Hersirs
The Hèrsirs
Formed By: Sir Theomyr, the Stalwart, Tulkas, Sir Brynar
Formed In: September 20th, 2014
Members In: Texas, California, New York
Who are the Hèrsirs?
A group of blue and white wearing, mead drinking, fight fighting, heckling, goofy guys and gals who are here for a good time, wherever that time may be!
What it means to be a Hèrsir
It will be said, this company of Shield-Kin upheld
The Standards of honor in the face of adversity.
Odin watches as we are fearless in war and stalwart in ideals.
Onward to Valhalla.
- Above all the Hèrsirs value Honor. We don't want fantastic fighters with chips on their shoulders who look down on others, we want good people and good players. We would rather have someone call their shots honorably and lose, than cheat and win. Skill can come naturally to everyone, Honor does not, and should be cherished above all in sports such as Dagorhir or Belegarth.
- We help each other gain skill in combat, and are open to teaching technique in our sports as well as teaching new members upon joining true historical shield usage true to the Vikings themselves, enjoying a fun roleplay satisfaction to be the heroes we all imagined as children.
- Above all, rule zero. Have fun, try not to let outside drama into our band! Enjoy being the best heathen warrior you can be with a community you enjoy spending time with! Skàl!
Aesthetic
The idealistic ways of Hèrsir tradition are based on the premise of sport cohesion and personal/community growth whilst performing and roleplaying an culturally open Norse/Viking image and lifestyle, and our appearance reflects this.
- Our colors are open in effect. Blue is our primary color we wear in representation, however we only require blue be worn somewhere on a fighters kit to a small degree at least, that fighter is free to wear whatever combination of colors they desire. Our belt favors will be matching Blue with Mjolnir and the ring emblazoned on it, but any other blue on a fighter's garb is recommended and welcomed.
- Hèrsir means military landowner, you can essentially be a settler anywhere in the world and be a Hèrsir. So any culture based garb kits are welcome including Norse mythic creatures as well such as dwarves or elves. Examples include Celtic Hersirs, Mongol Hersirs, Slavic, African, Greek, Dwarven, and many more. Wear Mjolnir with pride, be honorable and scream Odin with fury in battle and you are welcome in all means.
- Our symbol is Mjolnir, (Thors Hammer). This will predominantly be officially displayed on belt favors for all members. However Mjolnir may be worn any other way desired by fighters such as shields and necklaces. Belt favors are encouraged to be personalized to fit the narrative and preference of the member, uniqueness is a core pillar of our unit's ideals. We all may look very different culturally in garb, but we all blemish the Viking ways on our kits.
- Much of the Hèrsirs aesthetic is based on old Norse pagan practices, this of course is not mandatory to join, this is roleplay and character based only. However any safe pagan practices are of course welcome.
Unit Practices
- All fighting members are required to have knowledge of blue weapons and shields, as we are a viking based unit, we will be performing shield wall based tactics. However, any member may practice any other weapon or weapon style without restrictions alongside blue and board training.
- Shield line tactics will be learned for members and thralls. As well as hidden command words.
- While at events, "Warlords" may be chosen to lead shield walls and unit members, these can be voted in with majority rules at events. The Warlord title is only for large scale event battles and has no bearing or weight on any unit decisions. Warlords are the temporary leaders of Hèrsir forces until a new one steps in or event completion. In order to qualify to lead the unit in event games as warlord, you must be a full member and have chest armor or a helmet, As the role requires longevity. However armor may be borrowed for the role, one doesn't have to own the armor worn.
- Members are recommended to help lead the new members in thralldom on their path to officially joining.
Teaching whatever may be offered or purely fighting and training. Crafting falls along this line as well.
- For fun roleplay purposes, two members that have a cordial disagreement or dare on each other may call a "Holmgang" or "making the square". A duel, One life, open weapon, glory to the victor. Thralls may only challenge thralls and full members may only challenge full members.
This fun mechanic is great for dares and has been done a few times with fun and watchable effect!
Roles of the Hèrsirs
New Members "Thralls"
- New members have a minimum of 4 months of thralldom to join, there is no maximum. They will be observed by the unit during this time to judge what they lack, need help with, or if they would essentially be a good fit. Full members will help new players with what they need in the ways they deem they would help best, whether it is teaching, combat, or even crafting. It is a period of learning
- New members upon having been decided by the unit to be worthy of joining, will be put through a trial. Trials are custom and based on the idea of what the new members are missing. Trials may be similar but they usually differ in fundamental ways. Examples are small fighting boundaries, hidden objectives, or even not knowing a trial is even happening. The test is tailored to the individual.
