"If a man dedicates his life to good deeds and the welfare of others, he will die unthanked and unremembered. If he exercises his genius bringing misery and death to billions, his name will echo through the millenia for a hundred lifetimes. Infamy is always more preferable to ignominy."
- Aldegund
The Jötnar
The Jotunn, sometimes known as Thursar or Risar, are a species of giants that embody the natural forces of the universe. Day, night, earth, wildfire, wind, and sea are such examples of what the Jotunn come to personify. Some Jotunn, such as Mimir, Hugi, and Elli, even represent elements of wisdom. Each Jotunn is different in size, shape, and appearance. The thing that defines a Jotunn is their unnatural appearance. They can either be stunningly beautiful or horribly grotesque. Their size can be tremendous, some even reaching a celestial size, or just regular human sized. Jotunn are incredibly intelligent, physically powerful, and spiritually powerful. They were said to be able to destroy and topple mountains with their bare hands, flatten forests with a sneeze, and change the very shape of the land during brawls. The thing that separates a Jotunn from other species are their intelligence and pursuit of knowledge. They were often enslaved by the Æsir and Vanir for their vast knowledge, but they eventually rebelled and became known for barbarism. Jotunn are separated by their elemental type, as well as species type. There are Spirit Jotunn and there are Chaos Jotunn.
The history of the Jotnar begins with the Titan of Frost, Ymir. When the First Ragnarok was over with the defeat of the Titans, the Aesir God Clan savaged Ymir's body and used his body as resources for themselves when they learned of its properties in Ymir's encounter with Ansemund. The first time Ymir was savaged was when Ansemund spilled Ymir's guts with his blade, Abendrot, and the maggots that dwelt within them became the Dwarves. When his blood was spilled across the Nine Worlds by the Aesir Clan, new beings were born after they came into contact with the elements.
In Niflheim, the cunning Frost Jotunn, Hrimthursar, arose from the frozen depths and icy mountains. In Muspellheim, blood fell upon the ogres and demons and their progeny became the barbaric Fire Jotunn, Eldjotnar. In Midgard, the morose Water Jotunn, Sjorisar, arose from the sea and rivers. In Vanaheim, the wise Nature Jotunn, Lífjotnar, arose from the wooden forests and bountiful grassy plains. In Alfheim, arose the benevolent Wind Jotunn, Himinnrisar, from the skies and weightless air. In Svartalfheim, arose the proud Earth Jotunn, Bergrisar, from the deep caverns and treacherous mountain ranges of Nidavellir. In Helheim, arose the wicked Death Jotunn, Andlárisar, from the dark, bloody walls of Nastrond. In Asgard, arose the mighty Lightning Jotunn, Eldingrisar, from the powerful and cloudy storm clouds of the highest world.
Due to their sudden appearance across the vast territories of the Nine Worlds, the Aesir and Vanir God Clans worked quickly to oppress the new, powerful race. The Aesir and Vanir enslaved the Jotunn races, using them to expand their dominion and legend over the mortals and associated themselves with the element of their specific Jotunn slaves, such as how Odin was known as the God of Death which is surrounded by the fact that he held the Andlarisar as slaves. To the gods, the Jotunn were a race that would lead to the destruction of the Nine Worlds due to their immense power. The universe was weakened and the Eternals were still returning to their former stature after losing influence during the First Ragnarok, thus something needed to be done to the legacy of the Titans and enslavement was the option. The gods decided to use the power of the Jotunn for good.
Then arose the Titan of Destruction, Agmund, once more. Learning of the revival of Ymir within a mortal vessel by Syntyche, he pursued Ymir across the Nine Worlds to seek his allegiance. He found Ymir among a strange company: the Fire Jotunn, Logan, the Earth Jotunn, Hrungnir, and the Titan of Light, Wulfric. Although nearly battling, it was Frigga, a half goddess half Lifjotnar and partner of Wulfric, who stopped them. Agmund and Frigga convinced the company to help liberate the enslaved Jotunn from the gods and create an empire with them. They joined and thus came a war between the Jotunn and the gods to free the Jotunn, succeeding to create the Jotunn Empire within the World of Jotunnheim, once known as Utgard. The Jotunn Empire conquered almost all of Jotunnheim, the largest world by far that holds a territory so vast that it encompasses 80% of the universe, and held territory in Svartalfheim and Midgard.
