To Break the Pillars of Heavens
Born in the wastes and ruin of Northern Europe, among Germanic warriors and Nordic pirates, the Aesir compose the fourth-oldest of the divine families. Their pantheon is the product of a shotgun wedding around 1,000 years ago, when the Aesir and the Vanir (an earlier pantheon) were both devastated by the Titans during a war in the North. Relying on the safety of numbers, the Aesir absorbed their rivals into their ranks and thus preserved themselves in difﬁcult times. Aesir Scions promote community stability as a hedge against modern life’s harshness. Yet, they also emphasize personal rights and individual honor. Therefore, while family and nation are important, injustice against a single person is cause for action and even vengeance. Of all the divine tribes, the Aesir are the most directly affected by Fate. Nearly every Norse God and Goddess is fated to end badly at Ragnarök, the prophesied ending of the nine worlds. Both individually and as a group, the Aesir motivate their Scions to ﬁnd ways around that ugly doom. They challenge both specific people and whole communities, striving for greater justice and ﬁrmer commitments to order. On the other hand, their entanglements with Fate cause many complications for the Aesir and their Scions alike. The Aesir’s great weaknesses are a preponderance of enemies, an obsession with Fate and a fondness for aggressive solutions (which is how they acquired so many foes in the first place). Titanspawn are to be killed first; questions can be asked later using magic, if necessary. At the same time, the bindings of Fate urge these Gods to ask for prophecies from nearly everyone, as they seek to avoid their doom at Ragnarök. Invariably, their enemies grant them foreknowledge of their ruin, with oracles that further constrain their possible courses of action.