defend one’s honour constituting admission of guilt. Those branded guilty are outlawed from society.
Eskgard — a small town in southern Aujum, sometimes used as a base for the Wodanar
Fimbulvetr — a name for the time after the coming of the Mist; the ice age
finfolk — wereseals, a type of therianthrope now thought to be merely legends in most lands
Firebringer — a semi-mythical figure said to have given pyromancy to the Lofdar
First Ones — the first Vanir to arrive in Vanaheim and become immortal
fjallalfar — mountain alf clan, commonly referred to as dvergar. The fjallalfar have bent, twisted forms from misshapen spines. They exist in constant pain which they delight in sharing with others. They are creatures of stone, turned back into it by contact with sunlight, so they live underground where they are masterful craftsmen and miners.
flyting — a king of duel of wits involving exchanging insults, sometimes in rhyme
Friallaf clan — One of the Ás clans of Aujum; the Friallafs lived on the north shore of the Black Sea, from where they sometimes raided into Miklagard
fylgja — a spirit animal who accompanies or is a part of a person’s soul; therianthropes can take on the forms of their fylgja
Fyrisvellir — a marshy plain south of Uppsalir
Gandvík Sea — the Baltic Sea
Gates of Hel — the fortress of Hel in Niflheim, named for its enormous, impenetrable black gates
ghost lights — the aurora borealis, attributed variously to ghosts or alfar
ghul — Serk term for a draug, especially those feasting on flesh
Glaesisvellir — a kingdom in Jötunheim
Godwulf clan — One of the Ás clans of Aujum; the Godwulfs trained Ás varulfur; they dwelt along the northern reaches of the Járnvidr, which they claimed to patrol for the good of all
Gautar — a North Realmer tribe inhabiting primarily Ostergotland and Njarar; the Gautar are the descendants of the Sikling Old Kingdom
Gramr — one of the nine runeblades forge by the dverg princes for the Old Kingdoms; given to the Niflungar, and born now by Prince Guthorm
Great March — a migration of the Æsir from their lands in Kiovia to Aujum, led by Vingethor, after he received the blessings of Idunn and the spear Gungnir; this happened several generations before Odin’s time, in response to an invasion by the Huns
Grey Wanderer — a name for Odin
Guiana — a southern province of Valland (encompassing Aquitaine and Guyenne)
Gungnir — legendary “dragon” spear of the Wodanar, given to Vingethor by Idunn in generations past
habergeon — a quilted or padded vest worn beneath a hauberk to protect the skin against the mail
Hacibey — a frozen Odling castle on the Black Sea
hacksilver — fragments of silver used as currency by weight
Haleygr (plural Haleygar) — a tribe of North Realmers inhabiting mostly Hálgoland in Nidavellir
Halfhaugr — a former dverg fortress atop a cleft hill in central Aujum; home of the Hasding clan
Hálgoland — a petty kingdom in Nidavellir, subject to the dvergar. Unofficially ruled by the lords of the island of Hrafnista. Hálgoland is peopled by the Haleygr tribe.
Hasding clan — One of the Ás clans of Aujum; the Hasdingi occupy the fortress of Halfhaugr, making them the only truly stationary clan of Æsir
hauberk — a mail shirt usually reaching down to the thighs. A hauberk is generally the finest armour available to warriors, typically owned only by nobles.
Hildings — One of the Old Kingdoms. Hildr, founder of the Hildings, created a kingdom for himself in what would later be north-central Sviarland. Predecessors of the Sviars.
Hleidra — the seat of power on Sjaelland for the Skjöldung dynasty, and site of Heorot (the grand hall) (equivalent to Lejre).
Holmgard — a colony in Bjarmaland
Hrafnista — an island of Hálgoland where the ruling clan lives. The island is covered by an ice shelf which joins it (and other islands) to the mainland.
