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Canada at Midnight
Vampire: The Dark Ages
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Vampire: the Dark Ages
Faction Guide: Einherjar
Honor Spirituality Adventure
Introduction
he cold northern territories of Norway, Sweden, Denmark, Estonia, Latvia, Finland,
and Iceland comprise the home of the Einherjar. The name is a term used by the
Norse to describe spirits of slain warriors in Valhalla who will fight at Ragnarök. Many
Cainites in these lands style themselves after these beings. They hail from varied
cultures - with shared roots in ancient customs, ancient magic, and the worship of the Norse
pantheon.
The vampire Odin, The All-High (who most Einherjar believe to be a high priest, not Odin
himself) rules in the frozen northern lands, and seeks to hold the undead to the old ways and
old religion. Seeing himself and his followers as the last of Odin's warriors on Midgard, he
prepares them to fight in the impending Ragnarök. Other Cainites who are less battle-minded
watch and wait for the fires of battle to pass, the old days to return. Meanwhile, an influx of
foreign vampires and the encroaching popularity of the Christian religion both threaten the
ancient Norse way of unlife. The Einherjar is a clash of cultures coming to a crux; whose ways
will survive the nights?
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ST Warnings
Vampire: The Masquerade was first published in 1991. Since then it has gone through five
editions and three editions for Dark Ages. That makes for a generous depth of lore and
conflicting information. You are not expected to read or sort through all of that. The information
in this document and others like it make up the totality of official lore for this chronicle, unless
otherwise shared through an official source, like a plot kit.
There are many ways to tell a story about history. We are telling fiction. Stories about culture are
to be explored in a way that avoids stereotyping and respects the wishes of modern
descendants of past groups in their depiction. Although some events are inspired by real ones,
the Content and Consent Policy applies and is expected to be followed at all times. Topics of
racism, sexism and discrimination are not Standard Content and are not to be in play except
with the clear consent of all players, staff and observers involved in the scene. Failure to abide
by this policy will lead to strict disciplinary measures.
History
The first Cainites to come to these lands were the Gangrel. They came with the tribes who
moved in from the east and south, integrating with earlier settlers or pushing them north. Other
Cainites filtered in over the centuries, many pushed north by the expanding Romans. This mix
eventually coalesced into the Nordic culture.
For over two hundred years, proud and fierce warriors have poured from the lands of the cold
north to raid, plunder, trade, and settle any lands along a coast or river that caught their
attention. Called Norsemen by some, Vikings by others, their longships filled hearts with dread -
from the rocky coasts of Scotland to the far beaches of the Mediterranean.
With the mortal Vikings came the undead Einherjar: vampire warriors who are the chosen of
Odin. They revere Odin, fear nothing but fire and the sun, and maintain the same willful streak
of independence they showed in life. Ignoring the Silence of the Blood, the most powerful of
these vampires openly ruled small communities as a Jarl, with the best warriors made into
Ghouls called Huskarls, who acted as guards and agents for the Jarl. Their most trusted Childe
or Ghoul acted as Keyholder. Just before the long days of summer, the Jarl and his trusted
warriors, both mortal and vampire, would head to the coast to spend the season to raid or trade,
before returning to their homelands to rule during the long nights of winter. This was the way for
the vampires during their mortal life, and the way they carried into the nights after their
Embrace.
The Einherjar are an independent-minded collective of vampires. While they acknowledge the
Methuselah Odin as their overlord, individual Einherjar still hold to the laws and customs they
followed during their mortal lives. Disputes are handled at gatherings called Althings, where
Einherjar of all Clans attend. Judges are selected by the participants to settle disputes. Those
involved state their cases and the gathered vampires debate the issue before a judgement is
issued. Most involve a wergild ( a payment) from the guilty party to the vampire they had
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wronged. For the most vile crimes, the judges could declare an Einherjar to be Outlaw: a
situation similar to being Bloodhunted.
This is the traditional structure of the Einherjar, but the old ways in both the mortal and vampire
worlds have been challenged for almost two centuries. Missionaries from the Catholic Church
moved north, bringing their religion (and “civilization”) to save those they viewed as heathens
from damnation. Following them were Cainites from Europe, some motivated by their faith,
others seeing a power vacuum that could be exploited. The Ventrue were the main Clan using
the Church as cover for their expansion efforts, but faith (or the desire to exploit the power of the
Church) is not limited to them. In the mortal world, over the last century, the kings of Denmark,
Norway, and Sweden have converted to Christianity and many within those countries have
adopted the new religion as well.
