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/EGISHJALMUR 



^EGISHJALMUR 



/EGISHJALMUR 




JALMUR 




by Michael Kelly 



A Publication of the Order ofApep 



^EGISHJALMUR 



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Copyright 2011 by the author of this book Michael Kelly. The book 
author retains sole copyright to his contributions to this book. 



/EGISHJALMUR 
CONTENTS 

Introduction 7 

The Dragon of the North 9 

Dragon Runes 23 

Establishing Sovereignty in Midgard 57 

Mastery of the Mind 89 

Unlocking the Worlds 135 

Hanging On the Tree 165 

The Mysteries of Desire 195 

Time and the Gods 221 

Twilight of the Gods 241 

Further Reading 245 



^EGISHJALMUR 



A Note on Names : It has been my intention to make this 
book as accessible as possible for those with no prior 
knowledge of the Northern Mysteries. Given that modern 
English is itself a Germanic language, I have deliberately 
chosen (in most cases, with one or two idiosyncratic 
exceptions) to render names and other vocabulary relating to 
magical concepts in the form likely to be most familiar and 
pronounceable to the modern English reader. Thus readers 
will find named in this book 'Odin' rather than 'Odhinn'. 

Naturally, those who have a familiarity and love for 
languages such as Old Norse or Old English may substitute 
their more technical forms as they wish. 



/EGISHJALMUR 



INTRODUCTION 



JEgishjdlmur is a practical manual of Draconian magic 
utilising the traditions of Northern Europe. This is an 
unsurprising development, since Northern European lore has 
a great deal to say concerning dragons and three such great 
wyrms in particular cast especially dominating shadows in the 
Eddas. 

The book contains sufficient information and 
guidance to stand alone. Anyone who wants to begin practice 
will be able to do so immediately, without obtaining other 
works first. However, the serious practitioner will certainly 
wish to reach out to some or all of the following three sources 
of invaluable further learning, which will flesh out their 
experience and knowledge to a very great degree: 

1. Apophis, by Michael Kelly. JEgishjdlmur is a direct 
sequel to Apophis. The curriculum contained herein 
stands alone and can be practised without reference to the 
previous volume. However, Apophis contains an 
explanation of the foundations on which this curriculum is 
based, along with a much fuller description of some of the 
concepts, which may be skimmed over or even omitted in 



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the current volume. Those Initiates who possess both 
books will find that the chapters and themes of 
JEgishjdlmur are quite deliberately arranged in the same 
order as Apophis. It is quite deliberate that the two 
volumes share an identical underlying structure. In this 
way, an Initiate can use the techniques of chapter three of 
one book with chapter three of the other, interfacing the 
two perfectly. This will also be the case with further 
volumes in the series. 

2. The basics of Northern European mythology and runic lore 
can be found within these pages, but only the bare 
essentials required to do the Work herein and those 
mythological models which directly impact upon the 
curriculum. Serious students will need to look elsewhere 
to apply flesh to these bones and to fill in the gaps and 
omissions. Mythological sources are listed in the 'Further 
Reading' section at the close of the book. For Initiated 
insights, the student must refer to the works of Edred 
Thorsson, beginning with Runelore. Again, refer to the 
'Further Reading' section for other titles. 

3. Serious students may wish to consider approaching the 
Rune-Gild with a view to membership in order to enrich 
their study of the Northern tradition (http://runegild.org). 

These options for deeper study remain open at all stages 
within the initiatory process, of course, and whether you 
choose to avail yourself of them now, later, or not at all, I 
wish you well as you prepare to don the Helm of Awe. 

Michael Kelly 

- The Dragon Fafnir - December 2010 



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/EGISHJALMUR 



CHAPTER ONE 



THE DRAGON OF THE NORTH 



Draconian Magic and the Northern Tradition 

Draconian Magic is a magical current which is especially 
concerned with the energies and symbolism of dragonkind. It 
draws its inspiration from the myths and legends of dragons 
and serpents and it draws its powers from the fear, wonder 
and fascination these beings bring forth within the human 
psyche. It also draws its power from mankind's own 
biological heritage, reaching back to the very roots of the 
reptilian brain stem, the part of the mind where monsters 
reside, untamed and primal. It brings these powers and 
perspectives forcefully and consciously into full 
manifestation within the practitioner. 

The Northern tradition is that school of magic, 
mythology, history, philosophy, cosmology and psychology 
that has its roots in the people and tribes of Northern Europe. 
This is the world of runes and the Norse Gods, the heroes of 
the sagas and the world-tree Yggdrasil. This tradition lives 
on in the bloodline descended from those people today, those 



^EGISHJALMUR 

who still remember the ancestral Gods and the tales that have 
shaped their heritage. 

Draconian Magic is a school of magic which teaches 
that the goal of the soul is increased individuation and 
empowerment. The sovereignty of the Self is its creed. The 
purpose of the Draconian magician is to increase his own 
essence to a near godlike level, acquiring new powers and 
new states of being as he does so. He wins the mastery of his 
own life and seeks to perpetuate that life through the 
immortalisation of his psyche. 

The huge difference between such a spiritual path and 
that offered by the majority religions is a subject that has 
already been covered in Apophis and I will not retread that 
ground here. 

The root ideals of the Northern peoples are hearty and 
life-affirming. As such, the conflict seen within Judeo- 
Christian religions simply does not occur. Man is not seen as 
a sinner and a wretch, but as a noble being who is quite 
literally descended from his Gods. He carries Divine worth in 
his own flesh, blood and mind. As such, it can be suggested 
that there is no need for a distinction between Right-Hand and 
Left-Hand Paths in the North, such as one finds in other 
spiritual approaches; or perhaps more accurately that the 
Northern ideology is Left-Hand Path in its very essence. This 
does not mean that all who follow a Northern spiritual path 
are Initiates of the Left-Hand Path. Some choose to lead a 
gentler, less Self-evolutionary role. But there is no such 
irreconcilable conflict of basic principles as will be found 
between Christianity vs Satanism, or Setianism vs the other 
Egyptian cults. There is a sense of fellowship and shared 
ancestry among all who follow the Northern way, even if 
some choose to develop and extend that ancestral power more 
than others. 



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The union of Draconian Magic and Northern lore is a 
profound and enriching one, a perfect magical marriage. 
Dragons are a major feature of the myths of Northern Europe 
and there are three particular wyrms featured in the Eddas and 
sagas which will feature heavily in our Work, each 
manifesting a separate aspect of the primordial serpent. 

This brings us to a point where we need to define the 
patrons of the curriculum that lies before us. InApophis, the 
three Deities pertinent to Draconian Magic were defined as: 
the Lord of Darkness, the Scarlet Woman and the Ancient 
Dragon. We must now take some time to examine these 
Deities as They manifest to us in the Northern tradition. If 
you, like me, have the blood of Northern ancestors flowing in 
your veins, you will find that this will become a marvelous 
revelation, a sense of coming home. It should not be mistaken 
as choosing a tradition, any tradition, and making its Gods fit. 
If these Gods are in your blood and you use the Work of this 
book to call upon Them, believe me, you will know about it! 



The Northern Deities of Draconian Magic 

Odin 

In Apophis, the principal God of Draconian Magic is 
explained to be the Lord of Darkness, represented in that 
volume as Set, the Egyptian God who is against the Gods. 

In the North, the figure occupying this foremost 
position, the principal God of the Draconian magician, is 
Odin, the All-Father. He is the Lord of Valhalla, the God of 
the hanged, Bolverkr, Lord of Light and Drighten of 
Darkness. He is a complex and multi-faceted God, which 
should suit us well since Initiates must be complex and multi- 



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faceted people. 

Odin possesses many of the attributes belonging to 
the Lord of Darkness as listed in Apophis. He broke loose of 
the original cosmic order represented by the giant, Ymir, by 
slaying him and using him as the building blocks for a new 
creation, shaped to accommodate Himself and His fellow 
Gods: the nine worlds that hang from the world- tree 
Yggdrasil, most especially the world of Midgard and the 
enclosure of the Gods. 

He is also described as Gifting mankind with 
consciousness. According to the mythology the original man 
and woman were named Askr and Embla: Ash and Elm. In 
other words, they were trees. The symbolism of this should 
be obvious, since the complex of nine worlds in Norse 
mythology is itself figured as a tree, Yggdrasil. This implies 
that the human species is a microcosm of that greater cosmic 
structure and is - like the Gods - capable of travelling within 
all of the worlds and partaking of their unique energies. 

Odin gives mankind a mind / soul complex, the 
capacity for Divine ecstasy and spiritual inspiration, and - 
most importantly - a sense of Self. He makes human beings 
as unique, Self-aware individuals, each with a will of their 
own, even as He Himself is. 

Nor is Odin a comfortable God. He travels 
throughout the worlds, often as a wanderer in disguise, an old 
man who challenges those He meets, sometimes as a grim 
joke, sometimes in deadly earnest. He tests those who take 
His Name to themselves and affords them opportunities for 
heroism, which often equates to great discomfort and 
tribulation. 

It will be apparent that an Initiate honours Odin and 
seeks to emulate Him, developing the consciousness he has 
been given to its most elevated and inspired potential. He 



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does not offer up prayers to Odin or beseech favours, for such 
would displease this God who favours heroic souls. An 
Initiate will acknowledge Odin in word and deed and will 
seek to emulate Him. The profoundest worship that can be 
offered to Odin is to take up your own spear and stride out 
into the worlds to forge your own path as He has done. 

Most of the Northern tribes traced the ancestry of 
their chieftains ultimately back to Odin. The All-Father was 
literally the blood ancestor of the Northern folk. He is not a 
God we choose to 'believe in' among other gods. He does not 
require belief; He is in every pulse of our blood around our 
body, a tangible part of our genetic heritage. The proof of His 
presence is our own consciousness, Gifted from Him. The 
existence of consciousness is the direct expression of the God 
of consciousness, who is no mere metaphor. This creates a 
very particular bond between Odin and the Initiate of the 
Northern Mysteries, a bond which goes beyond mere belief; it 
is the bond of kinship. 

