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Games Workshop - Warhammer 40,000 - Leagues of Votann: Grimnyr

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Vithi: this land is not mentioned elsewhere. Vithar avenged his father, Othin, by slaying the wolf Fenrir.]

Listen now! Where gods and elves live the land is hallowed; and Thor will live in Thrudheim until all the gods are destroyed. The other gods have halls too. The first is called Ydalir, dales where yews grow, and Ull lives there. The second is Alfheim, where the light elves live. The gods gave that place to Freyr when he cut his first tooth. The third is called Valaskjalf, Hall of the Slain; one god built it for himself, and with their own hands the others thatched it with silver. The fourth is Sokkvabekk, the sinking floor — it is lapped on all sides by cool murmur­ing water and there, every day, Odin and Saga drink joyfully from gold goblets. Freki ("The Greedy") and Geri ("The Ravenous"): the two wolves who sit by Othin's side at the feast, and to whom he gives all the food set before him, since wine is food and drink alike for him. Heerfather: Othin. Snorri quotes this list of the Valkyries, concerning whom cf. Voluspo, 31 and note, where a different list of names is given. Hrist: "Shaker." Mist: "Mist." Skeggjold: "Ax-Time." Skogul: "Raging" (?). Hild: "Warrior." Thruth: "Might." Hlok: "Shrieking." Herfjotur: "Host-Fetter." Gol: "Screaming." Geironul: "Spear-Bearer." Randgrith: "Shield-Bearer." Rathgrith: Gering guesses "Plan-Destroyer." Reginleif: "Gods'-Kin." Manuscripts and editions vary greatly in the spelling of these names, and hence in their significance. The entire passage from stanza 27 through stanza 35 is confused. The whole thing may well be an interpolation. Bugge calls stanzas 27-30 an interpolation, and editors who have accepted the passage as a whole have rejected various lines. The spelling of the names of the rivers varies greatly in the manuscripts and editions. It is needless here to point out the many attempted emendations of this list. For a passage presenting similar problems, cf. Voluspo, 10-16. Snorri virtually quotes stanzas 27-29 in his prose, though not consecutively. The name Rin, in line 3, is identical with that for the River Rhine which appears frequently in the hero poems, but the similarity is doubt less purely accidental. Hashut - Horned Rat - Khakkekk - Kka - Kweethul Gristlegut - Malal - Mermedus - Necoho - Screaming God-Child - Zuvassin

Datasheets

Lord Grimnyr : This model can attempt to manifest one additional psychic power in each of your Psychic phases. Shifting from prose to poetry for Odin-as-Grímnir's monologue, Grímnir describes at great length the cosmogony of the worlds, the dwelling places of its inhabitants, and himself and his many guises.

You are drunk, Geirrod! You’ve drunk yourself stupid. Think of all you’ve lost. Neither I nor any of my slain warriors will raise a hand to help you now. This multipart plastic kit one Grimnyr, a powerful and cunning psyker accompanied by two CORVs. Draped in ornate ceremonial robes and protected by their bird-headed ward crest, this shamanic figure wields an ancestral ward stave capped with a Votannic visage. The kit includes a choice of two heads – one with a beard and mysterious hood, and the other with flowing braids. The rune-marked CORVs that accompany the Grimnyr into battle lend fire support with Autoch-pattern bolters, but also act as conduits to protect them from dangerous surges of empyreal power. One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open). The prose sections were most likely not part of the original oral versions of Grímnismál. Henry Adams Bellows suggests that they were added in the 12th or 13th century and based on some sort of narrative tradition regarding the poem. This is not entirely certain. The poem itself was likely composed in the first half of the 10th century. [3] Synopsis [ edit ]Crushing Contempt - The glowering stare of the Grimnyr bores into the enemy, its manifest disdain and anger intensifying by the moment until they feel its weight as a physical force. It causes them to stagger and strain simply to keep collapsing altogether, dramatically eroding their combat performance or ability to accomplish anything else. But that is not all: Vin and Vegsvin that knows where to go. Nyt and Naut and the river that sweeps people away, Nonn and Hronn, Slid and Hrid, Sylg and Ylg, Vid and Van, Vond and Strond, Gjoll and Leipt; they are the rivers that course through Midgard, and cascade from Middle Earth straight into Hel. A Grimnyr of the Greater Thurian League wielding an Ancestral Warding Stave and outfitted with an Ancestral Warding Crest so that they might unleash the powers of the Empyrean. Thrymheim ("the Home of Clamor"): on this mountain the giant Thjazi built his home. The god, or rather Wane, Njorth (cf. Voluspo, 21, note) married Thjazi's daughter, Skathi. She wished to live in her father's hall among the mountains, while Njorth loved his home, Noatun, by the sea. They agreed to compromise by spending nine nights at Thrymheim and then three at Noatun, but neither could endure the surroundings of the other's home, so Skathi returned to Thrymheim, while Njorth stayed at Noatun. Snorri quotes stanzas 11-15. Mithgarth ("The Middle Home"): the earth. Hugin ("Thought") and Munin ("Memory"): the two ravens who sit on Othin's shoulders, and fly forth daily to bring him news of the world.]

Beware,’ said Fulla, ‘of a magician who has come to your country and means to lay a spell on you. You will know him in this way: even the fiercest dog will not leap at him.’ It is the Grimnyr or "Living Ancestors" who come closest to speaking to the Votann. The chief amongst the Grimnyr is known as the " Lord Grimnyr" who represents the other Grimnyr in their Kindred's Hearthspake and on the Votannic Council of the Kinhost. To them falls the duty of asking the Ancestor Cores for wisdom and guidance, and interpreting the resultant output. This they do within the arcane technological structures called Fanes.Much like the Vafthruthnirsmal that precedes it, the Grímnismál is rather encyclopedic and contains a vast host of information. Especially many gods and other beings are named, providing Snorri, and us with deep insight into all the dwarves and elves among others. Offerings to Grimnir include axes and gold jewellery. The resolution of grudges is also considered an offering to him. [3a]

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