The Jotunn Empire would come to fall later on due to a civil war between the Chaos and Spirit Jotunn, a war that led to the near extinction of the gods and mortals alike as well as a complete reconstruction of the face of the Nine Worlds. Years later, remnants of the Jotunn Empire have begun to reconstruct the ancient nation, but its goal is far more malevolent than its previous iteration. The Shadow of Agmund's Malice, Aldegund, has been launching battles across the Nether Worlds and seeks to awaken his master. Should he succeed, the Second Ragnarok will come to be and the Nine Worlds will fall to ruin.
The history of the Jotnar begins with the Titan of Frost, Ymir. When the First Ragnarok was over with the defeat of the Titans, the Aesir God Clan savaged Ymir's body and used his body as resources for themselves when they learned of its properties in Ymir's encounter with Ansemund. The first time Ymir was savaged was when Ansemund spilled Ymir's guts with his blade, Abendrot, and the maggots that dwelt within them became the Dwarves. When his blood was spilled across the Nine Worlds by the Aesir Clan, new beings were born after they came into contact with the elements.
In Niflheim, the cunning Frost Jotunn, Hrimthursar, arose from the frozen depths and icy mountains. In Muspellheim, blood fell upon the ogres and demons and their progeny became the barbaric Fire Jotunn, Eldjotnar. In Midgard, the morose Water Jotunn, Sjorisar, arose from the sea and rivers. In Vanaheim, the wise Nature Jotunn, Lífjotnar, arose from the wooden forests and bountiful grassy plains. In Alfheim, arose the benevolent Wind Jotunn, Himinnrisar, from the skies and weightless air. In Svartalfheim, arose the proud Earth Jotunn, Bergrisar, from the deep caverns and treacherous mountain ranges of Nidavellir. In Helheim, arose the wicked Death Jotunn, Andlárisar, from the dark, bloody walls of Nastrond. In Asgard, arose the mighty Lightning Jotunn, Eldingrisar, from the powerful and cloudy storm clouds of the highest world.
Due to their sudden appearance across the vast territories of the Nine Worlds, the Aesir and Vanir God Clans worked quickly to oppress the new, powerful race. The Aesir and Vanir enslaved the Jotunn races, using them to expand their dominion and legend over the mortals and associated themselves with the element of their specific Jotunn slaves, such as how Odin was known as the God of Death which is surrounded by the fact that he held the Andlarisar as slaves. To the gods, the Jotunn were a race that would lead to the destruction of the Nine Worlds due to their immense power. The universe was weakened and the Eternals were still returning to their former stature after losing influence during the First Ragnarok, thus something needed to be done to the legacy of the Titans and enslavement was the option. The gods decided to use the power of the Jotunn for good.
Then arose the Titan of Destruction, Agmund, once more. Learning of the revival of Ymir within a mortal vessel by Syntyche, he pursued Ymir across the Nine Worlds to seek his allegiance. He found Ymir among a strange company: the Fire Jotunn, Logan, the Earth Jotunn, Hrungnir, and the Titan of Light, Wulfric. Although nearly battling, it was Frigga, a half goddess half Lifjotnar and partner of Wulfric, who stopped them. Agmund and Frigga convinced the company to help liberate the enslaved Jotunn from the gods and create an empire with them. They joined and thus came a war between the Jotunn and the gods to free the Jotunn, succeeding to create the Jotunn Empire within the World of Jotunnheim, once known as Utgard. The Jotunn Empire conquered almost all of Jotunnheim, the largest world by far that holds a territory so vast that it encompasses 80% of the universe, and held territory in Svartalfheim and Midgard.