Unlike the Principle of Darkness in many 
mythologies, Odin is not a Devil figure. He is the All-Father, 
the chieftain of the JEsir. He rules in Valhalla, He is not a 
rebel against the order He has created. 

And yet in many ways, He is far more secretive and 
subversive than any of the other Gods who follow Him. He 
frequently travels in disguise and deliberately misleads 
mortals and Gods alike. He is not afraid to lie or deceive in 
order to achieve His aims. Odin plays a long game and when 
other Gods are most concerned with the preservation of what 
They have, Odin understands that Ragnarok is inevitable. He 
will face it heroically, but He lays His secret plans for the 
reshaping of the world thereafter. As the God of 
consciousness, Odin understands the principle of 
Remanifestation and applies His energies to using it instead 



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of fighting it. Odin moves the pieces in His game far beyond 
the limits of the vision of others. Nor is He afraid to break 
the rules of the game when Necessity requires it. 

The role of the Devil-like figure in Norse mythology 
is played by Loki, a complex figure whose purpose is to 
introduce a chaotic element into the world of the Gods, thus 
creating the potential for transformation. He is a master of 
transformation and disguise Himself, assuming many 
different forms. As a horse, He sired Sleipnir, Odin's eight- 
legged steed. He is also the father of Fenrir, the wolf of 
Ragnarok, and of Hel, the Goddess of the realm of the dead 
which bears Her name. Loki's influence causes strife and 
trouble for the Gods, but His cunning also often wins the day 
for the JEsir. It is only after He causes the death of Baldur 
that He is finally chained and the events leading to Ragnarok 
are set in motion. These latter tumultuous upheavals are 
discussed fully in chapter nine. 

Matters are more complex than this brief description 
would suggest, however. Edred Thorsson makes a good case 
for Loki actually being a manifestation of Odin's own 
Shadow-Self rather than a totally independent entity. It took 
me a while to reconcile this idea, but the more I came to 
Understand and know Odin, the more certain I became that 
Edred was right. Loki is a manifestation of Odin's 
Understanding of the necessity for change and transformation. 
He is a catalyst, and often a cruel one, sweeping away the old 
to make way for the new. Odin is aware that Ragnarok is 
both necessary and inevitable and Loki is the tool He uses to 
ensure that it unfolds according to His design. 

This does not mean that Loki is under Odin's direct 
control. That is entirely untrue. Odin and Loki are frequently 
at loggerheads, to say the least. But Loki is nonetheless a 
projection of Odin's Will, a realisation of what is Necessary. 



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It will be apparent to the astute reader that we each 
have a Loki within us - our own Shadow-Self- who needs to 
be unchained at times. When the path of our Wills is set and 
we know what we are to do, when we are acting with our 
Odian consciousness, that is when Loki will slip through also. 
He will act upon the same current of Will, but will introduce 
elements and shape occurrences which are tangential and 
unforeseen. This phenomenon is discussed more fully in the 
later chapters of the book. 

It is noteworthy that both Odin and Loki are shape- 
shifters and change Their forms during the course of Their 
myths in order to achieve Their goals. 

Those familiar with the teachings of the Temple of 
Set may appreciate the following allusion: Loki is to Odin as 
HarWer is to Set, a fitful and unpredictable Other Self. 

What is indisputable is that Odin is the primary God 
of the Northern Draconian magician. He is the God of 
consciousness; the God of transformation; the God of life, 
death, and life beyond death; the God of magic; the winner of 
the runes; the shaper of worlds (inner and outer), who holds 
the valknutr, the means of binding and loosing those worlds. 

There are many tales and attributes of Odin which are 
of great relevance to the Work outlined in this book and 
which the Initiate will actively seek to emulate. These will be 
introduced in their proper places. This brief introduction 
serves merely to outline the core Essence of that God who is 
the sovereign ancestral Deity, in whose Name we Work. 



Freyja 

The second Deity of the Draconian current identified in 
Apophis is the Scarlet Woman. She is the feminine 



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^EGISHJALMUR 

complement of the Lord of Darkness, the focus of Desire 
within the Draconian pantheon. 

The Northern Goddess who holds this position is 
without any shadow of a doubt Freyja. Her origins and the 
nature of Her mythology mark Her as quite distinct in many 
respects. 

It is to Her origin that we must look first of all. It is 
highly significant that Freyja is not of the JEsir. She and Her 
twin brother Frey are from a different race of Gods, the Vanir, 
with whom the ^Esir fought a war. It seems highly likely that 
the woman who was the cause of this war was Freyja Herself, 
as will be explained below. 

Why is it so important that Freyja is not one of the 
JEsir? Because the Scarlet Woman in Initiation is 
representative of the Other: She is that which the Initiate is 
Not, but which he Desires. Freyja is a Goddess, and thus 
worthy of the interest of Odin and his kindred, but She is 
something different, something from Outside, something 
Other, adding a new and dynamic element. 

The mythology tells how when the iEsir had 
established themselves, a stranger came to their halls, a 
woman named Gullveig. The meeting was not a cordial one 
and the JEsir killed the mysterious woman with their spears 
and burned her body. She returned once again and again they 
slew her with spears and burned the corpse. She returned a 
third time, more powerful than before. This ill-treatment of 
one of their own by the ^Esir led the Vanir to initiate a war 
between the two races of Gods, finally ending in a truce and 
the customary exchange of hostages. 

Gullveig Herself remained with the JEsir, changing 
Her name to Heithr. It seems likely from the mythological 
evidence that She was in fact Freyja, since Freyja is thereafter 
found among the iEsir, yet She was not one of the hostages 



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/EGISHJALMUR 

exchanged at the conclusion of hostilities. The catalytic 
action of Gullveig in initiating the conflict, and Her ability to 
Remanifest in ever more powerful form, are also 
characteristics of the Other, as the Initiate will discover when 
his own Other begins to manifest Her influence in his own 
life. 

A word should be said about the differences between 
the two races of Gods: Aisir and Vanir. The former are Gods 
of the vertical axis, the spiritual dimension, linking Midgard 
with the worlds above and below. They are associated with 
consciousness, culture, life and death. The Vanir, however, 
are Gods of the natural order of things, the yearly agricultural 
cycle, animal husbandry and so forth, the means of survival 
and propagation in the natural world. Following their initial 
war, both groups of Deities feature in Northern mythology, 
representing life in all of its aspects, natural and supernatural. 

Freyja's name is actually a title rather than a personal 
name; it means 'Lady', as that of Her twin brother Frey means 
'Lord'. These two members of the Vanir are of enormous 
importance in old Northern religion and following the war 
they abode largely with the ALsir. Freyja in particular features 
heavily in the mythology and it will repay us to examine 
another of Her mythic tales now. 

The Brisingamen was a necklace (or a belt or girdle) 
which was of exceptional beauty. It was being forged by four 
dwarfs and its virtue was such that it gave its possessor 
tremendous power over natural forces and wealth. Freyja 
desired this necklace and She obtained it through Her sexual 
favours, agreeing to sleep with each dwarf in turn as payment 
for the Brisingamen. 

The powerful qualities of the Brisingamen were not 
lost upon Odin, who desired it for Himself. He persuaded 
Loki to steal the marvelous necklace, although it was returned 



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to Freyja when She pledged to support Odin in His Work. In 
time, She taught Odin the use of that magic of which She was 
Mistress: seith, a technique quite different from His own 
galdor. 

This myth reveals a lot about Freyja. One of Her 
primary attributes is Desire, illustrated here by Her own 
Desire for the Brisingamen and the Desire of the dwarfs for 
Her. This leads to an exchange, in which each obtains that 
which they wish for through a sexual process. 

Sexual adventures are often linked with Freyja. Her 
relationship with Her twin brother Frey is incestuous in 
nature. She is accused of this by Loki in Lokasenna (Loki's 
Quarrel, or Accusation, a kind of jousting with words and 
insults,), where He also claims that She has been promiscuous 
with the entire company: 

'Be silent, Freyia, I know all about you; 
you aren't lacking in blame: 
of the JEsir and the elves, who are in here, 
each one has been your lover. ' 

'Be silent, Freyia, you're a witch 

and much imbued with malice, 

you were astride your brother, all the laughing gods 

surprised you, 
and then, Freyia, you farted. ' 

-- Lokasenna 30, 32 

As the curriculum of Work in this book unfolds, the reader 
will discover that Desire is a very powerful magical Key. It is 
also noteworthy that in Loki's accusation, Freyja was 'astride' 
her brother. This is significant, as Kenneth Grant argues in 
his Typhonian Trilogies that the most correct position in 



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sexual magic is for the woman to be on top of the man, not 
vice versa. 

Loki also denounces Freyja as a 'witch', a reference to 
the seith magic She practises. Seith, as opposed to galdor, is 
primarily associated with women, especially female seers. It 
is carried out in a state of trance and can involve sexual 
elements. 

Half of the slain warriors who were assembled into 
the Gods' armies were gathered to Valhalla by Odin; the other 
half were brought to Freyja's hall at Folkvangr. When Freyja 
Herself manifests in Her warrior aspect, She takes the form of 
a great sow, a female wild boar, an animal of great ferocity. 
Her chariot is pulled by wildcats. 

It is said in the mythology that Freyja was married to 
Odr. This may or may not be a name of Odin, but it is most 
definitely the name of the ecstatic, awakened consciousness 
which Odin represents. Freyja is said to seek the missing Odr 
across the Earth, leaving tears of gold in Her wake. 

