Here's a few more:
Alfar: The elves.
Asatru: Part of heathenry that focuses on working with and honoring the Aesir Gods, which includes some such as Odin, Thor, Tyr, Skadi, etc.
Asatruar: Someone who practices Asatru.
Disir: Female minor deities/spirits who deal in the fate of a person, can serve as a protective/guiding spirit, sometimes called a fylgia.
Dvergar: The dwarves.
Fylgia/Fetch:An animal fetch is akin to spirit guides, animal totems, familiars, power animals, and so much more. This animal conforms and molds to the persons personality. Like a mirror image, the animal fylgja represents the person it stands for and is thought to be connected to them spiritually, having a role in their well-being.
Galdr: A type of Norse magic. This one focuses on the verbal incantation/singing of the runes.
Horsing: A term used to describe possession/channeling of a deity or spirit.
Husvaettir: House spirits.
Jotun: The giantfolk.
Journeying:This is the closest form of projection to AP. In its simplest form, journeying involves the use of meditation in some form in order to achieve a state of mind that allows for the person to leave their physical body and project elsewhere.
Landvaettir: Land spirits.
Lokean: A heathen who is dedicated specifically to Loki, and either works with him or honors him.
Orlog:It is sometimes referred to as a "primal layer" due to the fact it is mentioned in lore that the Norns are responsible for making a "primal layer", or a series of strands determining fate. It differs from Wyrd in that it is your moral momentum: which can be altered, but is not easy to change.
Pathwalking:Pathwalking is slightly more complicated than Journeying, but holds to the same general end goal of projection. Some people are simply more tied down and grounded to their physical bodies than others, and find that they have an extremely difficult time actually removing themselves from their bodies in order to project. Pathwalking, also called way-taming by Odin, is a way to project that is best suited for those who cannot Journey easily for whatever reason. As the name implies, it involves literally walking between two worlds. Your physical body walks in your home world, while your astral body moves through the second world
Rokkatru: Part of heathenry that focuses on working with and honoring the Rokkr Gods, which includes some such as Angrboda, Loki, Hel, Fenrir, Jormungandr, etc.
Rokkatruar: Someone who practices Rokkatru.
Seidr: A type of Norse magic,it included various workings such as: rituals for divination and clairvoyance; for seeking out the hidden, both in the secrets of the mind and in physical locations; for healing the sick; for bringing good luck; for calling game animals and fish. Importantly, it could also be used for the opposite of these things to curse an individual or an enterprise; to blight the land and make it barren; to induce illness; to tell false futures and thus to set their recipients on a road to disaster; to injure, maim and kill, in domestic disputes and especially in battle. It is akin to shamanism in some ways.
Sjovaettir: Water/Sea spirits.
Spaecraft:the art of determining orlog (defined as the law of how things will be, laid down by wyrd or fate and the three Norns) usually by intuition or personal gnosis.
Thursatru: A newage part of heathenry that focuses on working with the chaotic deities from various pantheons, leaning more towards a chaos magic approach.
Thursatruar: Someone who practices Thursatru.
Vanatru: A part of heathenry that focuses on working with and honoring the Vanir Gods, which includes some such as Frey, Freyja, Nerthus, Njord, etc.
Vanatruar: Someone who practices Vanatru.
Vardlokkur:This is the chanting, or singing, that occurs during seidhr(mainly) and some other shaman rites in the Northern/Norse tradition. The word roughly means "spirit attractor" or "spirit caller".
Vitki/Volva: Male/female practitioners of Seidr.
Wight: A word which means "spirit".
Wyrd:Wyrd is a fundamental Anglo-Saxon concept.In short, it isfate personified; also any one of the three Weird Sisters. Explaining the entire definition would take time, as it is a hard concept to grasp, but it more or less has to deal with fate.