Aesir Genesis Myth

The first being is Ymir. He is the lord of time, origins and secrets.   The primordials emerge from Ymir : Aegir (the chaos of open waters), Jord (the earth, ground and soil), Nott (the night, moon and stars) and finally Hel (winter, the darkest nights and death). As they come forth, they bring with them the world of earth and water, and they put in motion the cycles of life and death in time. At first, there is only night and wintery cold.   While Ymir and the primordials are often represented in mortal form, they are more closely associated with the raw forces of nature. The gods, on the other hand, are more closely related with the mortal experience. Ymir guides the primordials in the creation of the first god, the Allfather Odin, and then withdraws from the world. The primordials, assisted by Odin, create the other five gods of the first generation, and then leave center stage but continue to shape the world and its creatures in the background.   Jord and Nott combine fertility, wisdom and the mysterious magic of dreams to create Frigg, the knowing mother who animates the world. Aegir and Hel give Odar form, as the madness out of chaos and death. Aegir's tumultuous waters reach inland, becoming calm and pure, capable of fostering life on earth as Ran. Jord meets the fresh waters with Skadi, who introduces all manner of plants and creatures. Hel and Nott bring about Loki, who twists the world about him and hides his purposes in a dark heart.   Thus ends the Age of Primordials and the Age of Gods begins. Odin comes into his own and takes the lead for the following generations, drawing occasionally on the primordials for help. The generations of gods represent evolution from a primitive and natural state toward a more civilized condition. New gods appear as the history of the world unfolds. All the gods work together to further progress. All except Loki, who keeps to himself and warps what others have made to fit his own designs, spawning all manner of horrors to challenge creation.   The second generation finally brings daylight with the sun, as Odar's fire breaks Nott's endless nights. The cycle fills out with dawn and twilight, as day and night alternate. The world warms and winter gives way to spring and autumn. Minerals of all kinds appear deep within the earth. The winds blow over land and water. And the storm comes to spark further change. Thus come into being : Dagr, Idunn, Nanna, Fafnir, Hermod, Nyord and Thor.   The third generation includes Bragi, Sif, Freyya, Freyr and Vidar. It further entrenches culture and refinement by bringing music and art and poetry, love and beauty, peace and prosperity. Summer sets in between spring and autumn. This period is sometimes refered to as the First Age of Mortals, for it is believed that the main mortal races (Dwarves, Elves, Halflings and Humans) appeared at this time. These new beings develop cultures and prosper. But they also learn strife and vengeance, as Loki unleashes his horrors upon them and his lies set them against each other.   The fourth generation encourages commerce, craftsmanship and the perfection of techniques. The skills and attitudes of artisans and traders are embodied by Andvari, Brok and Eitri. Balder grows out of vengeance as courage against adversity, as well as the mastery of war and strategy. Social organization is refined through laws and justice with Forseti.   The fifth and final generation produces only two major gods. Heimdall is the patron of watchers and protectors, those who stand guard against the invader. Tyr inspires warriors and heroes, those who bring the fight to the enemy. During this time, the Second Age of Mortals, known as the Great Age of Heroes, runs its course.   The Third Age of Mortals is now unfolding. Its beginnings are lost in time and, as with prior ages, only legends have survived.