Thus we have in Freyja a Goddess of sex, war and 
magic. As such, She fulfils every function of the archetype of 
the Scarlet Woman as discussed in Apophis. I must add a 
cautionary note at this juncture, however. It is useful for us to 
use these comparisons for the insights they afford us into the 
Goddess and Her role in Draconian Magic. But when we are 
dealing with a specific tradition, it would be very wrong to 
say, 'Freyja is Babalon' or 'Freyja and the Scarlet Woman are 
the same thing'. This is quite untrue. There exists a 
resonance which allows us to sense an affinity between them, 
but Freyja is Her own Goddess and will quite rightly not 
respond to the names or titles of others. The Gods of our 
ancestors do not exist in a world of pick'n'mix, mix'n'match 
hotch-potchery. Approach Freyja as Freyja and as Freyja 
alone. Otherwise, if you're lucky you'll be ignored; if you're 



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unlucky you'll get your nose bloodied. You cannot - ever - 
equate one Deity with another. They may be a culturally 
distinct manifestation of a very similar Idea, but the 
personality and the spirit will be quite distinct. 



A Triplicity of Dragons 

In Apophis, the Ancient Serpent was represented under a 
single figure, namely Apep or Leviathan. All facets of the 
Draconian Essence were discussed under the segis of this 
single entity. 

This encapsulation of Draconian attributes in one all- 
encompassing Form is a good thing and a necessary thing, 
representing the Draconian Essence awakening within the 
psyche of the magician. However, when we look at Northern 
lore we find a particularly rich history of dragonkind and 
these individual serpents can be used to invoke and embody 
specific aspects of Draconian consciousness. This allows us 
perhaps a little more precision in our Work and a boost to our 
Understanding. 

There are many dragons in the myths and legends of 
Germanic countries. The student can profitably research a 
great many of them. The dragon in the final third of Beowulf 
is a good example. But there are three dragons in particular 
which are of great antiquity and whose attributes particularly 
inform our present Work. These are Fafnir, Jormungandr and 
Nidhogg. 

Fafnir is the dragon slain by the great hero Sigurd. 
This story is recounted in the Fafnismal and in the Saga of 
the Volsungs. Unlike most of the sagas, that of the Volsungs 
is evidently a very old tale and its tone is mythic rather than 
historical. 



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/EGISHJALMUR 

Fafnir is the guardian of a great treasure of gold and 
the bearer of the JEgishjdlmur, the Helm of Awe, after which 
this book is titled. Sigurd kills Fafnir and wins the gold and 
the Helm. He also tastes the dragon's blood and acquires its 
wisdom, exemplified by his newfound ability to understand 
the speech of birds. The sequence of transformations in this 
tale forms the central Initiatory process of this book and is the 
focus of chapter six. 

The transformative process described in the tale of 
Sigurd and Fafnir extends throughout the book, however, 
including some of the practical techniques taught, such as the 
use of the Helm of Awe as a tool for operative magic. Most 
of these allusions and developments will be pointed out, but 
the Initiate is well advised to read the source texts several 
times in order to draw their atmosphere and mythic pattern 
within. 

The second great mythic serpent is Jormungandr, 
often referred to as the Midgard Serpent. This enormous 
beast is a sea serpent, dwelling in the ocean depths. 
Jormungandr was originally a monstrous child of Loki and 
was cast into the sea by Odin. Once there, it grew to such a 
size that it encircled the entirety of Midgard with its body. 

The symbolism of Jormungandr echoes that of the 
Ouroboros, the serpent forming a ring and taking its own tail 
in its mouth. The function of this great sea dragon is to 
establish the boundary of the world and to mark its limits. If 
Fafnir represents the Dragon Within and the initiatory journey 
of the magician, then Jormungandr represents the Dragon 
Without and the arena in which that journey takes place. The 
two are distinct and yet there is a link between them. This 
polarisation between the two dragons will be discussed more 
fully later in its proper place. 

The great enemy of the Midgard Serpent is the God 



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^EGISHJALMUR 

Thor, who nearly breaks the foundations of the world when 
He hooks the dragon on a fishing expedition and almost 
succeeds in reeling it in with His great strength. At Ragnarok, 
it is Thor who will slay Jormungandr with His hammer 
Mjolnir, though He Himself will perish from the Serpent's 
venom. When Jormungandr is slain, the bounds of the world 
will be broken and reality as we now know it will be swept 
away. 

The third of our triplicity of mythic Northern dragons 
is Nidhogg, a winged dragon who is said to have its lair in the 
deepest parts of Hel's domain, feeding upon the dead and 
rending the very roots of Yggdrasil with its claws, spewing 
venom upon them. Nidhogg is a devourer, whose sole 
function is to consume. It is thus the dragon of time, which 
devours all. And yet, it is the dragon which may devour time 
itself and therein lies its initiatory key. It is reminiscent of the 
mythology of Apep recounted in Apophis, the serpent who 
swallows the Sun. As such, Nidhogg will be a force to be 
actively resisted by those beginning on their initiatory quest, 
but a force to be actively harnessed by those who are well 
advanced upon it. 

The Mysteries of Nidhogg will be discussed more 
fully in their proper place. 



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/EGISHJALMUR 



CHAPTER TWO 



DRAGON RUNES 



The Language of the Gods 

All magic, including Draconian Magic, is first and foremost 
concerned with communication. Every magical act is an act 
of communication. Magic is a communication with the Gods, 
with our own hidden complexes, with the world outside 
ourselves. This is not simply a matter of firing out messages, 
requests, prayers or petitions and hoping something comes of 
it. Any effective communication must be a two way process. 
It is question and answer, proposal and response, comment 
and reply; it is dialogue. 

In order to effectively communicate, we must have a 
sophisticated language with which to convey our ideas. In 
the magical realm, ordinary words are useful, but are not 
sufficient. There are magicians who scorn the use of words 
altogether, but words are a symbol set just as valid as any 
other. As Anton LaVey pointed out, a well chosen set of 
emotionally charged words and phrases can fan the Magical 



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^EGISHJALMUR 

Will and the empowering force of Desire to fever pitch. 

Passion is not enough, however, precision is also 
required. It was Stephen Flowers, the Magus of Runa, who 
pointed out that the correct application of passion and 
precision in due proportion will be the measure of a 
magician's success. 

This precision is achieved by adopting a purely 
magical symbol set, preferably one based upon a solid 
tradition, which has been tried, tested and refined over the 
centuries. This will give us a concise and meaningful way of 
clearly specifying our aims in a language which is understood 
by the subconscious. Once we have settled upon such a 
symbolic language, we will be able to communicate our 
magical Will with clarity. 

In Northern Europe, this precise magical encoding is 
achieved through the use of the runes. Each rune possesses 
four unique qualities: it has a shape; it has a sound; it has a 
number; it has an inherent meaning. The practice of rune 
magic is known as galdor, a word which has a meaning akin 
to 'croaking' and refers to the speaking of the runes. The 
runestaves may be used to define our Will in speech or in 
writing. Specific ways of using the runes for magical 
purposes are described in chapter four. 

The runes were originally arranged in a sequence of 
twenty four staves, known as the Elder Futhark. This twenty 
four rune set is the most complete and traditional iteration of 
runelore and this is the rune sequence used throughout this 
book. It most fully embodies the original Vision of the early 
runemasters. 

In the Viking Age, the runes were recodified into a 
simplified set of sixteen staves. In this reworking of the 
runes, some of the more complex staves were given simplified 
forms and some sound values were grouped together under a 



24 



/EGISHJALMUR 

single stave. This should not be seen as a degradation of the 
original tradition; it was a thorough, Initiated reinterpretation 
and Remanifestation of the runes to meet the needs of a new 
age of expansion and exploration. The Younger Futhark, as it 
is known, has proven itself to be extremely effective in 
Workings of operative sorcery. These are the runes which 
were used on my own home, the Isle of Man, and they are the 
runes I usually use for operative magical Workings. 
Nevertheless, it is in the Elder Futhark that we find the most 
comprehensive expression of runic philosophy, so that is the 
rune series used in this book. The Elder rune row is certainly 
the one which Initiates should familiarise themselves with 
first; those who wish to then use the Younger Futhark will 
find it easy to adopt the Younger row having first Understood 
the Elder. 

The Old English runes were basically the Elder 
Futhark with new staves added to the end of the row to allow 
for new sounds as they were added to the language, so its 
underlying lore is basically that of the Elder rune row. 

Those desiring a more in-depth history of the 
development of runes are directed to Runelore and the other 
books of Edred Thorsson. 

The runes of the Elder Futhark are tabulated below, 
along with their number and sound values and their primary 
meanings. 



Number Rune 


Name 


Sound Meaning 


■j f fehu F cattle, money 


2 


n 


uruz 


U 


aurochs 


3 


► 


thurisaz 


Th 


thurs, giant 


4 


* 


ansuz 


A 


ancestral god 



25 



^EGISHJALMUR 



5 


k 


raidho 


R 


wagon, riding 


6 


< 


kenaz 


K 


torch, sore 


7 


X 


gebo 


G 


gift 


8 


t 


wunjo 


W 


joy 


9 


H 


hagalaz 


H 


hail 


10 


+ 


nauthiz 


N 


need 


11 


I 


isa 


1 


ice 


12 


<> 


jera 


Y 


year 


13 


sT 


eihwaz 


El 


yew 


14 


C 


perthro 


P 


lot-cup 


15 


r 


elhaz 


-Z 


elk 


16 


* 


sowilo 


S 


sun 


17 


t 


tiwaz 


T 


Tyr 


18 


£ 


berkano 


B 


birch 


19 


M 


ehwaz 


E 


horse 


20 


h 


mannaz 


M 


man 


21 


h 


laguz 


L 


water 


22 


o 


ingwaz 


-NG 


Ing 


23 


M 


dagaz 


D 


day 


24 


£ 


othila 





property 



26 



/EGISHJALMUR 

Knowing the names and shapes of the runes is one thing, but 
it is necessary to Work with them, carving and colouring 
them, singing them and shaping them, meditating upon them, 
in order to make them your own. These practices all form 
part of the curriculum of this book and will be presented in a 
logical and workable order. 