This development put those chosen of Odin in greater danger. To the mortals who followed the
old ways, the Einherjar were the greatest of all warriors. They had been lifted above all others,
and would stand with Odin at Ragnarök. They did not need to hide their existence; they were
Einherjar, and by that very state, they demanded the respect of lesser warriors. The Church
differs greatly in its views on vampires however, seeing them as demons whose very existence
is offensive to God that must be destroyed to protect the faithful. As this new faith spreads, the
traditional lands ruled by the Einherjar have become increasingly hostile. This leaves the proud
chosen with the decision to adapt to the new reality, escape to the wild untamed forests, or fight
back. The first two options present their own dangers, as newly arriving Cainites are much more
practiced in the art of politics, and the untamed forests are home to savage Lupines devoted to
the Great Wolf Fenrir. The last option is the one many of the Einherjar are preparing for, as they
have spent every night since their Embrace waiting to battle at Ragnarök.
For the Cainites moving into the northlands, the idea of the Einherjar striking back against their
encroachment is never far from their thoughts. The haughty High Clans might dismiss the
Einherjar as a relic of a dying age, while the Low Clans frown upon the fatalistic nature of the
Chosen. But the most respected of the Einherjar did not achieve their position by strength alone;
they also needed charisma and cunning. Those attributes might make the Einherjar who adapt
the most dangerous. However, the Einherjar might just find that those following the Cross have
their own warriors...whose zeal and skill could be a match for the fury of the Norse vampires.
In-Chronicle Events
Check back in a year or two.
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Kingdoms & Conspiracies
Children of Loki: This cult began in the 9th century after a Norse merchant, Arnulf, returned
from travels abroad to his native Scandinavia embraced as a Follower of Set. His attempts at
building a doomsday cult around the worship of the Midgard Serpent met little success. The cult
refocused, using Loki as one of the masks of Set, with more success. The cult reveres Set (in
this guise) for his ability to infiltrate the homes of other Aeons, and sow chaos in an effort to
bring about Ragnarök. Most of the followers of this cult are on the Road of the Serpent.
Einherjar: In many ways, Clan Gangrel defines the Einherjar. In this Faction, personal strength
and charisma characterize leaders. At the apex of the Einherjar sits Odin the All-High. Serving
him are his Walkurie - who travel across Scandinavia in search of heroes to act as his Ghouls.
Most Gangrel Einherjar can trace their lineage back to the All-High, but not all. Others are
attracted to the northern lands for their ardent stance against the spread of Christianity.
The Northern Cross: An alliance of Cainites dedicated to the spread of the Church, these
zealous and pious vampires have travelled north to protect the faithful (both members of the
Church and converts) from dangers mortal and supernatural. Officially, Clan matters little within
the ranks of the group. Zeal, piety, and devotion to duty are what earn respect. However, not
every Cainite who joins leaves their prejudices at the door.
The Windblown: The Vikings are also known as travellers, settlers, and traders. They settled
lands as far as Newfoundland, traded in the Mediterranean, and gave rise to the Varangians of
Kievan Rus. Trade between these lands and their neighbors brought wealth and the Cainites in
this faction believe that those trade routes will alter the balance of power in the future. This
loose alliance of pragmatic vampires do not care which god(s) one follows and feel that the
coming conflict between the Einherjar and the Christian Cainites is a lose-lose proposition. They
are content to build their webs of influence in order to come out ahead no matter who wins.
Measures of Blood
Common Clans: [0 Merit points] Brujah, Cappadocian, Gangrel, Malkavian, Salubri: Healer,
Salubri: Warrior, Toreador, Tremere:Telyav, Tzimisce, Ventrue: Crusader
Uncommon Clans: [2 Merit points] Caitiff, Gangrel: Hellenic, Gangrel: Noiad, Lasombra,
Lhiannan, Malkavian: Ananke, Nosferatu, Tzimisce: Carpathian, Ventrue
Rare Clans: [4 Merit points] Assamite: Vizier, Assamite: Warrior, Baali, Brujah: True Brujah,
Followers of Set, Followers of Set: Viper, Malkavian: Knight of the Moon, Ravnos, Toreador:
Ishtarri, Tremere, Tzimisce: Koldun
Restricted Clans: [6 Merit points] Assamite: Sorcerer, Cappadocian: Lamia
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Touchstones
NPCs
Aksinya (Salubri Healer, 5th): The raven-haired ancient of the north, Aksinya focuses on the
protection of mortals from the actions of other Cainites. Where she predominantly crosses
proverbial swords with Baali and Scandinavian Followers of Set, they are simply the most
obvious evils at work. The Einherjar Gangrel and Germanic Ventrue are just as brutal to the
mortals under their care. So far, Aksinya’s prophetic abilities have kept her ahead of her
growing list of enemies.
The All-High (Gangrel, 4th): The All-High is the Eldest Gangrel of the north, and possibly the
most powerful publicly active Gangrel in Europe. He rules the north in the manner of the old
ways. It is unclear whether he took the name of Odin, or is the being who inspired the myth.