Hrotti — one of the nine runeblades forged by the dverg princes for the Old Kingdoms; given to the Budlungar
Hrunting — one of the nine runeblades forged by the dverg princes for the Old Kingdoms; given to the Hildings
Hunaland — a central land between Valland, Miklagard, Reidgotaland, and Aujum; it earned its name several generations back when the Huns invaded and claimed its territories
Huns — A tribe of North Realmers descended from the Budlungar. They were displaced from their homeland and driven into the east. Centuries later, they rampaged through Midgard until re-settling their original home, which then came to be known as Hunaland.
hydromancy — seidr or Oracular insight using water as a medium; this may include divining or controlling the element, or often both. The most famed hydromancers were the Odlingar, and much of the Art was lost with their fall.
Hyrcanian Sea — eastern sea forming the southern extent of Midgard (the Caspian Sea)
ifrit — Serk word for fire jinn
iron — iron is believed to ward against spirits; Men typically carry at least one piece of iron at all times and, when in fear of the supernatural, lay a hand on it for protection
Idavöllr — a jötunn fortress in Valland, sacked by Freyr during the war with Brimir
Itrmanni Clan — One of the Ás Clans of Aujum; the Itrmanni migrate through the western regions of Aujum and are generally considered the strongest of the clans
Jamtla — a petty kingdom in Sviarland ruled by the Ynglings
jarl — a ruler of a clan, just below a king in rank
Járnvidr — the so-called “Iron Wood” between Aujum and Bjarmaland, known primarily as a habitat of trolls
jinn — a Serk name for alfar. Because Serkland sorcerers most oft rely on summoning and binding fire alfar (eldalfar), they tend to think of jinn in terms of relation to fire (which kind are called ifrit).
Jörmungandr — the so-called World Serpent, a sea serpent said to be so large it could encompass Midgard; a possibly mythical dragon
jötunnar — An Elder Race, the jötunnar are humanoid beings possessed of above-average height, strength, durability, and longevity. They are much more likely than Men to be able to harness their Megin, meaning they can further enhance their physical capabilities or sometimes manifest arcana. Jötunnar are cursed to crave the taste of Man-flesh, an addiction vastly increased should they ever taste it. Frequent consumption of this flesh can cause their flesh to warp and mutate, leading them to become monstrous in size or appearance. Conditions in the Ragnarok Era make this a very common fate for jötunnar, thus earning themselves a name meaning Devourers.
Jötunheim — land of the jötunnar within Utgard
Jutes — A tribe of North Realmers living in Jutland and oft subjugated by the Dani
Jutland — the main peninsula of Reidgotaland
Kaldlund — A Godwulf town near the Járnvidr
Kalevala — the southern kingdom in Kvenland
Karjuba — a city in southern Andalus held by the Serkland Caliphate
karl — a bodyguard or retainer to a king or jarl
Kiovia — a region of Bjarmaland, located in the southwest; original home of the Æsir before the Great March
kobold — a term for goblins said to lair in mines and bogs
Kraken, the — mythical sea monster; North Realmer name for the Elder Deep
Kvenland — A wild region east of Sviarland, divided into the kingdom of Kalevala and the Witch-Queen holdings of Pohjola
Kvens — a tribe native to Kvenland
Laevateinn — one of the nine runeblades forged by the dverg princes for the Old Kingdoms; given to the Lofdar
landvaettir — spirits of the land
Lappmarken — the northernmost region of Sviarland which forms a nebulous border with Kvenland; land of the Lapps
Lapps — a tribe of North Realmers living in Lappmarken and feared for their shamans and Otherworldly knowledge
linnorm — a kind of serpent dragon, usually with two front legs
ljósalfar — alfar of the Sun, who dwell in Alfheim
Lochlainn — islands colonised by the Nidavellirans (the Orkneys)
Lofdar — One of the Old Kingdoms, famed for their mastery of pyromancy.