The Jotunn Empire would come to fall later on due to a civil war between the Chaos and Spirit Jotunn, a war that led to the near extinction of the gods and mortals alike as well as a complete reconstruction of the face of the Nine Worlds. Years later, remnants of the Jotunn Empire have begun to reconstruct the ancient nation, but its goal is far more malevolent than its previous iteration. The Shadow of Agmund's Malice, Aldegund, has been launching battles across the Nether Worlds and seeks to awaken his master. Should he succeed, the Second Ragnarok will come to be and the Nine Worlds will fall to ruin.
The Jötunn Soul
To become a Jotunn, one must be bestowed a Jotunn Soul (J.S) by a Jotunn who possesses a King Jotunn Soul (K.J.S). During the days of the Jotunn Empire, it was Ymir who bestowed upon Agmund the K.J.S, coming to be known as the Chaos K.J.S, and granted him the ability to create Jotunn and amplify the powers of the Jotunn. During the Jotunn Civil War, Ymir chose to side with Ancelot and thus granted him the Spirit K.J.S. The J.S cannot be removed by others, only by a King Jotunn due to the King having the Primordial Energy of Ether within their K.J.S. The J.S is made of both Aether and Nether, although with very low concentrations to the point where it only affects elements, and holds an infinite amount of Elemental Energy. It feeds it to the Jotunn, by doing so, the J.S begins to merge with the Jotunn and slowly turning them into an element themselves, becoming a natural force just as the species is known for. By giving Elemental Energy required to create the element, the Jotunn loses energy at a slow pace. In a sense, the J.S gives the Jotunn ingredients for the food and the Jotunn themselves just make the food, mixing ingredients how they want it to be like. This saves energy for the Jotunn and allows them to create devastating techniques from their Element even as novices.
- The J.S is not an actual soul, rather it's more of a living core. It is sentient, changing with the experiences of the user. For example, if you use mainly destructive techniques with your element, the J.S becomes mainly destructive type and allows you to use them easily. That is how it changes for you, the way it evolves is by the amount of Elemental Energy you use and the experiences you go through. For example, you started off with Wind and Fire as your elements. Your J.S would mix and stir those as you use them, turning into something that mixes both Earth and Fire. Thus, you get Advanced Elements, like Scorch, Light, Magma, etc. Those Advanced Elements mix along and the J.S evolves into something completely new and unique, a Vanir type J.S.
- If it was unclear before, the J.S merges with you. Over time, through thorough use, it will no longer become a core, but a part of you and your body. Thus, you become an element yourself rather than purely an organic or inorganic being.
- The Jotunn Soul can perform its own techniques to benefit the Jotunn as it goes. It mainly tries to protect the Jotunn, such as through a Berserker Mode, because if the Jotunn dies, then the J.S dies. If the J.S itself dies, then the Jotunn is not harmed unless they are halfway through merging with each other. As seen through later lessons, the Jotunn is able to manifest the power of the J.S and use it for their benefit, increasing their power to greater heights.
The Jötunn Arts
Jotunn usually starts off with two Basic Elements, or Base Elements, since you base the rest of your power from those two first elements. As the Jotunn masters those first elements, they gain a greater affinity to it; being able to use it easier, gain resistance to its effects when used against them, etc. In turn, the Jotunn grows weak to the opposite of those two elements. If they manage to master the opposite elements, they gain a resistance to it also, but only not to a great degree. The first two elements also defines their race and type of techniques they'd generally use. The Jotunn can learn all elements if they master their first two later on the road, but their J.S will still remain powerful to those first two, and weak to the opposite of those two.