The information given here will be sufficient for 
anyone to use the runes in Draconian Magic. However, those 
who desire to create a deep and authentic connection with the 
runes are referred to The Nine Doors of Midgard by Edred 
Thorsson, published by Runa-Raven Press. Edred's book 
details a three year course of study and practice which will 
ingrain the runes deeply in your soul. It is a demanding 
course, but the rewards are immeasurable. Needless to say, it 
will greatly enrich your experience with JEgishjdlmur. 

The process of making the runes your own will make 
you acutely aware that each rune has an existence both within 
and without. A rune expresses certain elements inside your 
own being, but it also embodies a quality that is found in the 
world outside of yourself. Once you have identified the 
essence of a rune within you and in the world you will 
become conscious that the two are linked; in a sense, they are 
one thing. A stream flows between them in both directions 
and thus the manipulation of the runes within your own mind 
can cause changes to occur in the outside world. In a similar 
way, the shifting of the runes in the outside world can cause 
new insights and understanding to manifest within your own 
being, through practices such as divination. 

Ultimately, all runes, both within and without, are but 
aspects of a single Rune (the word 'rune' actually means 
'mystery'). This is Runa itself (or Herself, since Runa is often 
referred to as a Lady), the Mystery that lies behind all 
mysteries, that which is always sought after but never quite 



27 



^EGISHJALMUR 



found, the promise that lies just over the horizon. A lot more 
will be written about Runa in this book and the subject will be 
discussed at length in the appropriate place. Runa is the 
entire motivation for magic. 



Dragon Runes 

The core, traditional meanings of the runes can be found in 
the writings of Edred Thorsson, listed in the Reading List at 
the back of this book. The Initiate is encouraged to study 
these carefully in order to establish a fully rounded and 
authentic Understanding of each rune. 

The meanings suggested below are specifically 
tailored to the purposes of Draconian Magic. They do not 
contradict the traditional meanings, they merely draw out and 
emphasise the aspects most pertinent to our current Work. 
These meanings do not replace the traditional ones. It must 
be borne in mind that the meanings below may weight certain 
runes in certain ways, accentuating some runic aspects and 
abbreviating others. Although they are fully functional and 
tailored to the practice of Draconian Magic, Initiates who 
wish to explore the use of runes more fully will necessarily 
take time to study the traditional meanings also in order to 
understand how the current ones have been derived. 



F 



Fehu 



The Draconian associations of this rune are apparent from the 
outset. It is strongly linked with the dragon Fafnir and his 
cursed hoard. The rune refers to both the dragon's fire and the 



28 



/EGISHJALMUR 

gold it guards. This is explicit in the words of the Old- 
Icelandic Rune Poem: 

(Gold) is the strife of kinsmen and fire of the flood-tide 

and the path of the serpent. 

The "fire of the flood-tide" is both the fiery breath of the 
dragon and the gleam of the Rheingold beneath the waters. 
The "path of the serpent" is the path of Fafnir, who seized the 
treasure and hoarded it, causing the "strife of kinsmen" in the 
Saga of the Volsungs. 

These are powerful mythic images and highly 
representative of the rune and its danger. But the Old English 
Rune Poem points out that "every man ought to deal it out 
freely". The dragon's gold is not to be hoarded. The proper 
place for the Rheingold is in the Rhein, freely flowing in life's 
stream. 

Gold is a powerful magical tool. Particularly in the 
modern age, money is imaginary: figures that bounce back 
and forth in the banking computer system, without substance 
or real essence. Money has value because people believe it to 
be so. To hoard it is to hoard an illusion. This imaginary tool 
should be used to win your goals, to travel to new places, to 
influence people. This is the truer sinuous path of the 
serpent, a path along which the fire does not flicker and die 
but constantly finds new fuel. 



h Uruz 

The Draconian aspect of uruz is perhaps best illustrated by 
the Dragon as invoked by Merlin in the movie Excalibur: an 



29 



^EGISHJALMUR 

imminent force of nature that rises powerfully from the earth 
itself. The animal generally attributed to the rune, the wild 
aurochs, is a symbol of great strength and vitality, a beast that 
fights with its horns and is "a famous roamer of the moors". 

This rune embodies primal strength and vigour, a wild 
ferocity and freedom that refuses to be bound. It is the 
Dragon in its most aggressive and dynamic manifestation. 

The rune provides the Draconian Initiate with great 
strength of purpose and the stamina to carry his goals through 
to completion, but it demands the sacrifice of all inhibitions 
and societal restraints in the process. To effectively use this 
rune, one must emulate Captain Nemo and not be a civilised 
man. 



> 



Thurisaz 



Thurisaz is described as a thorn or a thurs (i.e. a giant), also 
as a symbol for Thor's hammer. In all cases, the symbolism is 
aggressive and violent. In Draconian terms, it represents the 
tooth or claw of the Dragon. 

This rune is brute force. Contrary to most modern 
bleating, brute force is sometimes regrettably necessary. 
However, it always inflicts wounds and bruises. 

The rune is a symbol of conflict and conflict is 
inevitable, whether we like it or not. Better to be the Dragon 
than to be devoured by it, but the price is always high. 



30 



/EGISHJALMUR 



t 



Ansuz 



Ecstasy and inspiration derived from the ancestral sovereign 
God: the magical power of speech and poetry. These are the 
usual meanings of the ansuz rune. 

These meanings speak of consciousness; its 
awakening and its inspiration. In Draconian terms, ansuz is 
the hot wind of the Dragon's breath that stirs the cloak of 
Odin. Its heat and motion scorches the mind, blasting out the 
old, dead leaves that lie cluttered in its corridors, enlivening 
and energising the conscious faculties. It emerges again from 
the mind through the mouth in a rousing stream of oratory. 



k 



Raidho 



Traditionally, raidho represents a journey, a 'riding'. It carries 
the meaning of an ordered progression. This is echoed in its 
Draconian symbolism, in which the shape of the stave may 
perhaps be interpreted as the carved head of a Viking dragon 
ship as it journeys through the waves, the head of the dragon 
gazing out over the miles that lie ahead. 

The concept of ordered progression may also be seen 
in the movement of a serpent, as will be recognised by anyone 
who has seen the patterns left in sand after a snake has passed 
over it. 

This rune stands for far-seeing and planning, the 
process of a well-planned journey (whether literal or 
metaphorical) and the recognition and implementation of 
repeating patterns. 



31 



^EGISHJALMUR 



< 



Kenaz 



Kenaz is a torch. In other words, it is a controlled fire, 
harnessed and utilised by human ingenuity. Its sound value 
suggests words such as 'kenning', 'cunning' and 'craft'. As 
such, it expresses the insight and occasional deviousness 
which leads us to think outside the box and develop new 
technologies, using the properties of physics to enhance our 
lives. Kenaz will always contain a certain subversive 
element, for even the most benign invention requires the 
ability to think in a way that sidesteps the usual obstacles. 
This accords with the legendary cunning of the Dragon and its 
love for riddles and misdirection. In spite of its undoubted 
positive applications, there is always a certain streak of 
cruelty in kenaz, evidenced by its alternate meaning as 'sore'. 
This too suits the character of the Dragon. The rune's shape 
may be considered representative of the Dragon's jaws 
yawning wide to breathe fire. 



X 



Gebo 



Gebo represents a gift. In actual fact, it embodies the entire 
process and all of its variables: it is the act of giving; the 
thing given; the giver and the one given to. It also implies the 
responsibilities and obligations which come with the 
exchange of gifts. 

This is largely a positive rune. Gifts strengthen 
friendships, seal pacts and forge alliances; they can also 
placate and reconcile enemies. Whether the gift is gold or a 
word of friendly advice, the principle is the same. 



32 



/EGISHJALMUR 

But the cold and unyielding eye of the Serpent warns 
that a gift - whether given or received - may incur an 
obligation, whether explicit or implicit. So give wisely and 
warily, only to those who merit it and always in proportion. 
A gift should mean something. 



y 



Wunjo 



What does this rune of fellowship and camaraderie signify for 
the Draconian Initiate? Quite simply, it symbolises the link 
with all of the actual and legendary Orders of the Dragon that 
have persisted throughout history. The shape of the rune is a 
banner upraised on behalf of all those who understand the 
serpentine roots of consciousness. It is the fellowship of the 
Mysteries themselves and the fellow travellers we meet upon 
the Path. 

But also significant is the rune's meaning of joy. 
Sorrow and misery are the default mindsets of the major 
world religions. The Draconian Path champions a fierce joy 
in all of life's experiences: existence itself is a pleasure and 
delight; life is sheer exuberance. 



H 



Hagalaz 



Hagalaz is an imprint of order; it establishes a pattern and 
stamps it upon reality. This is manifest in the fractal patterns 
of nature, the orbits of atoms and the principles underpinning 
the laws of physics. But for the Draconian magician, a 
champion of consciousness, this will be a self-created order. 



33 



^EGISHJALMUR 

Hagalaz is the process invoked when the Eye of the Dragon 
wishes to recreate itself in the wake of initiatory progress, 
sweeping aside the old to make way for the new. 

But this Remanifestation has its destructive side. The 
hailstorm of the dragon's breath will lay waste crops and 
cause structural damage to property. But the world 
afterwards will be new and fresh, ripe for rebuilding, 
imprinted with a new pattern. 

Hagalaz is all about the perception and use of 
patterns. These may be long-lost patterns of behaviour, 
ancestral tendencies or core values, hidden in the deep places 
of the soul, waiting to be reawakened. Or they may be new 
patterns, freshly invoked, birthing in joyous fanfare. These 
moments of exhilarating crisis are what we ultimately use and 
direct to define ourselves. 



+ 



Naudhiz 



Need is the driving force behind evolution, the transformation 
from one state of being to another. It is also the driving force 
of the Draconian magician. 