- Thralls who use more than one weapon other than sword and board may be subject to a Runemaster, the Runemaster will draw runes corresponding to the different weapon types the thrall uses, or the Runemaster will decide what the thrall will use.
The Gods will decide the warriors weapons.
- Thralls are usually subject to a unit sponsor, this may be the person who led them to joining, or someone who volunteered to host the new members thralldom. It is a student-teacher relationship where the sponsor is required to teach the thrall whatever they can on their path in larp and what it means to be in the unit. This can go from combat skills, crafting skills, ect. They are encouraged to then create the trial for their thrall. Sponsors are not the sole person responsible, and may request as much help as they need in the thralls advancement from other members.
- Thralls will be given a “focus word” during their training, this will represent the concept the thrall needs to work on. Examples include “control”, “ferocity”, “Humility” ect. This word will highlight the challenges in their trial, and tradition dictates that you may tell the thrall this focus and they can meditate on what it means themselves, giving them hints to their trial should the sponsor or sponsors wish to
- Non-Combat players may be thralls in the unit. with a minimum of 5 months, they will proceed with a personal growth focusing on leadership, recruitment, hosting, crafting, and other various out of combat contributions to the sport and unit. The thralls trial will also fit this progression focusing on profound contribution in some way to the sport, but naturally is not necessary to be as intense as trials can be usually. Due to the nature of the thralldom, they will be excluded from a mandatory focus word, however this can still be decided by a possible sponsor decision. Noncom unit members may not be warlords in battles but may like anyone else run for officer positions
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-Unit Specialty classes or advancement paths-
Upon joining, a unit member is considered a full member. However there are unique paths to take to further the combat/roleplay experience, representing order and chaos.
These are not obligatory or mandatory.
There are 3 classes of warriors in the unit forces, two of which require minor trials to become. These specializations do not offer extra powers in the unit and are equal in any rank to other unit members regardless of specialty. This includes the following.
Warrior:
These are the members who have not or decided not to choose specialty classes. They are not required to actively perform the tactics either path presents, and may fight in the game as they see fit without a set focus put upon them, though encouraged to take part in unit battle activities.
Drengr: order
These players have chosen to specialize in tactics and order in battle, subject to shield wall tactics upon orders from the elected warlord. Becoming a Drengr is an acknowledgement of the battle tactics and expresses a desire to perform these as much as possible and will follow them as ordered in battle.
Drengr are encouraged to be as heavily armored as possible.
Berserkers: chaos
These players choose to enact a more roleplay focused position in games. Encouraged to be lightly armored and basically chaotic, truly to roleplay the barbarian experience. Chanting, growling, and howling at enemies.
These players do not have to take part in battle lines at all if they choose not to but are encouraged to know the command words and formations as to aid them by skirmishing the enemy, suppressing them or just charging at them without regard to their own life. Warlords may even command the Bezerker lines to attack or defend the line in their own way while the battle line maneuvers. This is, however, subject to possible being declined.
Unique to the Berserkers, this specialty may elect a leader known as a Shaman. The Shaman is a non officer position who's chosen like the warlord at events, and also like the warlord is responsible with leading and directing the Berserker players like the warlord does the Drengr. The shaman is encouraged to create enjoyable roleplay scenarios in games for his team.
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-Leadership Roles-
All Leadership roles are elected by popular vote and do not give any benefits or extra weight to votes or unit decisions, the sole purpose of these roles are only as follows.
The positions are a Jarl or the unit representative of the unit branch, and two “Housecarls” such as a quartermaster and a treasurer. More may be added eventually
All leadership roles must pass down all notes, pertinent information to the next elected person who takes their place.
All elected Leadership roles will take place at an official Althing (Meeting). Althings to decide leadership will take place once a year the second week of January .
The althing will be hosted by the Jarl and the voting period lasts a week until the next 7 day rotation. Voting can be extended to a Moon cycle (30 days) if required.
Althings may take place online and in person. And in order for the vote to take place at an althing everyone is required to speak their piece first or abstain if that is their wish, once this has happened a Althing may start a vote, this applies to a great Althing in effect as well.
Jarl (Local unit representative)
- The Jarl is the elected representative and leader of the local unit presence, and is the one to host unit Althings or Meetings, in the case of the entire organization making decisions, the Jarl will gain the vote of their entire branch and relay that in a meeting of Jarls or a Great Althing.
- Jarls will help their Housecarls in their efforts and give leadership in decisions if needed in these situations. Helping thralls on their respective paths, overseeing the housecarls, ect.