mara — a nightmare spirit
Megin — a North Realmer word for life-energy or spiritual power
Men — humans
Midgard — the “Middle World” that lies encompassed within the Midgard Wall (mostly Europe and western Asia)
Midgard Wall — the colossal wall raised along the path of the Ural Mountains that separates Midgard from Utgard
Miklagard — a city-state empire on the southern shore of the Black Sea (in the location of Constantinople)
Mimung — a tenth runeblade, forged by Volund for Nidud
Mist-madness — insanity brought on by breathing in too much of the Mist; eventually fatal
Mist-thickness — a progressive mucus buildup in the lungs caused by breathing in Mist; völvur can delay the progress, but it is generally held to be incurable and eventually causes one to drown
Mist, the — a globe-spanning vapour that escaped from Niflheim at the dawn of the Ragnarök Era and covered the Earth, reflecting sunlight and creating an ice age. The Mist is often held to be sentient and malevolent, desiring to steal the souls and memories of Men. Breathing in Mist over a long period can lead to Mist-madness, Mist-thickness, or in the case of those with jötunn blood, transformation into trolls. The Mist retreats from fire and thins in daylight, partially withdrawing into hidden places. The vapours can also raise the dead as draugar.
Mistilteinn — one of the nine runeblades forged by the dverg princes for the Old Kingdoms; given to the Odlingar
Mjölnir — a magical hammer forged by Volund for Odin, who gave it to his son Thor
Morimarusa — the North Sea
Muspelheim — the domain of Fire in the Otherworld
Myrkvidr — dark forest between Hunaland and Valland; said to be haunted
Naegling — one of the nine runeblades forged by the dverg princes for the Old Kingdoms; given to the Döglinar
Nidavellir — a mountainous land north of Reidgotaland and west of Sviarland. The land is ruled by the underground king of the dvergar (of the same name), though numerous subject petty human kingdoms dot the coasts and fjords.
Nídhögg — the dark dragon below the worlds who feasts on the corpses of the most wretched criminals, such as oathbreakers
nifalfar — alfar of the Mist, who claim souls of the fallen
Niflheim — the domain of Mist in the Otherworld; ruled by Hel, who draws the souls of most of the dead to her
Niflungar — One of the Old Kingdoms. Naefil, eldest son of Halfdan the Old, made a pact with Hel after prompting from his mentor, Svarthofda. This infused his bloodline with the power of Niflheim, and they became, forever after, sorcerers and wielders of the Art of Mist.
Njarar — a Gautish kingdom in Sviarland
Njarar War — A war between the Ás clans of Aujum stirred up by King Nidud of Njarar in a failed attempt to annex their lands; the war was ended when Borr made peace between the clans.
Norns — mysterious sisters who weave or oversee Urd
Norreyyske — the northernmost island of the Jutland peninsula
North Realmers — the many tribes of the North Realms, taken as a whole
North Realms — the part of Midgard from Hunaland northward
Nótt — Elder Goddess of Night, more feared than worshipped
Odlingar — One of the Old Kingdoms. Audi, son of Halfdan, founded the Odling kingdom at Hacibey, a beautiful castle on the Black Sea.
Old Kingdoms — Nine kingdoms established by the sons of Halfdan the Old during the second Age of the Ragnarök Era, before the rise of modern Man
Old War — A cataclysmic war in which the Old Kingdoms destroyed each other
orichalcum — a rosy-gold coloured metal suitable for soulforging; orichalcum is incredibly rare, found almost exclusively in Vanaheim
Ostergotland — the central region of Sviarland, inhabited by the Gautar
Otherworld, the — common name for the Spirit Realm
paladin — the peers of Karolus, Emperor of Valland, and champion knights of that land
Penumbra — a name for the Spectral Realm
Peregot — A Vall fortress town designed to watch over the Pirineus mountains and guard the southern borders (a little farther south than modern Périgord)
Pirineus — A mountain range between Valland and Andalus (the Pyrenees)
Pohjola — located in the north of Kvenland, Pohjola is the land of the Witch-Queens, covered in the eternal darkness of Nótt
pyromancy — seidr or Oracular insight using fire as a medium; this may include divining or controlling the element, or often both. The most famed pyromancers were the Lofdar, taught the Art by the Firebringer, Loge. Only a handful of practitioners remain.