Whatever the truth, he certainly revels in the glory of the deeds heaped upon his name (earned
or not). Through personal power and cult of personality, he commands the Einherjar and pushes
against the spread of Christianity.
Arnulf Jormungandrsson (Follower of Set, 7th): In life, Arnulf sailed the rivers and seas with
his father trading amber. He visited the Rus, the Byzantine Empire, and even far off Alexandria.
Unlike his father, Arnulf took the opportunities to learn and forge connections, even making
friends in the courts, and with the fiends that backed them. He willingly converted to Set in 805
CE. Returning to the north, Arnulf crafted his own cult, wrapping it in local mythology. He largely
attracts those Vikings content on the riches they’ve already earned. But the advent of
Christianity is robbing him of more and more followers.
Brunhilde (Gangrel, 6th): A Grandchilde of the All-High, Brunhilde took her Embrace as a
rebirth and quickly formed the Walkuries to serve the leader of the Einherjar. She is fanatical in
her devotion to him. She believes that he, and consequently herself, are an extension of Norse
mythology. Many assume that when she speaks, she speaks with the All-High’s voice.
Eirik Longtooth (Gangrel, 10th): Branded a criminal by the first King of Norway, Eirik fled into
the wilderness. Rather than falling to a cold death, he proceeded to raid the “civilized” colonies
with some help from sympathetic Jarls. His preternatural ability to escape any trap and defeat
any foe were because the Blood of the All-High chose him. Eirik leads the fight, not just against
Christianization, but against the centralization of mortal governments. Unfortunately for his
cause, he often feuds with other Einherjar. He’s only avoided exile for the damage it would do to
the more common causes they share.
Erland (Brujah, 9th): This brooding Brujah viking is one of the All-High’s most fervent followers.
Like other Einherjar, he organizes raids, favoring Christian Domains among the Baronies of
Avalon and Fiefs of the Black Cross. Elder Brujah would consider him a Ruck for his fury, and
he does associate with the Furores. In practice, however, he prefers the demonstrated manner
of leadership of the All-High: that of a single charismatic and powerful leader.
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Guðrunn (Cappadocian, 5th): The court völva (seeress) in Byarkarey, she is one of Norway’s
most respected sorceresses and seers. Among the few Cappadocians who follow the old
Germanic deities, she is currently leading the search for Kaldheim; although, some are
beginning to question if she actually wants to find it.
Karl the Blue (Toreador, 11th): A tale-teller who kept the old stories of the Norse alive, Karl
was embraced in far off Alexandria while trading. After learning the stories of the Arabs and
Egyptians, he returned home. Dismayed at the Christian oppression of his homeland (and
suppression of the old stories and songs), he has been a staunch advocate for resisting its
spread.
Ulfsdottir (Gangrel, 5th): As a Walkurie and Childe of the All-High, Ulfsdottir’s duties usually
have her searching for heroes to add to the All-High’s collection. She rarely speaks to other
Cainites, When she does speak, it is usually to keep the peace and she commands the room.
Vola the Red (Noiad, 4th): Although a strong champion of the Road of the Beast, Ennoia’s
Childe is known for the value she places on loyalty. When Lhiannan betrayed Ennoia’s cause, it
was Vola who chased them east. Vola’s hunt led her to the northernmost reaches, her brood
settling among the Sami people.
Locations
Aalborg: A fishing community with a natural harbour and good farmland, Aalborg is gaining in
importance as a port, and due to its proximity to the Holy Roman Empire.
Aarhus: One of the oldest centers of Christianity in Denmark, Aarhus is home to the Holy Trinity
Church (which was built in the early 10th century). An important fortified town, Aarhus recently
played a major role in the conflict between Sweyn Estridsson and Magnus Olafsson over the
Crown of Denmark.
Riga: A center of trade between the traditional lands of the Norse, Keivan Rus, and Novogrod,
Riga currently sits far from the reach of the Church. How long that will hold true is anyone’s
guess. The town’s key location as a Baltic trading hub makes it a target for those looking to
dominate via commerce.
Oslo: One of the youngest settlements in the north, Oslo was founded approximately fifty years
ago. Originally just a series of buildings around St. Clement’s Church, it was recently named a
trading place in 1048 CE, by King Harald Hardrada of Norway.
Tønsberg: A major port and traditional seat of the Kings of Norway, Tønsberg is a bastion of
the Einherjar that is under pressure from the Church. This city’s location also attracts the
Windblown.
Uppsala: Ruled by Odin the All-High, this represents the heart of Einherjar culture and power
both supernaturally and in mortal politics. It is the traditional meeting place for the Thing of all
Swedes, home of the Swedish Kings, and the location of the Uppsala Temple: a major center of
worship.