"Sovngarde, a Re-Reexamination" By Hillean Tyald

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DrNightstone
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"Sovngarde, a Re-Reexamination" By Hillean Tyald

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Sovngarde. The Land of Sleep.

The Nordic faith is a complex one. Compared to the clear canons of our Heartland apographa, the stories of Skyrim vary from clan to clan, a patchwork tapestry from regional folktales and divine myths passed down through skaldic poems and songs since the beginning of time. It is not uncommon to find Orcish blood-smiths, Chimeri demi-gods, and Reach nature-totem amongst such stories, for the Nords consume legends like the Tsaesci do with language.

Sovngarde rests at the heart of this vast tapestry. It is a realm within the underworld constructed by the god Shor for his people. My colleague, Bereditte Jastal, in his travels to Solstheim wrote the book “Sovngarde: A Reexamination.” In my humble yet scholastic opinion, his documentation holds but one perspective and is too concentrated on a single deity. He lacks the personal touch which I hold, living amongst various Nordic clans over the last year. Writing down the words of every clever-man and totem-talker I could find has allowed me to map out the underworld to a more complete picture.

When a Nord passes, their soul ventures to the underworld with the guidance of Kyne and her hawks. Navigating through the dark fog is otherwise impossible. Once they reach the realm of Sovngarde, they go to the Skyggelund or the “Shadowed Vale” at the very centre. Here all things are neutral, in weather and emotion. This is where Shor’s Shield-Thane, Tsun the Bear listens to the life’s saga of the dead and directs them to the proper destination. Contrary to common belief, Sovngarde is a vast realm of endless sunset and many regions, all watched by statues of the ancient ancestors. Here I have catalogued all the known districts of Sovngarde:

Shorshall (Hall of Valour): Shor’s Hall is the most popular place, sung about in the sagas of nearly every clan’s tula. Almost always it is described as an endless feasting hall with ever-flowing mead. Warriors battle forever with their golden weapons, honing their skills in preparation for the next divine battle. Nords who have proven themselves brave in the face of the Adversary and died in battle are the denizens of this hall. When they pass, many clans take their bodies and prepare them in rites of ship cremation, to aid their safe passage through the underworld’s fog-seas. With Tsun’s approval, they make their way across the bone-bridge of his dead brother to the hall.

Kyneshus (Home of the Hearth-Wives): Near Shor’s Hall and is the holy house of the three Hearth-Goddesses, Dibella, Mara, and Kyne. Here all of life’s pleasures and freedoms can be found without the responsibilities of the mortal world. From peaceful gardens to ballets played on the nine-stringed lutes, good friends are always around. Most clans believe that the souls of the important witches, wives, and priestesses come to this house, where women are protected by Kyne’s sky-spirits from demons of the underworld and future battles.

Magnarshall (Hall of Mirrors): Not a lot of poems talk about what happens to the souls of the common folk, for many wish to speak of heroes in hopes to breed more. Few clans sang to me of the god-jarl Magnar who fled for the stars during the divine wars. Upon the twilight seen from Sovngarde, he built his hall out of mirrors. When folks like farmers, traders, herders and all of the common walks of life pass, their bodies are cremated upon land and Tsun directs them to this hall. The sagas describe it as a place that reflects the mortal world, except there is no colour and is always boring. Everything is the same and nothing changes. Sages will stress the fact that this is no punishment or hell for the Nords, but if you live an eventless life, you get an eventless death.

Orkeyshol (The Endless Hole): As already stated before, actions taken in life usually determine the destination of a soul in the afterlife. The Nords have a complex code of honour which also plays a role in the matter. For example, should one commit sacrilege at a holy place, break an oath, or kill a guest, they risk banishment from Shor’s Hall, regardless of the circumstance of their death. However, those of great dishonour are sent directly to Orkey’s Hole. Orkey is a testing deity to the Nords. The Snake that brings dark winters and painful death. It is said that he lives in this tormentous dark hole, ever feasting on the suffering of souls sent to him. Nords that bring dishonour to their clan by acting cowardly in the face of the Adversary or committing great evils such as raping a free person or killing a kinsman are put to death and buried in unmarked graves to send their souls to the dark void as soon as possible.

Staangvir (Woodman’s Forest): Any true scholar of Nordic literature is aware of the rather popular sagas that depict the countless encounters between Ysgramor and Herma-Mora. We all have our favourite one. The Woodland Man continues to terrorize the Nords since their time in Atmora. The Hare lures the curious into the deep woods with whispers of dark wisdom. He asks certain questions which make Nords think like Elves to the point they become it. In fact, some clans kill folk straight away for asking such dangerous questions. Many fear lone hermits in the woods, seeing them as elves of Herma-Mora. When these cursed Nords die, they are sent to the Woodman’s Forest on the edge of Sovngarde. These poor souls are forced to act like prey, to run and hide, when the men of Shor come to hunt in the woods for sport.

Jhunalsvardakor (Tower of Runes): Next to Staangvir stands Jhunal’s Watchtower reserved for his clever-men and book-wives. Only a few clans mentioned this hall, saying that when the practitioners of the ancient hermetic arts die, their souls are guided not by the Hawk but by the Owl to this place filled with all runes and all sagas ever written. Various clans have various accounts as to what rests on top of the tower. Some say that there burns the Flame of Knowledge and when it goes out, the ages of darkness will be upon us. Others say that the All-Maker’s Goat rests here and when its two bells ring, it signals the awakening of the World-Eater.

Alduinsbunt (Dragon’s Gullet): Many have noticed the various crypt and ruins across Skyrim erected during the time of the Dragon Cult, but a few dare to venture inside. Within lie draugr, Nords of a bygone era that were mummified and bound by cultists to service their god-priests even in death, unable to savour the land of dreams in the underworld. However, few shamans would say that when they do draw their last breath, they still are bound to the Dragon and are no longer of Shor. Their souls now rest in the belly of the World-Eater, amongst all those who served him and those who were swallowed by the Dov in the past worlds.

Stuhnsgrav (Harbour of the Drowned): It was hard for me to find a lot of references to Stuhn’s Grave. There were only a few mentions from northern coast side clans. When sailors fall off their longships and drown, they are said to appear at this harbour below Shor’s Hall. These dreaded sailors try to fish out the other lost souls from the sea of fog in hopes to lessen their suffering.
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