Most people in the modern world are programmed 
with a set of goals: marriage; mortgage; children; good career 
with 'prospects' (whatever they're supposed to be); a nice car; 
a comfortable three piece suite, regularly renewed in the 
annual sales; a good credit rating; an obligatory conservatory; 
dinner parties with trendy low fat, reduced sugar, zero 
nutrition foodstuffs. And so on... 

Need rubbishes this list. Need doesn't concern itself 
with comfort, excess money, social acceptance or anything 
else of that sort. Need cares only that life is vital, exciting 



34 



^GISHJALMUR 

and transformative. Jobs, relationships and respectability 
may all be jettisoned in the service of Need. 

Need is fueled by Desire. If we accept (and I do) 
Anton LaVey's division of the human soul into surface 
personality, hidden Daemonic Self and innermost Core Self, 
the Need-fire within the magician is ignited by the friction 
between the various layers of his own being. It must be noted 
that this inner conflict is not a negative thing; it is a very 
positive and dynamic affair. 

The outer personality Desires the Daemonic Self, 
which in turn Desires manifestation. This Desire is projected 
as goals and quests in the outer world, which drives us to 
achieve great deeds. These in turn feed back to the Core Self, 
transforming and energising it. Thus the glorious game of 
Self-creation continues while the Dragon fire continues to 
burn. That other face of naudhiz, the devouring dragon 
Nidhogg, reminds us what happens when the flame of Desire 
sputters and dies: to stand still is death. 



Isa 



In the Celtic symbolism of Vortigern's tower, there are two 
Dragons in perpetual conflict: a red one and a white one. 
This is echoed in the Draconian interpretation of the runes 
fehu and isa. The former, as already discussed, is the 
expansive force of fire. Isa is the contracting force of ice. If 
the former is the fury and passion of the Dragon's flame, the 
latter is the stillness and intensity of its gaze. 

This conflict is a necessary one and intensely 
creative. It is the root of the Germanic creation myth, as the 
outflowings from Muspellheim and Niflheim meet in 



35 



^EGISHJALMUR 

Ginnungagap. If either force is missing, the Void cannot give 
birth. If either force is lacking in the Initiate, he cannot 
continue to Remanifest his own being. 

In the Initiate, is a represents his ability to turn back in 
upon himself, to concentrate his essence and seperate it from 
his surroundings, withdrawing to a vantage point bordering on 
the Void. Is a is the resultant ray of intense concentration, 
pure and unsullied, which is directed outward from his core. 
From this vantage point, he may view events with complete 
dispassion and concentrate his Will into an irresistible focus. 



\ Jera 



J era, the turning of the cycle of the year, the recognition of 
cause and effect and the apprehension of recurring patterns, 
resembles the well known symbol of the serpent swallowing 
its own tail; it is Jormungandr, encircling and defining the 
limits of the world. As such, it is a rune of Self-definition and 
subsequent Remanifestation. 

With the Initiated Draconian awareness, such a 
pattern is not merely cyclical, however. With every turn, with 
every Remanifestation, we do not simply come back to the 
same place, doomed to repeat the same pattern for eternity. 
The imperative of consciousness is that we recognise the 
patterns that we ride, that we learn from them. As such, we 
ride a spiral rather than a strictly fixed course. Every time we 
come around we find ourselves in a better position to use and 
shape the forces that sustain us, becoming more than we 
previously were. 

The Eye of the soul focuses at the still point at the 
centre of the turning wheel, seeing all clearly and 



36 



/EGISHJALMUR 

dispassionately: whereas the conscious, incarnate mind 
strives to cling to the very rim, experiencing the thrill of 
maximum speed and transformative potential. The truly 
awakened soul accomplishes both at once, as discussed under 
the dagaz rune. 



>T 



Eihwaz 



This is a rune of the span of consciousness, from its most 
primitive and bestial manifestations right through to Self- 
generating divinity. The Dragon is the most noble and the 
most ravenous of mythical beasts. The Draconian 
consciousness must understand and embrace all of these 
extremes, synthesising them into a Self, if it is to achieve the 
full span of eihwaz. 

This is a rune of life and death and the limits within 
which they occur. It is also a rune of the consciousness to 
which such limits are irrelevant. 

Eihwaz is in certain respects indicative of Yggdrasil 
itself, the height and depth of the World Tree from which the 
worlds depend. To the Draconian, a shift in perspective is 
required, so that the span of the Tree is the Initiate's own 
consciousness, the framework of the worlds within. The Self 
becomes the constant around which all else revolves. 



U Perthro 

Perthro is the lot cup, the element of chance. It is also the 
weight of past history that carries us to the event where 



37 



^EGISHJALMUR 

chance is invoked. Every possibility or probability that may 
arise has come about because of the patterns we have woven 
through our own actions to date. Every decision depends 
upon the decisions that came before it. 

The Dragon, with its Eye in eternity, understands this. 
It learns to read and interpret the patterns active in every 
circumstance (a practice we may develop through rune- 
casting for divinatory purposes). Moreover, it understands 
how such patterns are formed and learns to actively steer its 
own future through its present actions and the reinterpretation 
of the trends of its past. The Draconian Initiate forges his 
own destiny. 

No matter how precise the patterns, the way in which 
any event finally falls out depends upon the factor of chance, 
the weighing of the probabilities, the rolling of the dice. The 
Initiate welcomes that chance, recognising it as symptomatic 
of the Void - Ginnungagap - from which all things ultimately 
issued. The fact that both our best-laid plans and our most 
desperate gambles each remain dependent upon a chance 
element is a cause for rejoicing, as we know that the future 
will always unveil something fresh and at least partly 
unexpected. 



T 



Elhaz 



Elhaz is the root rune of the Helm of Awe, the entrancing 
gaze of the Dragon Fafnir. It is also the sword in the hand of 
Sigurd, who slew Fafnir and assumed the Helm and the 
Dragon's treasure to himself, a transformation from Beast to 
Man to God through the power of this rune. 

The sexual symbolism of the rune, depicting female 



38 



/EGISHJALMUR 

genitals in its normal form and male when inverted, is 
indicative of the opening of the Serpent's Eye and the 
streaming of the creative / transformative forces across 
Ginnungagap, a doctrine central to the Helm Project of the 
Order of Apep, and depicted in the Order Seal below: 




* 



Sowilo 



The lightning strike symbol depicting the sun's rays is 
suggestive of the zig-zagging motion of a serpent across the 
sands. It is a smooth and efficient motion, carrying the snake 
unerringly on, as a ship is steered by the position of the sun in 
the heavens in the rune-poem. Yet it is a motion that seems 
strange to those whose thoughts are fixed only on their feet. 

Sowilo's sunlight brings the clarity of the Dragon's 
gaze and the certainty of the snake's motion, steering us to 
that destiny which we have crafted for ourselves. 



1 Tiwaz 

This is the rune of the axis of the worlds, around which all 

39 



^EGISHJALMUR 

revolves. It is the serpent who coils around the pole in the 
night sky. 

For the Draconian Initiate, this axis is his own 
innermost Self, the only true and abiding constant in his life. 
Upon the aesthetic and ethical standards of this Self, he must 
establish the laws of the world in which he chooses to reside. 

It will be observed that the pole itself neither moves 
nor transforms: only the appearances that spin into 
manifestation around it. 

The worlds derive their meaning and their ordering 
from the pole: the pole finds its sense of identity reflected 
back to it from the worlds. 



Berkano 



This rune is attributed to the Birch-Goddess and the 
Draconian interpretation has little to add to this. Some 
magicians tend to forget that they are just as subject to the 
general operations of nature as everyone else. We are born, 
we need to be nurtured through our childhood, we enter our 
own adulthood and ultimately we die. 

There is no conflict between the Birch-Goddess and 
the Draconian current. Indeed, in certain mythologies and 
interpretations it is evident that the primordial Dragon is itself 
female and associated with birth and generation. 

The Draconian Path is concerned with the flesh. 
Unlike those religious creeds most people pay lip service to, 
there is no enmity - and little differentiation - between flesh 
and spirit in the original European religions. The body is one 
part of the complex that makes up the Self. Incarnation is a 
joy, not a chore. 



40 



/EGISHJALMUR 

The generative forces attributed to berkano are among 
those most readily harnessed and applied by the Draconian 
Initiate. 



Pi Ehwaz 

Most religion is concerned with the cessation of Desire, but 
Draconian Magic is - and always has been - about the pursuit 
of Desire. The Draconian Initiate seeks out those people, 
places, things and organisations that resonate with his Desire 
and allies himself with them. 

His Desire itself, the hunger in the Dragon's heart, is 
really the very steed that he rides. But he knows to value the 
relationships and partnerships he forms along the Path. He 
draws strength from the Other, who reflects and strengthens 
him, providing a conduit for those qualities he may personally 
lack. This is the Mystery of Exchange. 



M 



Mannaz 



This rune may be viewed as two uruz runes facing each other 
and overlapping. This creates a central gebo rune in an 
elevated position. The interpretation of this is a definition of 
Man as a creature in whom the Gift of consciousness has 
assumed dominance over the bestial nature. 

This illuminated, Self-aware Man is the one who is fit 
to command the Beast, to tame / slay / steer the Dragon. This 
Man is a hero of Sigurd proportions, properly fitted to face 
and overthrow Fafnir, assuming the Dragon's powers and 



41 



^EGISHJALMUR 

riches. 

As illustrated in the shape of the rune, this Man is the 
strength and vitality of a Beast merged with the consciousness 
and Will of a God. 



h 



Laguz 



This rune signifies a lake. It is a reminder of the source of 
life and the weight of evolution and ancestral development. It 
is the forces which shape life itself and the processes which 
shape and define the course of life, the rites of passage we 
undergo. 

