Understanding the Mystical Interpretations of Norse Pagan Symbols

By admin

Old Norse pagan symbols were a vital part of the Norse mythology and culture. These symbols had deep meanings and were used to represent various ideas, concepts, and beliefs. One of the most prominent symbols in Old Norse paganism is the Valknut, also known as the "knot of the slain." This symbol consists of three interlocking triangles and was associated with Odin, the chief god of the Norse pantheon. The Valknut is often interpreted as a symbol of Odin's power over life and death, and his ability to choose those who would die in battle and be taken to his realm in Valhalla. Another important symbol in Old Norse paganism is the Mjölnir, also known as Thor's hammer.


The Imaginary Corpse by Tyler Hayes
Representation: PTSD + trauma, extremely minor M/M and F/F
Goodreads

There are a few kinds of magic in the world Saffron finds herself in, but one is the jahudemet, which, among other things, allows those with a strong enough gift to make portals which can move you around your own world, or open to another world entirely. When representatives of the newly formed Spanish monarchy arrive to negotiate the sultan s surrender, Fatima befriends one of the women, not realizing that she will see Hassan s gift as sorcery and a threat to Christian Spanish rule.

Roster of magical talents

Another important symbol in Old Norse paganism is the Mjölnir, also known as Thor's hammer. This symbol was associated with Thor, the god of thunder and strength. Mjölnir was believed to have the power to protect and bless its wearer, as well as to summon thunder and lightning.

100 Minor Powers

I'm trying to think of a list of minor powers that players could get through various means. Ones that, while neat, either can't short-circuit a story arc or would have to be selected with foreknowledge to affect gameplay negatively.

I admit, I'm having a really hard time with this since my mind seems oriented towards mechanics, and this is almost exactly the opposite direction I want it to go!

The best example I have is something I rolled once for an NPC on a random table of mutations long ago- the ability to predict the local weather one day in advance with perfect accuracy. Magical manipulation of the weather would foil it, but otherwise it worked well as a practical power to have.

What are some others people can think of?

Pathfinder Rulebook Subscriber Parka wrote:

I'm trying to think of a list of minor powers that players could get through various means. Ones that, while neat, either can't short-circuit a story arc or would have to be selected with foreknowledge to affect gameplay negatively.

I admit, I'm having a really hard time with this since my mind seems oriented towards mechanics, and this is almost exactly the opposite direction I want it to go!

The best example I have is something I rolled once for an NPC on a random table of mutations long ago- the ability to predict the local weather one day in advance with perfect accuracy. Magical manipulation of the weather would foil it, but otherwise it worked well as a practical power to have.

What are some others people can think of?

Prestidigitation at will. Say goodbye to potty breaks.

Wild empathy, but only for a specific species. A horse whisperer, for example.

Ability to automatically cure a specific disease (ex filth fever) or poison (ex greenblood oil).

+1 bonus on Diplomacy checks against a specific race. A dwarf whisperer, for example.

An NPC with a low Intelligence who can, once per day, take 20 on a single Knowledge check. An idiot savant, in other words.

Darkvision 5 ft.

Dimension door 1/day, but only when no one's at the origin point or destination point. You know those people in movies who show up unexpectadly at impossible places? Like Jason from the Friday the 13th movies? That.

Various sub-features of the prestidigitation spell could even be options. One person might always be clean, even after being dunked into a mud-puddle, he'll get up and his clothing will be clean and dry within moments. Another might have the ability to alter the color of their hair and eyes, or be able to animate tattoos on their skin (or, if they have some scripted text on their skin, say a religious aphorism or poem, rearrange the letters to form different messages).

Arduin Grimoire had charts of random powers or special traits that a character could have. The M&M adaptation of Wild Cards introduces 'deuce' powers, which are little 1 pt. powers that don't have much of a game effect, like the ability to play a snippet of music, or to point at a single (non-magical, non-monstrous) insect within 10 ft. mutter 'Zot' and strike it dead.

The 1000 Tiefling / Aasimar appearance quirks threads and the 1000 Resurrection effects thread might also have some useful notions.

You can flip through the Bestiary and find a bunch of monster abilities that might serve as inspiration. One grey-skinned character might have the ability to freeze in place and be easily mistaken for a statue, while another might have damp-looking skin and 'soft' bones, allowing them a bonus to escape artist checks and the ability to squeeze as if they were one size class smaller, as long as they have a minute to 'limber up.' The 'hold breath' ability of a crocodile is a pretty minor ability, as would be the ability to ignore spider webs (but not web spells!) and climb up spider webs as if they had a climb speed equal to half their ground move, or a green-skinned / flowering plant-haired lass with photosynthetic abilities allowing her to eat only one meal a day on sunny days, as long as she spends four hours / meal skipped out in the sunlight.