Chaos Elements:
Chaos Elements:
- Death (Andlát): Power over Death-Force that makes up entropy. From Death came the Chaos Elements listed below. The Death Element can summon the dead, monsters, demons, reanimations, etc. Death Jötunn are also capable of having Psionic Abilities (Mind Abilities). While possessing immense levels of power that can kill opponents quite quickly, their attacks also harm them if taken too far. Andlárisar tend to live short lives unless they possess a powerful Andlárisar master to guide them, especially when they must do The Mist trial. This element opposes all Spirit Elements and finds balance with Nature in the same manner that Fire and Frost find balance. In turn, it is powerful with all the other Chaos Elements when used in conjunction. The strongest of the Death Branch is Khaos. Death Jötunn are some of the most feared of their race, with notable Andlárisar being Agmund, Aldegund, Agnar, Angrboda, Hela, and Garmr.
- Frost (Hrim): Power over the cold winds of the night. Along with Earth, this is one of the slowest of the elements. Unlike Fire, Frost is much faster in their spreading capability, yet it takes actual time to truly freeze a medium. Frost users have the power to take souls, change destiny, and freeze time. They can escape most situations and stop almost all attacks. The strongest of the Frost Branch is Glacada. Frost users have a great resistance to most attacks and have the ability to sap the energy out of all attacks. Frost is strong against all elements, yet its natural counterpart is Fire who it finds balance with. Notable Hrimthursar are Ymir, Utgard-Loki, Lyanna, and Eir.
- Fire (Eld): Power over the angry, scorching flames. Fire takes a while to properly burn an object, and loves to cause agony to an opponent. Users of this ability use the flames to burn and take the energy of an opponent. Fire is, in truth, both Chaos and Spirit. Chaos because it causes destruction in the beginning, Spirit because it breathes life in the end. The strongest of the Fire Branch is Blis. Fire Jötunn possess raw power and great versatility. Although, it requires a medium to even manifest itself, thus being useless in a vacuum. Fire is weak against Water due to water's capability to suffocate the oxygen required for fire to burn, which is a quality also found in Earth. Fire is strong against Wind (due to its oxidation) and strong against Nature, also finding a balance with Frost in combat. One will find though that if the fire is hot enough, there is almost nothing that can stand in its way. Notable Eldjotnar are Surtr, Gibborim, Aegon, Fárbauti, and Fafnir.
- Lightning (Elding): Power over the destructive and godly power of the heavens. Lightning is the symbol of the gods. It is destructive and quick, but users are limited by poor control The strongest of the Lightning Element Branch is Lyn. Lightning Jötunn are the fastest of all the Jötnar next to Wind. Lightning users need to be skilled at fighting in every type of distance, and have a great amount of movement. It is weak against Wind due to wind being a natural insulator and strong against Earth due to lightning's destructive capability, can also be used against Water as water is a natural conductor. Notable Eldingrisar are Osmund, Baldr, Edward, Jaeherys, and Triam.
- Nature (Líf): Nature is the element of all things alive: trees, plants, wild life, etc. Nature users can fight in every form of combat. Nature users usually focus on terrain changing to suit their needs, relying on Lifeforce techniques and manipulating those with a Lifeforce. Nature Jotunn are among the most powerful of Jotunn, but require thorough discipline and much longer training compared to the other elements. Nature Jotunn oppose all of the Chaos Elements, finding balance with the Death Element and empowerment with all other Spirit Elements.The strongest form of Nature is Sabel. Notable Lífjotnar are Ancelot, Frigga, Tyr, Fenris, and Fenrir.
- Water (Sjó): Power over the seas, oceans, and all liquids. Water focuses on mid-range attacks and also focus on crushing, stunning, and disabling an opponent or sending them back. They are the ones that prefer to seal down opponents in some way. Advanced users can focus water and make constructs out of it. They can also call upon liquids inside life forms, as well as blood. The Water Element is the most versatile of the elements, along with Wind, allowing free manipulation and ease of use. The strongest Liquid form would be Rosada. Notable Sjórisar are Judikael, Helblindi, Njord, and Jormungandr.
