Vikings! Runes! Thor! Woven anti-spear magic shirts! The Norse culture is a perennial favorite source of inspiration in the West but what was their magic like? Josh Heath of the Open Halls Project explains to Terry how to introduce Norse magic and supernatural elements into your Mage game.
- Open Halls Project - Josh's project to help serve Heathens in the armed forces
- Ghost Court - a ridiculous party game for 6 or more players about ghosts and the people who sue them.
- Heathenry - a reconstructed set of beliefs based on pre-Christian beliefs from Germanic Europe and north.
- Reconstructionism - Attempts to re-establish a religious movement rather than to modify a contemporary practice to include new beliefs.
- Scandanavian countries - Region in Norther Europe
- The Sámi people - an indigenous Finno-Ugric people inhabiting Sápmi, which today encompasses large northern parts of Norway and Sweden, northern parts of Finland, and the Kola Peninsula.
- Taking Up The Runes - Book on runic divination
- SEO HELRUNE - Elves and Witchcraft, Seidr and Grimoires
- Wolves of the Sea -
- Sunstone - Possible navigation aide that allowed for finding the sun on cloudy days.
- Thing - type of assembly involving a lawspeaker
- Werewolf the podcast - Josh's Podcast!
- Josh Heath on STV
- Renegades of Mercury - a Wraith the Great War supplement on delivering lost love letters.
- Rokkrtru - Norsephandi
- High Level Games
- Seidr - Form of Norse magic
- Orlog - Moral momentum
- Nålebinding - Type of fiber work
Intro snippet from https://www.bensound.com/