Perhaps someone is 'addicted' to positive energy, and regains only half (minimum 1) the normal hit points overnight through natural rest, but gain an additional hit point / die from positive energy curing spells or effects. Useful if they travel with a healer (as adventurers typically do. ), but when they are on their own, it takes them twice as long to recover from an injury.

Some elemental accident has resulted in your body being a strange receptacle / conduit for magical energy of a certain type (electricity or fire, perhaps). You take normal damage from that energy type, but when you take at least 10 points of that energy type in a round, your next melee attack within the next round inflicts +1d6 of that energy type, as the energy conducts from you to your next target. Perhaps this can even conduct through a spell, to a single target, so that if you naturally conduct electrical damage, and a blue dragon breaths on you, the next round, you can throw a spell that inflicts +1d6 electrical damage to a single target that it affects.

Assuming you play PFRPG, check out traits. A lot of traits are like 1/2 feats, and make for good "minor" benefits.

Those are nice, but I guess what I was hoping for was something that was useful, but couldn't readily be reflected through game mechanics (i. e. didn't involve dice rolls or numerical bonuses). My girlfriend suggested being able to identify each separate ingredient in something the character tastes (not necessarily knowing its name, but would know it again if they were exposed to it). This obviously applies to dishes, but would be a powerful asset to an alchemist. It would be amusing to apply to a crafter of magic items. picture a witch licking a magic sword. "Yup. That's Kusanagi's work all right, iron sands from the mystic river, scales from Cinderwind Salamanders. everything's in there."
The only problem with that is that it could potentially shortcut some mystery adventure types if used cleverly, though it would be difficult.

Maybe "Minor" powers was a misleading title. I'm less concerned about the apparent power of the ability and more concerned about the ability to shortcut an entire adventure through its usage (like divination spells do for mysteries and Paladin's Fear Immunity does for horror).

If it doesn't have game mechanics, it's pretty much a matter of roleplaying. Therefore, I'd look at the extraordinary things people can do in real life:

Memorize a huge sequence of objects/numbers and have perfect recall.

Subsonic hearing (ie, those who claim to hear weird stuff prior to earthquakes).

Ever watch "Stan Lee's Superhumans"? All of those folks.

Medium and Ghost Wisperer are like that.
Nobody else can see the ghosts and they can't control them at all.
They seldom get the ghost they want and the spirit can demand things before they will offer any help.

Here's all the suggestions so far.
01: the ability to predict the local weather one day in advance with perfect accuracy. Magical manipulation of the weather would foil it, but otherwise it worked well as a practical power to have.
02: Prestidigitation at will. Say goodbye to potty breaks.
03: Wild empathy, but only for a specific species. A horse whisperer, for example.
04: Ability to automatically cure a specific disease (ex filth fever) or poison (ex greenblood oil).
05: +1 bonus on Diplomacy checks against a specific race. A dwarf whisperer, for example.
06: An NPC with a low Intelligence who can, once per day, take 20 on a single Knowledge check. An idiot savant, in other words.
07: Darkvision 5 ft.
08: Dimension door 1/day, but only when no one's at the origin point or destination point. You know those people in movies who show up unexpectedly at impossible places? Like Jason from the Friday the 13th movies? That.
09: One person might always be clean, even after being dunked into a mud-puddle, he'll get up and his clothing will be clean and dry within moments
10: have the ability to alter the color of their hair and eyes
11: be able to animate tattoos on their skin (or, if they have some scripted text on their skin, say a religious aphorism or poem, rearrange the letters to form different messages).
12: like the ability to play a snippet of music.
13: to point at a single (non-magical, non-monstrous) insect within 10 ft. mutter 'Zot' and strike it dead.
14: One grey-skinned character might have the ability to freeze in place and be easily mistaken for a statue
15: damp-looking skin and 'soft' bones, allowing them a bonus to escape artist checks and the ability to squeeze as if they were one size class smaller, as long as they have a minute to 'limber up
16: The 'hold breath' ability of a crocodile
17: the ability to ignore spider webs (but not web spells!) and climb up spider webs as if they had a climb speed equal to half their ground move
18: a green-skinned / flowering plant-haired lass with photosynthetic abilities allowing her to eat only one meal a day on sunny days, as long as she spends four hours / meal skipped out in the sunlight.
19: Perhaps someone is 'addicted' to positive energy, and regains only half (minimum 1) the normal hit points overnight through natural rest, but gain an additional hit point / die from positive energy curing spells or effects. Useful if they travel with a healer (as adventurers typically do. ), but when they are on their own, it takes them twice as long to recover from an injury.
20: Some elemental accident has resulted in your body being a strange receptacle / conduit for magical energy of a certain type (electricity or fire, perhaps). You take normal damage from that energy type, but when you take at least 10 points of that energy type in a round, your next melee attack within the next round inflicts +1d6 of that energy type, as the energy conducts from you to your next target. Perhaps this can even conduct through a spell, to a single target, so that if you naturally conduct electrical damage, and a blue dragon breaths on you, the next round, you can throw a spell that inflicts +1d6 electrical damage to a single target that it affects.
21: able to identify each separate ingredient in something the character tastes (not necessarily knowing its name, but would know it again if they were exposed to it). This obviously applies to dishes, but would be a powerful asset to an alchemist. It would be amusing to apply to a crafter of magic items. picture a witch licking a magic sword. "Yup. That's Kusanagi's work all right, iron sands from the mystic river, scales from Cinderwind Salamanders. everything's in there."
22: Memorize a huge sequence of objects/numbers and have perfect recall.
23: Perfect pitch.
24: Subsonic hearing (ie, those who claim to hear weird stuff prior to earthquakes).
25: Lucid dreaming.
26: Photographic memory.
27: Medium and Ghost Whisperer are like that.
Nobody else can see the ghosts and they can't control them at all.
They seldom get the ghost they want and the spirit can demand things before they will offer any help.
28: Skin glows like a candle, noticeable only in the dark.
29: Melter who can turn into a puddle.
30: Can turn into a guinea pig, or something else cute like a squirrel.
31: Can turn invisible only when no living thing is looking at them.
32: Can eat garbage and anything else without harm. No special ability to bite through things.