Ragnarök — the prophesied end of the world
Reidgotaland — a land of islands between Sviarland and Hunaland, also including the Jutland peninsula
Rijn Keep — the Budlung fortress along the Rijn River, sacked by the Niflungar, but later rebuilt as Xanten
Rijn River — a great river running north from the Sudurberks, and bisecting Hunaland
Rijnland — a region of northwestern Hunaland along the Rijn River
River Fyris — a river running through Uppsalir and emptying into the Fyrisvellir
Roncevaux — a pass through the Pirineus
runeblades — nine magical, cursed blades forged by the dvergar for the princes of the Old Kingdoms and generally held to be the greatest weapons known to Man
saefalfar — alfar of the sea; sometimes called mer
Salduba — a city in Andalus (in the location of Zaragoza)
seax — a small sword or large knife
seidr — Within the North Realms, magic (the Art) is most commonly referred to as seidr. Most North Realmer cultures consider it the exclusive province of women, terming a man who allows Otherworldly forces to penetrate himself ergi. Seidr includes any practical attempt to harness or manipulate the supernatural, thus the Art (both lesser and greater arcana).
Serkland Caliphate — a fire-worshipping Utgard empire that has encroached into Andalus; the Caliphs protect their people against the Mist by binding fire jinn to their wills.
Serks — an Utgard people from the Serkland Caliphate
Sessrumnir — the Vanr school of the Art on Vanaheim
shamshir — a curved sword used by Serks
shieldmaiden — a female warrior in the North Realms
Sight, the — The Sight refers to a general psychic sensitivity oft possessed by shamans and sorcerers, which might manifest in one or more forms of extrasensory perception. This could include the ability to hear ghosts, to look beyond the Veil, to see the past or future, to scry on distant locations, to manipulate dreams, or simply to sense when something Otherworldly draws nigh. Each of these distinct variations tends to get classed as its own lesser arcana, whilst the Sight itself is more a matter of whether one has the needful aptitude to perform such acts. In all cases, the Sight appears to offer the user a glimpse of the Ontos (the Truth behind the world), but with such glimpses comes the risk of spiralling madness as the illusions of life begin to shatter.
Siklingar — One of the Old Kingdoms. Sigarr founded his kingdom what later became known as Ostergotland. When the Sikling kingdom fell, the people remained in their lands, eventually becoming known as the Gautar.
Sjaelland — the island of Zealand, the heart of Dani tribe power
skål — a toast, or more literally a drinking bowl
skald — a poet
Skaldun clan — One of the Ás clans of Aujum; the Skalduns migrate in northwestern Aujum, with their lands located between their frequent rivals, the Athra and the Itrmanni
Skane — a petty kingdom in Sviarland, traditionally held by the Dani tribe
Skjöldungar — Skjöld, son of Halfdan, claimed a kingdom for his people, not by violence, but through a romance with the Vanr, Gefjon, who granted him the island of Sjaelland, and its surrounding isles. After the fall of the Old Kingdoms, a great portion of the population remained on Sjaelland, and when the war ended, eventually became the Dani tribe. Their royal family retained the Skjöldung name, and it thus became the ruling clan.
Skofnung — one of the nine runeblades forged by the dverg princes for the Old Kingdoms; given to the Skjöldungar
Son of Muspel — elite warriors of Serkland with bound fire jinn inside them, granting them superhuman strength, speed, and stamina, though it slowly drives them insane
South Realms — Midgard south of Hunaland
Supernal — language of spirits
svartalfar — alfar of the Dark, who dwell in Svartalfheim
Svartalfheim — a domain of the Otherworld inhabited by the svartalfar (Dark alfar land of eternal darkness
Sviarland — a land between Nidavellir and Kvenland
Sviars — a North Realmer tribe who gave their name to Sviarland, though they primarily inhabit the north central regions
Swabia — a petty kingdom in southwestern Hunaland; subject to the king of Rijnland
tafl — a chess-like strategy game
thegn — a ranking aristocrat under a jarl
therianthrope — Men who have taken an animal spirit into their bodies and fused their own soul with this spirit, becoming personification of chaos and the moon. Most oft, this is a fusing with their fylgja (an animal totem unique to each individual). Shamans can thus take the form their fylgja, in some cases in trance, whilst projecting into the Spectral Realm, or in other cases actually shifting their own shapes in the real world. Whilst shamans can do so, among the North Realmers, this is usually limited to berserkir (werebears) and varulfur (werewolves). Finfolk are another type, but these are rare among North Realmers.
