Description
Old Norse: Draugr plural Draugar, Modern Scandinavian: Draug, also known as aptrgangr (again walker). The living dead who in folk-belief led a very real life after dying and being buried in a burial mound and who consequently represented a threat to the living. In the middle ages the idea of there being living dead in burial mounds became a popular literary topos, and the sagas are full of descriptions of these revenants who might involve grave robbers in fights and who became a threat to both men and animals especially at midwinter. The ultimate death of the draugr was usually achieved by cutting off his head, placing it on the draugr's buttocks and then burning him. The ash was then buried away from human habitation (Grettis Saga 35, Eyrbyggja saga 63).
This zombie-like figure in Medieval literature is the result of the many ancient beliefs in a life of the dead continuing in full vitality and physical presence, which merged with the knowledge of what a corpse looked like when it began to decompose. The belief in the final banishment of a draugr by fire proves that it was certainly an ancient belief. - The word draugr belongs to the Indo-Germanic root *dreugh, and originally meant 'harmful spirit'.
TRAITS
Draugar possess superhuman strength, can increase their size at will, and carry the unmistakable stench of decay. According to Gregg Smith, "The appearance of a draugr was that of a dead body: swollen, blackened and generally hideous to look at." They are undead figures from Norse and Icelandic mythology which appear to retain some semblance of intelligence. They exist to guard their treasure, wreak havoc on living beings, or torment those who wronged them in life. The draugr's ability to increase its size also increased its weight, and the body of the draugr was described as being extremely heavy. Thorolf of Eyrbyggja saga was "uncorrupted, and with an ugly look about him… swollen to the size of an ox," and his body was so heavy that it could not be raised without levers. They are also noted for the ability to rise from the grave as wisps of smoke and "swim" through solid rock.
In folklore, draugar slay their victims through various methods including crushing them with their enlarged forms, devouring their flesh, devouring them whole in their enlarged forms, indirectly killing them by driving them mad, and by drinking their blood. Animals feeding near the grave of a draugr might be driven mad by the creature's influence. They may also die from being driven mad. Thorolf, for example, caused birds to drop dead when they flew over his bowl barrow.
The draugr's victims were not limited to trespassers in its home. The roaming undead devastated livestock by running the animals to death either by riding them or pursuing them in some hideous, half-flayed form. Shepherds' duties kept them outdoors at night, and they were particular targets for the hunger and hatred of the undead:
The oxen which had been used to haul Thorolf's body were ridden to death by demons, and every single beast that came near his grave went raving mad and howled itself to death. The shepherd at Hvamm often came racing home with Thorolf after him. One day that Fall neither sheep nor shepherd came back to the farm.
Draugar are noted for having numerous magical abilities (referred to as trollskap) resembling those of living witches and wizards, such as shape-shifting, controlling the weather, and seeing into the future. A draugr can change into a seal, a great flayed bull, a grey horse with a broken back but no ears or tail, and a cat that would sit upon a sleeper's chest and grow steadily heavier until the victim suffocated. The draugr Þráinn (Thrain) shape-shifted into a cat-like creature (kattakyn) in Hrómundar saga Gripssonar:
Then Thrain turned himself into a troll, and the barrow was filled with a horrible stench; and he stuck his claws into the back of Hromund's neck, tearing the flesh from his bones.
Draugar have the ability to enter into the dreams of the living, and they will frequently leave a gift behind so that "the living person may be assured of the tangible nature of the visit". Draugar also have the ability to curse a victim, as shown in the Grettis saga, where Grettir is cursed to be unable to become any stronger. Draugar also brought disease to a village and could create temporary darkness in daylight hours. They preferred to be active during the night, although it did not appear to be vulnerable to sunlight like some other revenants. Draugr can also kill people with bad luck.
A draugr's presence might be shown by a great light that glowed from the mound like foxfire. This fire would form a barrier between the land of the living and the land of the dead. The draugr could also move magically through the earth, swimming through solid stone as does Killer-Hrapp:
Then Olaf tried to rush Hrapp, but Hrapp sank into the ground where he had been standing and that was the end of their encounter.
Some draugar are immune to weapons, and only a hero has the strength and courage needed to stand up to so formidable an opponent. In legends, the hero would often have to wrestle the draugr back to his grave, thereby defeating him, since weapons would do no good. A good example of this is found in Hrómundar saga Gripssonar. Iron could injure a draugr, as is the case with many supernatural creatures, although it would not be sufficient to stop it. Sometimes the hero is required to dispose of the body in unconventional ways. The preferred method is to cut off the draugr's head, burn the body, and dump the ashes in the sea—the emphasis being on making absolutely sure that the draugr was dead and gone.
The draugar were said to be either hel-blár ("death-blue") or nár-fölr ("corpse-pale"). The death-blue color was not actually grey but was a dark blue or maroon hue which covered the entire body. Glámr, the undead shepherd of Grettis saga, was reported to be dark blue, and Laxdæla saga describes how bones were dug up belonging to a dead sorceress who had appeared in dreams, and they were "blue and evil looking."
The resting place of the draugr was a tomb which they were able to leave during the night to visit the living. Such visits are supposed to be horrible events that often end in death for one or more of the living, which would then warrant the exhumation of the draugr by a hero.
The draugr's motivation was primarily jealousy and greed. Greed causes it to viciously attack any would-be grave robbers, but the draugr also expresses an innate jealousy of the living stemming from a longing for the things of life which it once had. They also exhibit an immense and nearly insatiable appetite, as shown in the encounter of Aran and Asmund, sword brothers who made an oath that, if one should die, the other would sit vigil with him for three days inside the burial mound. When Aran died, Asmund brought his own possessions into the barrow—banners, armor, hawk, hound, and horse—then set himself to wait the three days:
During the first night, Aran got up from his chair and killed the hawk and hound and ate them. On the second night he got up again from his chair, and killed the horse and tore it into pieces; then he took great bites at the horse-flesh with his teeth, the blood streaming down from his mouth all the while he was eating…. The third night Asmund became very drowsy, and the first thing he knew, Aran had got him by the ears and torn them off.
CREATION
The main indication that a deceased person will become a draugr is that the corpse is not in a horizontal position but is found in an upright or sitting position, indicating that the dead might return. Any mean, nasty, or greedy person can become a draugr. As Ármann notes, "most medieval Icelandic ghosts are evil or marginal people. If not dissatisfied or evil, they are unpopular".
MEANS OF PREVENTION
Traditionally, a pair of open iron scissors was placed on the chest of the recently deceased, and straws or twigs might be hidden among their clothes. The big toes were tied together or needles were driven through the soles of the feet in order to keep the dead from being able to walk. Tradition also held that the coffin should be lifted and lowered in three different directions as it was carried from the house to confuse a possible draugr's sense of direction.
The most effective means of preventing the return of the dead was believed to be a corpse door, a special door through which the corpse was carried feet-first with people surrounding it so that the corpse couldn't see where it was going. The door was then bricked up to prevent a return. It is speculated that this belief began in Denmark and spread throughout the Norse culture, founded on the idea that the dead could only leave through the way they entered.
In Eyrbyggja saga, draugar are driven off by holding a "door-doom". One by one, they are summoned to the door-doom and given judgment and forced out of the home by this legal method. The home was then purified with holy water to ensure that they never came back.