"Things that are and are not, she thinks, and the dog is a snake." In this fantastic and fantastical debut, C.J. Lavigne concocts a wondrous realm overlaying a city that brims with civic workers and pigeons. Led by her synesthesia, Verity Richards discovers a hidden world inside an old Ottawa theatre. Within the timeworn walls live people who should not exist--people whose very survival is threatened by science, technology, and natural law. Verity must submerge herself in this impossible reality to help save the last traces of their broken community. Her guides: a magician, his shadow-dog, a dying angel, and a knife-edged woman who is more than half ghost. With great empathy and imagination, In Veritas explores the nature of truth and the complexities of human communication.
Old norse pagan symbols and interpretations

It is believed that Mjölnir was also used as a symbol of strength and courage, and was often worn or carried by warriors as a symbol of their connection to Thor and their readiness for battle. The Vegvisir, or the "wayfinder," is another significant symbol in Old Norse paganism. This symbol was believed to act as a compass, guiding its bearer through storms and difficult times. It was often used by Norse navigators and explorers to ensure a successful voyage. The Vegvisir is seen as a symbol of protection and guidance, and is often associated with the mythological figure of the god Odin, who was believed to have the ability to navigate the realms with ease. The Helm of Awe, also known as Ægishjálmr, is yet another important symbol in Old Norse paganism. This symbol was believed to possess powerful protective qualities and was used to ward off evil and misfortune. The Helm of Awe was often depicted as a circle with intersecting lines or as a radial design. It was believed that wearing this symbol could instill fear and courage in its wearer and grant them strength in battle. Old Norse pagan symbols have a rich and complex symbolism that reflects the beliefs and values of the Norse people. These symbols were not only decorative but also carried spiritual and magical connotations. They were used as sources of protection, guidance, and empowerment, and played an essential role in the daily lives of the Norse people. Today, these symbols continue to hold significance and are embraced by individuals seeking to connect with Norse mythology and its rich cultural heritage..

Reviews for "Unlocking the Secrets of Norse Pagan Symbols and Their Interpretations"

1) Lisa - 2 stars - I was really excited to learn more about Old Norse pagan symbols and their interpretations, but this book fell way short of my expectations. The author seemed to lack in-depth knowledge and provided a superficial understanding of the subject matter. The content was repetitive and failed to provide any new insights or perspectives. I was left feeling disappointed and underwhelmed.
2) John - 1 star - As someone with a deep interest in Norse mythology and symbolism, I found this book to be a complete waste of time. The author's interpretations were shallow, lacking any scholarly basis or historical evidence. I expected a more thorough exploration of the subject matter, but instead, I was met with vague interpretations that seemed to be based on personal opinion rather than solid research. I would not recommend this book to anyone seeking accurate and insightful information on Old Norse pagan symbols.
3) Sarah - 2 stars - I found "Old Norse Pagan Symbols and Interpretations" to be a rather frustrating read. The author attempted to cover a wide range of symbols but failed to provide any real depth or detail for each one. The explanations felt rushed and lacked the necessary context to fully understand the significance of these symbols. Additionally, the book could have benefited from more visuals, as it was difficult to visualize some of the symbols based solely on the descriptions provided. Overall, I was left feeling unsatisfied and would not recommend this book to those seeking a comprehensive understanding of Norse symbolism.

Exploring the Hidden Meanings of Viking Rune Symbols

The Symbolic Language of the Vikings: Exploring Old Norse Pagan Symbols