Thing — in the North Realms, an assembly to debate law or common troubles
thrall — a slave, usually taken in war or raids
Thule — a fabled island beyond the bounds of Midgard, in the far north (Iceland)
troll — Trolls are an insulting name for jötunnar or those with jötunn blood who have been twisted by consuming Man-flesh or by Mist-madness. Typical troll form mutations include rocky hides, horns, and greater stature. However, the term could be properly applied to any jötunn who has mutated from consumption of Man-flesh.
Turun — capital of Kalevala
Tyrfing — one of the nine runeblades forge by the dverg princes for the Old Kingdoms; given to the Siklingar
Unterhagen — an Ás village sometimes used as a temporary settlement for the Wodanar
Uppsalir — a kingdom of Sviarland and primary seat of the Yngling dynasty
Urd — Fate, either individual or personified (in which case it is capitalised)
Utgard — Everything in the Mortal Realm that lies outside the Midgard Wall
vaettir (sing. vaettr) — a generic term for any entity outside the sphere of the Mortal Realm, including eidolons (ghosts and alfar), tutelary spirits, and demons. Properly it should not include jötunnar, who live in Utgard within the Mortal Realm, though many apply the word to any being from beyond Midgard.
Valdia — the Bragning cave city that served as the capital of the Bragning kingdom before it was frozen by the Niflungar
Valhöll — afterlife hall where the honoured dead are said to go
valkyrja (plural valkyrjar) — a female death spirit who chooses the slain; according to legend, they take those who died glorious deaths to Valhöll
Valland — a South Realm land ruled by the Vall Empire
Valls — the native tribe of Valland
Vanaheim — a pair of islands of eternal spring located by the Pillars of Herakles; home of the Vanir
Vanir (sing. Vanr) — The people of Vanaheim, worshipped as gods by North Realmers
Vanirism — the worship of the Vanir
varulfur (sing. varulf) — werewolves
Veil, the — An etheric membrane that separates the Mortal Realm from the Spectral Realm and thus prevents eidolons from bodily entering the Mortal Realm. As a consequence, such beings require physical hosts in order to enter the Mortal Realm.
Vestborg — a fortress in Aujum, controlled by the Hasdingi
vidralfar (sing. vidralf) — alfar of the woods, sometimes called ash wives (if female)
Völuspá — the Völva’s Prophecy which foretells the ending of the world; the Ragnarök Prophecy
völvur (sing. völva) — a witch; women who practice seidr, whilst men doing so are typically termed wizards. Such women tend to live on the fringes of society, both relied on and feared by their people.
Wodan clan — One of the Ás clans of Aujum; the Wodanar migrate in southwestern Aujum, their lands abutting the Sudurberks
Wolf Lake — a secluded lake in Sviarland
World, the — the sum of the Realms created by the intermingling of Dark and Light, contained with the walls of Tartarus. Namely the Mortal Realm and the Spirit Realm, and the liminal spaces between.
wraith — ghost of a dead sorcerer. Sorcery (the greater arcana) abrades the soul. As a consequence, those who practice it often enough become twisted inside, and on death, are transformed into hateful ghosts. Loathing everything, most of all themselves, they cloak their forms in desiccated shrouds in order to conceal their decayed nature from the World. Wraiths maintain their sense of self against the Lethe only by clinging to hatred and feasting upon souls.
Xanten — capital of Rijnland
Yggdrasil — the World Tree/Tree of Life, located on Vanaheim (later Asgard)
Ynglings — royal clan of Sviars claiming descent from Yngvi the Old (Freyr)