- Wind (Himinn): Power over the violent winds and storms of the Earth. Wind users focus mostly on defense and are mid-range and long-range fighters. Wind users usually focus on slowing down opponents, due to their lack of true power in their attacks. If their Wind is compacted, they become deadly. Capable Wind Jotunn use rotation in their Winds and create powerful storms in them to defeat an opponent. Advanced users are capable of teleporting anywhere where there is air. The strongest Wind form is Void. Wind is considered the Element of Freedom due to Wind users being able to use a wide terrain at their disposal as well as the sky. Notable Himinnrisar are Arthurius, Vidar, Manala, Róta
- Earth (Berg): Power over the Earth, Rock, Steel, Natural Substances, and all things solid. Earth focuses on brute force and bombardment, preferring to fight at mid-range and close range. Earth users can switch between defense and offense easily, making them the greatest brawlers among the Jotunn. The Bergrisar are the Jotunn with the most brute strength and possess the greatest amount of raw power that is only challenged by Eldingrisar. Earth users have the ability to summon any type of substance in the Earth, bend, and mold that substance to what they see fit. When in long distance fighting or defending, their constructions can be extremely durable. Earth is considered the Element of Substance because Earth relies on durability. The strongest Earth Ability is Magitek. Notable Bergrisar are Hrungnir, Járnsaxa, and Thrym.
Lessons
Lesson 1 - Main Element, Aura, and One Shot Technique
Lesson 2 - 10 Elemental Techniques (5 Normal, 3 Special, 2 Final)
Lesson 3 - 5 Passive Techniques
Lesson 4 - Kenning Attack
Lesson 5 - Chaos/Spirit Technique
Lesson 6 - Berserker Rage and Mandatory Spar
Lesson 7 - True Resonance and Second Element
Trial: The Mist (Death Jotunn)
Trial: The Grove (Nature Jotunn)
Lesson 8 - Chaos/Spirit Animal Summoning and Mandatory Spar
Lesson 9 - 5 Elemental Combination Techniques
Lesson 10 - Jotunn Elemental Skill (Main Element)
Lesson 11 - 10 Techniques on Higher Jotunn Elements (5 Normal, 3 Special, 2 Final)
Lesson 12 - 5 Elemental Construction Techniques
Lesson 13 - Unsung Berserker Rage
Lesson 14 - Third Element and Mandatory Spar
Lesson 15 - Chieftain Jotunn Form and Jotunn Elemental Skill (Second Element)
Trial: The Corpse Shore (Death Jotunn)
Trial: The Storm Cell (Lightning Jotunn)
Trial: The Primal Inferno (Fire Jotunn)
Trial: The Undying Winter (Ice Jotunn)
Trial: The Wild Hunt (Nature Jotunn)
Trial: The World Serpent (Water Jotunn)
Trial: The Four Skies (Wind Jotunn)
Trial: The Endless Fortress (Earth Jotunn)
Lesson 2 - 10 Elemental Techniques (5 Normal, 3 Special, 2 Final)
Lesson 3 - 5 Passive Techniques
Lesson 4 - Kenning Attack
Lesson 5 - Chaos/Spirit Technique
Lesson 6 - Berserker Rage and Mandatory Spar
Lesson 7 - True Resonance and Second Element
Trial: The Mist (Death Jotunn)
Trial: The Grove (Nature Jotunn)
Lesson 8 - Chaos/Spirit Animal Summoning and Mandatory Spar
Lesson 9 - 5 Elemental Combination Techniques
Lesson 10 - Jotunn Elemental Skill (Main Element)
Lesson 11 - 10 Techniques on Higher Jotunn Elements (5 Normal, 3 Special, 2 Final)