The rune's other meaning, as laukaz, is a leek. Such a 
plant grows in an environment which encompasses water, 
earth and sky. In just such a way, our lives grow in an 
environment shaped by both natural instinct and biological 
imperatives and the wider plains of the imagination and the 
realisation of consciousness itself. We are impelled by the 
patterns that have been established in our past, but are also 
guided by our visions of the potential of the future. 

We possess the divine spark of consciousness, but we 
are not Gods. We are meant ro exist in this world, in 
Midgard, first and foremost. The wise Initiate does not fight 
against the environment in which he finds himself. Instead, 
he learns its ways and adapts himself to best possible use of it 
in order to achieve his goals. 

The proper harnessing of the forces in the laguz rune 
depends upon a proper Understanding of the nature of Man, 
as shown in the preceding mannaz rune. 



42 



/EGISHJALMUR 



O 



Ingwaz 



This is the rune of gestation, of introspection and incubation. 
Initiation is a cyclical process. Each initiatory cycle will 
include a phase where the Initiate seems to run into a brick 
wall and can progress no further. Life reaches a standstill and 
it takes much effort to simply tread water. Magical Work 
yields unsatisfactory, muted results. There seems nowhere 
further to go. 

In such a situation, to simply continue on as one 
always has done is to achieve a state of stagnation at best, 
regression at worst. Instead, it is necessary to withdraw and 
to turn inward, seeking the walls that you have built inside 
yourself. This is a process of analysing your reasons and 
motivations for the Work, assessing which of your practices 
are helpful and which are merely habit. It is time for a 
Nietzschean "revaluation of all values". Only by such an 
active reassessment and repointing can we identify our self- 
created blockages and demolish them, emerging into a far 
bigger world of magic and potential than we previously 
inhabited. Until the cycle turns again, of course, and we have 
expanded to fill our new space also. 

Every time we achieve such a breakthrough after a 
time of incubation and reflection, every time we win our new 
Vision and create our new Destiny, we can only see so far 
ahead. We unconsciously create new barriers for ourselves at 
the limits of our Vision, and it is these that we inevitably 
bump against as we continue to grow and to fulfil our 
potential and promise. 

Such blockages, which seem frustrating and 
disheartening at the time, are thus positive indicators. They 
mean that we have reached the limits of what we previously 



43 



^EGISHJALMUR 

understood and that it is time to seek a new illumination. In 
Draconian terms, the whole process of ingwaz may be likened 
to the serpent shedding its skin when it has outgrown it, 
emerging as a new being: the same, yet greater. 



M 



Dagaz 



The rune expresses the zigzagging cyclical course of the 
Draconian Initiate as he / she passes through a central still 
point - the point of focus of Self, where all perceptions are 
ultimately evaluated - and rides the course through all 
extremes and polarities of experience: symbolised in the rune 
by night and day, light and dark, known and unknown. 

It is the duty of the Initiate - as superbly recounted in 
Colin Wilson's book The Outsider - to ever seek the 
extremes, but to always remain apart from extremism, soaking 
in the knowledge and insight to be gained at the edges of 
experience without identifying with them. The serpent's 
course always zigzags back again to the centre, then on in a 
new direction. 



* 



Othila 



The rune row begins with the spendable wealth of fehu, 
wealth which we are urged to keep in circulation rather than 
hoarding. The final rune represents another kind of wealth 
entirely, the wealth of the homestead and assets of a more 
permanent variety. These we are expected to hold onto and to 
treasure, for ourselves and for our posterity. 



44 



/EGISHJALMUR 

The traditional interpretation of the rune's shape is of 
the fenced enclosure which surrounds and protects the 
homestead. In Draconian symbolism, it may equally be the 
sleeping dragon in its lair, enfolding its treasures, claws 
crossed before it. 

Fixed wealth refers to more than just the stability and 
security of the home, however. It signifies all of those 
treasures that we have gathered to ourselves because they tell 
part of our story, because we have chosen them to mirror and 
represent some fact of our Selves. These may be things of 
little actual financial value, but which provide a link to our 
past. My grandfather's binoculars are one such treasure that I 
own. Others are things which express our values and sense of 
beauty. The range of statuettes that stand on the shelving 
behind me as I type this are bold and idiosyncratic statements 
of my sense of aesthetics. We all have such treasures, which 
when viewed with the initiatory eye are far more sacred and 
transformative objects than any occult trinket. 



Galdor and Seith 

As mentioned briefly in the previous chapter, there were two 
distinct types of magic used by the folk of Northern Europe. 
These were called galdor and seith and owed their origins and 
inspiration to Odin and Freyja respectively (though each was 
capable of using the magical techniques of the other). 

Galdor was a form of magic which primarily used the 
runes - chanted or written / carved - and was very much 
directed by the conscious mind. The runer selects runes 
whose meanings resonate with his purpose and then focuses 
his Will upon those runes, awakening them within his own 
being and sending the stream of rune-shaped Will out into the 



45 



^EGISHJALMUR 

world to effect his desired change. 

Seith is the magic of the seeress, who seeks to still her 
conscious thought and allow images, visions or voices to arise 
from the depths of her subconscious or from the worlds 
beyond Midgard. This form of magic was most often 
employed by women and was considered shameful by most 
men of the period. This did not prevent Odin from seeking 
tuition from Freyja in order to learn its secrets, however. The 
seeker after magical power cares nothing for the sneers or 
values of the ignorant and if it's good enough for Odin, it's 
certainly good enough for us. 

Most of the Work of the early chapters (equating to 
the first three heads in the Apophis curriculum) will focus 
upon the techniques of galdor. Throughout, we will be trying 
to build bridges between the conscious and subconscious 
aspects of the mind, but the latter can only be effectively 
Worked with when it has established a rapport with the 
former and a good two-way communication is manifest. 

Despite this, the first Working of ^gishjdlmur is 
more akin to seith, since it is a visionary meditation intended 
to link the new Initiate with the Northern Draconian current. 
This first Working, which should be carried out prior to 
starting the Work of the next chapter, will awaken the 
Essence of Fafnir - the first of our three dragons - in the 
Initiate's consciousness. 



Fafnir's Hoard - A Working 

This Working is intended to be carried out over a few 
successive nights, each one adding to what has been achieved 
before. Its symbolism will be investigated in the chapters 
which follow, but it is important that this symbolism should 



46 



^GISHJALMUR 

be made 'live' within the psyche now, preparing the Initiate 
for the particularly Draconian aspects of the Work that lies 
ahead. 

The Working is a visual meditation. At this stage, the 
Initiate should not worry about the peripheral details. Yes, 
assuming a formal posture can enhance such Workings. Yes, 
establishing a proper rhythm of breathing can deepen the 
richness of visionary Work as the blood is better oxygenated. 
Yes, prior experience with the vision-making powers of the 
imagination can render such a Working more stable and less 
likely to lose concentration and cohesion. But every single 
person capable of sitting down and reading this book 
possesses sufficient power and skill to carry out this simple 
Working in a way that will be effective and which will 
prepare them for the curriculum that lies ahead. 

You only need three things in order to be able to carry 
out this Working effectively: 

1 . You need to be able to go to a quiet place where you can 
be alone and where you will not be disturbed for the 
duration of each day's Working. This may be a 
comfortable armchair in a quiet room. At a push, it might 
even be lying in bed when you retire for the night (so long 
as you remain awake to do the Work). 

2. You need to be able to relax and get yourself comfortable. 
You may choose to sit down in an armchair, you may 
prefer to sit in a stable, straight-backed pose in an upright 
chair, or you may even lie down on your bed. At this stage 
it doesn't matter, so long as you are able to relax and turn 
your mind to things other than your body. 

3. You need to have a good imagination. A lot of people will 
protest that they don't have a good imagination, but we 
can soon give the lie to this. Imagine your favourite 



47 



^EGISHJALMUR 

celebrity lust object lying naked on a bed, luring you over 
with an enticing smile and all the promise of the lifestyle 
of wealth and luxury that an affair with them would bring. 
You didn't find that piece of imagining too difficult, did 
you? I bet it leapt fully formed into your mind without 
you even having to think about it. If in doubt, go and read 
a novel that appeals to you for practice, you'll find that 
you're perfectly capable of exercising your visual 
imagination when you allow yourself to do so. 

The basic procedure is a visualisation, a re-enactment in 
personalised form of certain aspects of Sigurd's encounter 
with Fafnir. The Working is intended to progress over nine 
nights, with each night's phase adding to what has gone 
before. Its purpose is to awaken the Draconian current of the 
North within you and prepare you for the curriculum of Work 
in this book. 

The First Night 

Begin by relaxing in your chosen place, free from 
interruptions or distractions. Phones should be unplugged, 
mobile phones switched off. Take as much time as you need 
to completely relax and settle, stilling your mind and 
preparing to give your full concentration and attenion to the 
Working. 

Then allow your mind's eye to build up a landscape in 
your imagination. It is a grey, barren mountainside, with only 
a few gnarled and stunted trees, all leafless. The wind blows 
strongly, grey clouds scudding overhead, threatening rain or 
even snow; it's certainly cold enough. The ground is uneven, 
with many dried up streams and ravines breaking its parched 
surface. Imagine strongly that you are standing in this 



48 



/EGISHJALMUR 

unwelcoming environment. Look around you and fill in its 
details. Take a few steps in it, but don't wander far from your 
starting position at this time. In the near distance, you can see 
a deep hollow, a cave entrance yawning in its depths. Do not 
approach it. Just use all of your Will and your power of 
imagination to render this inner environment real and tangible 
to you. When you have established and stabilised it as best 
you can, slowly withdraw from it, breathe deeply and open 
your eyes, returning to full physical awareness. 

The Second Night 

Return to the forsaken mountainside and take a few minutes 
to let the landscape stabilise around you. Turn around slowly, 
viewing all about you. Now you can see that behind you the 
land falls away suddenly into a deep ravine. You can hear 
water rushing far below, at the bottom of the cliff walls. 