- The Jarl originally has no vote in Althings, However in the event of a tie the Jarl is granted the power of tiebreaker.
- Jarls are expected to understand the content of the charter and the meaning of what it is to be a Hersir.
- In the event that a housecarl position is vacant, the Jarl is responsible for performing the duties required of the housecarl positions until an elected individual can fill the slot.
Treasurer (Housecarl of Finance)
- All Treasury records and management will be the responsibility of the Treasurer. The Treasurer will be the holder of Treasury funds as well as the encouragement and announcement of current and future income.
- Funds may be voluntarily added to the Treasury by any members. Donating funds doesn't grant special privileges.
Treasury funds will be kept by an established treasurer, and the treasury will only pay for purchases such as weapons, garb, armor, or emergency event fees.
- Every branch of the Unit will have their own treasury managed by their own treasurer while overseen by the Jarl, and that branch is free to use those funds in whatever they deem worthy without outside intervention. However full unit wide funds may be combined or transfered to branches via special circumstances such as major events. A successful majority vote by both branches involved is required.
- The treasurer is required to give up to date accounts of funds if requested by any full member.
- The treasurer is also in charge of fundraisers, and may call a vote on the subject of the fundraiser’s activities.
Quartermaster (Housecarl of Arms)
- The Quartermaster will be in charge of maintaining, storing and distributing unit owned equipment that does not have a sole owner. This pertains to garb, armor, weapons, or any larp gear needed.
- This role is also in charge of logistics, maintaining extra supplies and keeping track of where unit equipment was distributed to as well as making sure all equipment is safely returned after fighting is concluded officially.
- The Quartermaster is solely Responsible for organizing, scheduling and hosting build days. In these events if the situation persists, the Quartermaster can lead a focus on the build day.
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- Hèrsir chapter branches (multiple chapter governing) -
This section will outline the guidelines for multiple Hersir branches to operate as shield-kin for the unit as well as the governing powers they hold within their individual realm.
- Unit branches will abide by the approved leadership roles and bylaws within this charter, and have autonomy in electing individuals every second week of january.
- Branches will have its own treasury funds managed by its own Housecarl of finance (treasurer), branch funds belong to that branch and will be used at that branch's discretion, however funds may be used cooperatively with other branches only if a majority vote is approved by the owning branches members.
- Branches will have the autonomy to host their own Althings and vote whenever needed outside of the pre-scheduled Leadership Althing in January, (new membership votes, treasury votes, emergency new leadership, and so forth.)
- For unit-wide decisions, the elected Jarls will meet at a Great Althing with their suggestions or issues. At which point they will represent and bring the vote from their branch on whatever the issue is (the majority answer). This is used for official charter decisions, unit wide event decisions, etc. Ties in this circumstance result in a “Nay” to the decision.
- Jarls hold equal power regardless of branch size at Great Althings where branch Jarls meet, it is operated like a high council of representatives, there is no sole leader of the unit. For unit decisions to be made as outlined, a majority vote is needed from all Jarls (who only bring the vote already decided by their unit)
- A Great Althing may be used for many purposes, primarily Charter changes.
Hèrsir Member List
Member Name | Member status | Member Role | Year Joined | Chapter location |
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Sir Theomyr Tulkasson, the Stalwart | Full | Jarl | 2014 | Texas |
Sir Igua the Ardent, Knight of the Hound | Full | Jarl | 2024 | California |
Apprentice Kuma of House Bear Clan | Full | Jarl | 2024 | California |
Kugori, Page of Sir Theomyr | Full | Housecarl of Finance | 2023 | Texas |
Pirate Captain Judo | Full | Warrior | 2023 | Texas |
Ursa of House Bear Clan | Full | Warrior | 2020 | Texas |
Tanuki | Full | Warrior | 2024 | Texas |
Miska of House Bear Clan | Full | Warrior | 2024 | Texas |
Drakk | Full | Housecarl of Arms | 2024 | Texas |
Kabun, Man at Arms | Full | Warrior | 2023 | Texas |
Erik | Full | Warrior | New York | |
Howie | Full | Warrior | New York | |
Weston | Texas | |||
Jonas | Full | Warrior | Texas | |
Lyra | Recruit | Thrall | 2024 | Texas |
Squire Minerva | Recruit | Thrall | 2024 | California |
Dentson | Recruit | Thrall | 2024 | California |
Belladonna | Recruit | Thrall | 2024 | California |
Lord Chicken at Arms | Recruit | Thrall | 2024 | California |
Rylor | Recruit | Thrall | Texas |
Photo Gallery of the Hèrsirs