Lesson 12 - 5 Elemental Construction Techniques
Lesson 13 - Unsung Berserker Rage
Lesson 14 - Third Element and Mandatory Spar
Lesson 15 - Chieftain Jotunn Form and Jotunn Elemental Skill (Second Element)
Trial: The Corpse Shore (Death Jotunn)
Trial: The Storm Cell (Lightning Jotunn)
Trial: The Primal Inferno (Fire Jotunn)
Trial: The Undying Winter (Ice Jotunn)
Trial: The Wild Hunt (Nature Jotunn)
Trial: The World Serpent (Water Jotunn)
Trial: The Four Skies (Wind Jotunn)
Trial: The Endless Fortress (Earth Jotunn)
Vanir Arts
Lessons
Lesson 16 - Vanir Element and One Shot Technique
Lesson 17 - 10 Vanir Primary Elemental Techniques (5 Normal, 3 Special, 2 Final)
Lesson 18 - 5 Vanir Passive Techniques and Mandatory Spar
Lesson 19 - Energy Amplification and Vanir Aura
Lesson 20 - Vanir Elemental Skill (Primary), Second Jotunn Elemental Skill (Primary) and Fourth Element
Trial: The Well of Sorrows (Death Jotunn)
Trial: Madrugada (Nature Jotunn)
Lesson 21 - 5 Advanced Primary Vanir Techniques Level 1-2
Lesson 22 - 5 Vanir + Jotunn Combination Techniques and Second Jotunn Elemental Skill (Secondary)
Lesson 23 - Mandatory Spar and Taboos
Lesson 24 - Complete Jotunn Soul, Second Vanir Element, 5 Advanced Primary Vanir Techniques Level 3-4
Lesson 25 - Seidr Introduction (If never previously learned), 10 Vanir Secondary Elemental Techniques (Same Usual),
Lesson 26 - True Vanir Resonance, 5 Passive Vanir Secondary Elemental Techniques, 5 Secondary Advanced Elemental Techniques 1-2
Optional Trial: The Maze
Lesson 27 - Arsenal Set Creation
Lesson 28 - Third Vanir Element, 10 Tertiary Vanir Elemental Techniques, 5 Secondary Advanced Elemental Techniques 3-4
Lesson 29 - Chieftain Vanir Form and Vanir Elemental Skill (Secondary)
Lesson 30 - Warlord's Berserker Rage (Overlord's Berserker Rage for K.J.S)
Optional Trial: The Fall Into Ginnungagap
Optional Trial: The Hall of Heroes (Aesir Exam)
Lesson 17 - 10 Vanir Primary Elemental Techniques (5 Normal, 3 Special, 2 Final)
Lesson 18 - 5 Vanir Passive Techniques and Mandatory Spar
Lesson 19 - Energy Amplification and Vanir Aura
Lesson 20 - Vanir Elemental Skill (Primary), Second Jotunn Elemental Skill (Primary) and Fourth Element
Trial: The Well of Sorrows (Death Jotunn)
Trial: Madrugada (Nature Jotunn)
Lesson 21 - 5 Advanced Primary Vanir Techniques Level 1-2
Lesson 22 - 5 Vanir + Jotunn Combination Techniques and Second Jotunn Elemental Skill (Secondary)
Lesson 23 - Mandatory Spar and Taboos
Lesson 24 - Complete Jotunn Soul, Second Vanir Element, 5 Advanced Primary Vanir Techniques Level 3-4
Lesson 25 - Seidr Introduction (If never previously learned), 10 Vanir Secondary Elemental Techniques (Same Usual),
Lesson 26 - True Vanir Resonance, 5 Passive Vanir Secondary Elemental Techniques, 5 Secondary Advanced Elemental Techniques 1-2
Optional Trial: The Maze
Lesson 27 - Arsenal Set Creation
Lesson 28 - Third Vanir Element, 10 Tertiary Vanir Elemental Techniques, 5 Secondary Advanced Elemental Techniques 3-4
Lesson 29 - Chieftain Vanir Form and Vanir Elemental Skill (Secondary)
Lesson 30 - Warlord's Berserker Rage (Overlord's Berserker Rage for K.J.S)
Optional Trial: The Fall Into Ginnungagap
Optional Trial: The Hall of Heroes (Aesir Exam)