You turn your attention to the hollow that you saw 
yesterday and you carefully edge closer to it, looking down 
upon the cave entrance. A foul stench issues from it and a 
vapour seeps out, clinging and poisonous. It is this venomous 
miasma that has rendered the mountainside barren and waste. 

You back away from the course of the poisonous 
vapour and allow yourself to return to ordinary, everyday 
awareness. 

The Third Night 

You return to the withered mountainside and spend a few 
minutes building and stabilising the landscape within your 
imagination. 

This done, you make your way to a tangle of brittle, 
dead trees that stand like twisted skeletons in the wasteland. 



49 



^EGISHJALMUR 

You climb up into these and find a knot of creaking branches 
in which to conceal yourself. For long moments, there is no 
noise nor motion save the sighing of the cold wind and you 
find that as you sit motionless, you can become almost 
invisible in the grey pallor of this world. 

You sit totally still and observe in silence as an 
enormous serpent slithers out of the cave in the hollow, a long 
and sinuous neck holds a fanged and crested head. The eyes 
are deadly, the beast's glance radiating a sense of terror and 
maddening horror, bewitching and beguiling all that it gazes 
upon. You shrink back, but it does not see you in your hiding 
place. 

The dragon crawls further out of its hole, a poisonous 
fume surrounding it. It propels itself forward on powerful 
legs, scaled and clawed, until it reaches the edge of the cliff. 
Then it lowers its long neck and forebody over the edge, 
clinging on with its rear claws. It drinks greedily from the 
rushing waters below and a venomous mist sprays up. 

The dragon then pulls itself back up from the ravine 
and crawls back into its cave. 

You climb down from your hiding place and allow 
your eyes to open, relocating your consciousness in your 
physical body, thinking about what you have witnessed. 

The Fourth Night 

You return to the mountainside, but this time there is a weight 
in your hand. As the familiar landscape shapes around you, 
you realise that you are carrying a heavy sword, perfectly 
balanced and razor sharp. A feeling of trepidation sweeps 
over you. Tonight you are going to face the Beast. Kneel and 
consider the implications of this. Consider what the Beast 
means to you. What is embodied in the primal instincts and 



50 



/EGISHJALMUR 

ferocity of the Dragon? Spend as long as you need in 
meditation on these matters, preparing yourself for what you 
must do. 

When the time feels right - and it will come upon you 
as a deep foreboding, compelling you to follow the mythic 
pattern laid out for your feet - rise up and walk to the cliff 
edge. 

Look down and see the dizzying drop beneath your 
feet, the river raging and coiling below, like a serpent in its 
own right. Carefully lower yourself over the edge, finding 
your feet on a ledge just beneath the lip. Clasp the sword 
firmly in both hands, point uppermost, and wait. 

Soon you feel the earth shaking as the body of the 
Dragon coils across it, clawed feet propelling it along. Terror 
almost chokes you as the light is blocked out by the great 
head as it reaches over the cliff and curves down before you, 
mere inches from you. 

You watch the underside of the long neck passing by 
until the upper body appears over the cliff edge. Without 
hesitation, you allow instinct to guide your hands and strike 
upwards hard and deep into the soft underbelly, cutting deep 
into the Beast, burying the sword to its hilt. 

A great tumult breaks out, the Dragon shrieking and 
hissing, spraying a poisonous spume in its agony. It recoils 
back over the top of the cliff and throws itself to the ground, 
thrashing and coiling. You cling desperately to the ledge as 
the earth bucks and shakes beneath its death throes. 

Finally all is still and the hoarse, venomous breaths 
have silenced. You climb slowly back onto the upper ground 
and survey the huge, still body of the Dragon in its ruin. 
Overcome with the adrenaline and emotion of this experience, 
return to your physical environment and think over what has 
transpired. 



51 



^EGISHJALMUR 

The Fifth Night 

You return again to the withered waste and slowly approach 
the still body of the slain Dragon. You marvel at its huge size 
and crushing strength and walk around it. 

As you pass by the head, you are startled by a 
greenish glint between the eyelids. One of the eyes suddenly 
opens wide, transfixing you with a paralysing glance. You 
stand helplessly rooted to the spot as the Dragon speaks. 

"I am Fafnir," it hisses. "I am the Dragon that lurks 
in the deep hollows in the dark places of the mind. You have 
looked deep within and found me looking back at you, my 
power persisting even after death. Ponder that well. What 
will become of my power now? Dare you taste the very 
heart's blood of me?" 

Fafnir will now give you a message that is meant for 
you and you alone. It may be a word, a phrase, an image, or a 
feeling. Remain staring into the Dragon's eye until you are 
certain that you have 'got it'. The eye will then close, 
releasing you from its spell. 

Let your consciousness return and be grounded in 
your body, then record the Dragon's message and consider 
what it may mean. 

The Sixth Night 

You return to the dreary mountainside and the remains of 
Fafnir. The Dragon's body is still hot to the touch, its internal 
fire not yet faded. 

You take your sword and cut deeply into the chest 
cavity, removing the enormous heart. 

You then gather wood from the dead trees and build a 
fire. Squatting beside it, you skewer the heart and begin 



52 



/EGISHJALMUR 

roasting it. As the mighty organ cooks, you reflect that this is 
that which pumped life and power through the Dragon's 
being. 

You reach out to see if the heart is cooked yet, but 
burn your thumb upon it. You snatch your hand back and 
suck your thumb to soothe the pain of the burn. But it 
spreads, searing your body and your mind in waves of 
blistering heat, the venomous blood of the Serpent, energised 
by the fire, coursing now through your own veins, 
transforming every cell in your body, every thought in your 
mind. 

Finally, the pain passes and you fall in a swoon, 
allowing your mind to blank for several moments. 

When you recover, you feel stronger and more whole 
and alive than you have ever done before. You have 
assimilated and embodied the qualities and Essence of the 
Beast you have overthrown. Part of you now is the Dragon. 

Return to your normal mode of consciousness and 
your normal place to reflect upon this fact. 

The Seventh Night 

You return to the slain Dragon, now an empty husk, its 
Essence coiling somewhere deep within your own mind, 
waiting to be awakened to its full potential. 

You decide that it is time to survey some of the 
treasure that you have won through your conquest. You make 
your way towards the cave in the hollow, descending into its 
dark mouth. The lingering fumes and foreboding presence no 
longer repel you: you feel a kinship with them. 

Inside, you find a great, golden hoard, wealth beyond 
imagining. Spend some time visualising the extent of the 
Dragon's gold, drawing it into your consciousness. 



53 



^EGISHJALMUR 

There are three treasures that you carry forth from the 
cave, representing the Dragon's hoard. The first of these is 
gold, which brings strife as well as wealth; the second is a 
sword, which offers invulnerability to the courageous; the 
third is a magic cloak, which brings invisibility, strength and 
the power of deception. Think upon these treasures and how 
you may harness and use them. They will be discussed more 
fully in the chapters that follow, but you should make them 
your own first. 

A further thing that settles invisibly upon you is the 
burden of the Work. You have set foot upon the Draconian 
Path which brings riches of body and soul, but this is a 
Cursed treasure and it comes with a price. You must keep 
ever pushing forward, following your Vision. It was lying 
still and failing to progress that led to the Dragon's fate. The 
Dragon now in you must not fall by the same mistake. 

The Eighth Night 

You return to the area outside the cave, where you are hailed 
by two ravens sitting on the branch of one of the dead trees. 
You can understand the birds' language, one of the powers 
you have gained through tasting the Dragon's blood. 

They tell you that you have also inherited the Helm of 
Awe, the pall of horror and mesmerising power that radiates 
from the Dragon's gaze. Operative keys for using the Helm 
will be given later, but for now consider its implications for 
yourself. 

Listen now to what the ravens have to tell you. They 
will have a private message for you. Wait and meditate until 
you are sure you have grasped it. 

The ravens also warn you of the treachery of your 
own nature. Your own mental conditioning will rob you of 



54 



^GISHJALMUR 

all that you have realised in this place if you do not master it 
and overthrow it, establishing a new ordering in your soul of 
your own devising. This is symbolised in the mythology by 
Reginn. 

Go on your way, but be wary and do not forget. 

The Ninth Night 

On this night, you should sit in quiet contemplation, 
considering how the Dragon is subdued by the Hero - the 
subconscious, bestial aspect is subdued by conscious Will - 
and the two then merge into a single, greater entity: a Hero 
with the powers and abilities of the Dragon. 

You should now stretch forth with your mind, probing 
the Dark potential of the Work to come. You should receive 
an inkling that the Hero in turn must surrender himself to the 
Divine, becoming something greater and immeasurably more 
powerful in the process. 

Conclude the Working by swearing aloud an Oath 
that you will learn to control and fully develop the Draconian 
powers within; that you will always fight for consciousness 
against non-consciousness; that you will aspire to the Divine 
spark that will elevate you yet higher. 

Record this Oath in writing, then close the Working. 



55 



^EGISHJALMUR 



56 



^GISHJALMUR 



CHAPTER THREE 

ESTABLISHING SOVEREIGNTY 
IN MIDGARD 



The first step in mastering Draconian magic is to achieve a 
sound understanding of place: where you are, who you are, 
what you can do, and how you came to be here. Thus it is 
essential to first learn how to master the physical world and 
how to use your own body and its abilities as a magical tool. 
This will give you the surest possible foothold in the quest for 
Self-transformation. The subject matter of this chapter 
resonates with the Work of the first head of the Dragon as 
described in Apophis and the two chapters may be used in 
conjunction. 

This chapter will concern itself with channeling the 
runes through the body, using your own physical being as a 
magical tool, with posture and breath work. We will examine 
the basic structure of reality according to Northern 
cosmology. The physical senses will be exercised and 
expanded. We will look at genetic heritage, the forces that 
shaped our physical presence and its environment and brought 
us to where we now stand. We will investigate the controlled 



57 



^EGISHJALMUR 

stimulation of the body through such media as alcohol and 
sex to achieve different states of consciousness. We will 
prepare tools and learn to carve and colour runes. Finally, 
this stage of the programme will be concluded with another 
major Working. 



