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Oath of the Wild Hunt (5.5e Paladin Oath of the Ancients re-skin)
by Marc SaindonAnother product of the "contrarian" clans of Kalslo island in Ostland, the Wild Hunt is an odd group. Whereas I typically like to imagine Vanir worship to be tied around Druidic magic, while the Aesir are Clerics, these Paladins show up in the middle ground as Vanir worshippers with Clerical spells. The idea is that while Freyr and Freyja are, as their patrons, Vanir, they also represent (as man and woman) the place of humanity within nature, and are also part of the peace pact between the two pantheons that ended the Aesir-Vanir war.
Typically, the Order is organized in two groups, a sisterhood of shieldmaiden who seek to emulate Freyja, and a brotherhood of warriors who seek to emulate Freyr.
It was never a very popular subcult, with many potential candidates just going going the way of Cleric, Druid or Ranger instead, but it's a respected order, with limited influence of Kalslo island.
Until the colonization of the Isle of Dawn.
A some point, the younger, more dynamic elements of the Order decided to join scouting expeditions to new lands, and through contact with Dunadale captives, slaves and enemies, they found similar like-minded warriors (a war-band of Fianna warriors), only they didn't speak of Freyja or Freyr, but of Morrigan and Dagda. Instead of Tyr losing his hand, the tale was about Nuada. Rather than have the narcissism of small differences win the day, the two sides grudgingly realized that they might have heard echos of the same story, and just like Odin walks around in countless names, perhaps the same applies to the two Vanir patrons. With time, scholarly effort, and a bit of merry-making, the Dunadale warriors and their Kalslo rival merged into one Order, the Wild Hunt, just like the Aesir and Vanir found strength through peace.
More men from Kalslo settled in the colonies, taking Dunadale wives, who in turn imparted their children with much of Dunadale culture by upbringing, resulting in a bi-cultural group after a few generation (a bit like Swedes Rus' taking Slavic wives in Russia, or the gaelization process of the Norse-Gaels). The remaining chapter on Kalslo island has not undergone this cultural shift, and thus is a bit more "conservative" in its outlook, although both sides find common cause and see each other as kin and cousins.
The Wild Hunt's main task is to take down supernatural threats like Formorians or Jotunns (you can also steal ideas from the old show Mystic Knights of Tir Na Nog). They cross the line back and forth between celtic themes and norse mythology. Their weapon of choice is the spear, also useful for boar hunting.
More advanced projects might involving reclaiming Vanaheim, the realm left empty after the Vanir found refuge in Asgard, a plane that probably is occupied by trolls and giants, as well as ice age animals. Another would be to establish Dunadale as a kingdom independent from both Thyatis and Alphatia.
Notes:
Freyja
Freyr
Æsir–Vanir War
Wild Hunt
Norse–Gaels
Mystic Knights of Tir Na NogImage from: https://www.deviantart.com/kuraigeijutsu/art/Runa-Viking-Warrior-952408191
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