Wight of the Nine Worlds

welcome

I welcome thee free spirit, which thou shalt come with an open heart, open mind and an open soul, for what you are about to read can only be understood by the wise who are eager to learn and to embrace the roots deep and forgotten in the hearts of the free people of Europe, by accepting who you are and where your roots lie, is half way into the great road of life. We will journey unto where our spirit takes us with the knowledge we gained. Learn and teach.

Midgard 3rd Part


Denizens: Midgard is home to the humans of the Nine Worlds. They are rarely found anywhere else in the Nine, being intimidated by the denizens and conditions of the other worlds, although sometimes you will find one journeying to more interesting and dangerous places. Svipdag, for example, was famous for journeying through the wilds of Jotunheim to find the etin-bride that it had been prophesied he would marry. For the most part, though, the humans of Midgard live agricultural lives in small villages which they rarely stray from, except to travel to another village to find a mate. Some, living in the low Midgard mountains, have a herding or hunter-gatherer lifestyle, but most are farmers. Midgard has no cities, and few towns.
According to legend, Odin put his son Heimdall into a human body and let him live a human (or rather superhuman, actually) life among the people, both to get some good bloodlines into them and to allow him to gain some emotional investment in aiding them. During his human lifetime, he was named Rig, and he mated with women of different classes, and supposedly created the bloodlines for inbred class itself.
Midgard is also home to various Jotnar, Alfar, and Duergar who prefer living there for some reason. It is also home to the Huldre-folk, land-spirits who are humanoid in shape, if very small. Huldre-folk live in high mounds, underground yet above the level of the earth. They correspond to the "little people" of our world, who are not actually related to the Alfar, but are elemental beings whose nature is closer to that of land-wights. Huldre-folk are industrious and shy, and generally go about their business, although they have been known to capture humans who cut down woods that are sacred to them, or otherwise ruin natural beauty that they are particularly fond of. They are masters of healing with herbs, and will sometimes share their knowledge with humans in rare cases. As their name implies, they worship the goddess Holda, and are dedicated to her.
Female Huldre-folk will sometimes take on human sizes in order to seduce unwary human males, but there is generally something off about their presentation, as they can't seem to get it quite right. At the least, their mannerisms will be strange, and their clothing in disarray; at worst, there will be extraneous tails or limbs that are revealed when things become intimate. Tales abound of Huldre-women with cow's tails or donkey ears. If you are attracted to someone that you fear is a Huldre-woman, ask her to swear by the goddess Holda that she will neither harm nor detain you, and see what happens. If she likes you enough, she might actually do it. If she refuses, get away quickly.

Offerings: It is unlikely that you will be making an offering to a human of Midgard for anything except shelter or a guide. You can give them food, or jewelry, or coins. You can also help them out with their farm chores, although I've found that they really prefer tangible gifts (a strong difference from the rest of the folk in the Nine Worlds). Huldre-folk like sparkling things, and as for any other of the races of the Nine Worlds, check their world of origin for ideas.

Warnings: One can get stuck in Midgard, if only partially, and not even know it. It's easier to drop bits of oneself there, or if you pathwalk there, to have it only recede partially so that a shadow of Midgard hangs around you. This can wreak havoc on your ordinary life, not to mention your physical health. Make sure that you are cleanly separated from Midgard, especially if you utilize it as the highly useful jumping-off point that it is.
There is very little that is dangerous in Midgard, otherwise. There's also very little that's interesting....except when Gods and spirits interfere, and then it becomes both more interesting and more dangerous.

Note: The Drawing was made by me

Note2: If you have read the 3 parts of Midgard, you must see that this knowledge comes from many people, many studies, many ideas and mythology. In my Point of view and the studies i had and the people i have worked with, all of the Nine Worlds are in one, divided by sea, forests, mountains, rivers etc.

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