Stadhagaldr 

Stadhagaldr is the process of using the body to channel the 
runes. By posing the body in the shape of the runestaves, the 
energies of those staves may be generated and used by the 
Initiate, expressed through his own flesh, blood and bone. By 
assuming several postures in a specific sequence, a fully 
developed runic enchantment may be expressed and 
actualised. 

Such enchantments will become accessible later in the 
programme, but first the Initiate must put in the work and 
make the adoption of each posture second nature, and must 
make a decisive link between the posture and the rune it 
represents. Until this identification has become second 
nature, the rune streams will not begin to flow. But once 
established, a stream of runic energy will begin to emanate 
the moment the Initiate assumes a given stance. 

When I first began to study the practice of 
stadhagaldr, I did so simply because it was part of the runic 
curriculum of work I was following. I approached it with the 
attitude that I would tick the appropriate boxes and likely 
never use the practice again. I was very, very wrong in my 
preconceptions. Stadhagaldr is now one of my foremost 
means of runic Work. I have found it a tremendously 
powerful and vitalising discipline, which will repay the effort 
you put into mastering it tenfold. The awareness of the rune 



58 



/EGISHJALMUR 

streams when manifesting them in your own flesh, blood and 
bone is incomparable and exhilarating. 

Each posture should be learned and practised in 
sequence, spending sufficient time on each to thoroughly 
ingrain it in your physical and associative memory. As you 
hold each posture, think over the meaning of the rune as given 
in the previous chapter. 



f 




Both arms are raised at an angle in front of the body, the left 
arm higher than the right. 



n 




Feet together, lean forward and extend the arms down 
towards the ground. 



59 



^EGISHJALMUR 




Stand upright, the fingers of the left hand touching the left 
hip, the elbow jutting sideways. 



i 




Both arms are extended infron of the body, inclined slightly 
downwards, the left arm lower than the right. 



k 




The fingers of the left hand rest upon the left hip, the elbow 
sideways. The left leg is raised sideways from the body. 



60 



/EGISHJALMUR 



< 




The right arm is raised at a 45° angle, the left arm lowered at 
a similar angle. 



X 




The arms and legs are extended from the body to form the 'X' 
shape of the rune. 



y 




The left hand touches the top of the head, the elbow jutting 
sideways from the body. 



61 



^EGISHJALMUR 



H 



In Futhark, Edred Thorsson presents a posture for hagalaz 
which is based upon the alternate form of the runestave. It is 
an excellent arrangement and is a miniature ritual in its own 
right. However, I have always desired a posture for the rune 
which is a single stance to accord with the others when 
sequencing several runes together. This posture emulates the 
shape of the rune with the two arms representing the two 
vertical shafts and the left hand raised to right shoulder 
providing the diagonal crossbar. 



\ 




The body forms the shape of the rune as the right arm is 
raised sideways at 45° and the left arm is lowered in like 
manner. 



62 



/EGISHJALMUR 



The body is held straight and erect, arms by sides. 



<> 




The right arm is angled forward and bent back at the elbow 
to touch the top of the head. The left arm is angled back and 
bent forward at the elbow to touch the hip. 




The arms are stretched forward at 45° from the body and the 
right leg is bent back to form the lower hook of the rune. 



63 



^EGISHJALMUR 




This is a seated position. The legs are together and the knees 
drawn up. The arms are bent forward, the elbows resting on 
the knees to form the shape of the rune. 



r 




6 



I 



The arms are raised at a 45° angle on each side of the body, 
the head forming the third, central arm of the rune. 



1 




The arms are held straight at the sides. The knees are bent 
and the body inclines forward at the waist, forming the rune's 
lightning flash shape. 



64 



/EGISHJALMUR 



t 




The arms are extended out from the sides, pointing 
downwards at a 45° angle. 




The right arm and leg are kept straight. The left arm is 
extended to the left, the hand resting on the hip. The left leg 
is likewise extended sideways, the knee bent, with the heel 
touching the right ankle. 



M 




The left arm is raised up and sideways at 45°, the right arm is 
lowered to the same degree. This is a mirror image of 
nauthiz and is an alternate form of the E-rune. 



65 



^EGISHJALMUR 



M 




Both arms are raised straight up, then bent at the elbows so 
that the forearms cross over the face, each touching its 
opposite armpit. 



h 




i 



Both arms are extended forward and down at an angle of 45 c 



o 




The elbows are pointed sideways and the hands turned back 
across the body to touch before the abdomen. 



66 



/EGISHJALMUR 



N 




<^ 



The arms are crossed across the breast, the fingers of each 
hand touching the opposite shoulder. 



£ 




The arms are raised above the head, elbows bent and 
fingertips touching. The legs are splayed. 

Through regular practice of these postures, combined with 
concentration upon the meanings of the runes they represent, 
the Initiate will soon be conscious of embodying the runes in 
his very flesh, his body becoming a conduit for runic forces 
flowing through him. It should be noted that this is a type of 
work where practice will always lead to an improved 
experience. No matter how far you advance in the Work, it is 
always worthwhile to periodically come back to your 
stadhagaldr for a fresh round of practice. This will pay 
enormous dividends in your later magical Workings. 



67 



^EGISHJALMUR 

Breath Work 

Once you have established a good practice routine with the 
stadhagaldr postures and have become familiar with them, 
you should focus on the proper control of your breath as well 
as your posture. 

As explained in Apophis, there are three main benefits 
to breath work, applied in three distinct areas, as follows: 

• Establishing a steady and regular rhythm of deep breathing 
will assist the body to relax, easing tensions. This assists 
greatly with posture work and generally leaves the mind 
freer and less distracted, to focus upon matters magical. 

• Because the patterns of breath used in our work tend to be 
deeper and longer than the shallow breaths we normally 
take, they lead to a greater level of oxygenation of the 
blood. This causes various chemical changes in the body. 
The extremities tend to become warm and slightly numb 
and minor irritations and itches are generally lessened. 
The enriched blood supply to the brain also boosts 
concentration on the mental aspects of magical Work. 

• Practice with breathing techniques and the proper 
balancing of inhalation and exhalation is of tremendous 
assistance in the rune-singing exercises and other vocal / 
incantatory magical Work, which will be introduced in the 
next chapter and will form a major part of your galdorcraft 
thereafter. 

The simplest, most basic rhythm to begin with is to breath in 
to the count of four, hold the breath in the lungs to the count 
of four, breathe out to the count of four, hold the lungs empty 
to the count of four, then repeat the sequence. 

As Initiates become more practised, it may prove 



68 



/EGISHJALMUR 

helpful to extend the duration of each breath cycle, deepening 
and lengthening the respiration still further. 

For rune-singing and other vocal magic, practise a 
rhythm such as the following and accustom your body to it: 
breathe in to the count of four; hold your breath for the count 
of two; exhale to the count of eight; then immediately inhale, 
repeating the sequence. This kind of rhythm will allow you to 
fill your lungs with air, 'charge' the air with vitality, then 
chant or intone on the lengthier outbreath, without fear of 
running out of puff. Practice here will pay great dividends 
later. 



Nine Worlds 

The Work of this first chapter is concerned with the body and 
the world in which it finds itself. The mortal world of 
physical manifestation is called Midgard in Northern lore, but 
it is only one - albeit the central one, into which the others 
pour their influence - in a system of nine worlds spanning 
multiple dimensions. These worlds are collectively arranged 
in a structure like a cosmic tree, named Yggdrasil. Although 
we are currently focused upon Midgard, it is important to 
understand its place in the larger framework. Accustomising 
yourself to the ideas of all nine worlds now will prove helpful 
in later chapters, when consciousness can be projected further 
afield to explore the world-tree. 

An ilustration of the worlds on the Yggdrasil 
framework is on the following page. This has been scanned 
from a full colour painting by the author. Sadly, the colours 
are not reproducible here, but every Initiate will benefit 
greatly in understanding the worlds if they study the 
attributions and paint their own Yggdrasil. 



69 



^EGISHJALMUR 







Asgard 



Ljossalfheim 



Vanaheim 



Niflheim 




70 



/EGISHJALMUR 

A brief description of each world follows. These 
should be supplemented from other, more detailed sources, 
and most especially from the Eddas and the mythology. 

Asgard 

This is the enclosure of the Gods, where Odin has his great 
hall, Valhalla. In terms of the psyche, Asgard is the abode of 
the pure spark of consciousness, the bright flame of Self. 

Ljossalfheim 

This is the realm of the bright elves, masters of lore and 
wisdom. It is a place of ecstatic inspiration. Some ancestral 
secrets may be discovered from the dwellers here. 

Midgard 

This is the world of earthly manifestation, into which the 
influences from the other eight worlds pour. It is thus the 
realm of potential, a melting plot where Will and passion may 
lead to Becoming. 

Svartalfheim 

The realm of the dark elves, or dwarfs. A land which fosters 
cunning and intricate craftsmanship and invention. 
Frequently linked with subterranean places. 

Hel 

The realm of the dead, ruled over by the Goddess of the same 
name, daughter of Loki. A place of cold mists and gloom, 
shadows and memories. 

Vanaheim 

The land of the Vanir, the race of Gods responsible for the 

cycles of nature. As such, it is a green and fertile land, the 



71 



^EGISHJALMUR 

plentiful ideal of any people who live in harmony with their 
environment and rely on its regular patterns and cycles for 
their survival. 

Jotunheim 

This is the land of the giants, the etins. In the Norse myths, 
these beings - descendents of Ymir - are often portrayed as 
enemies of the JEsir, and of Thor in particular. Yet Odin will 
occasionally seek knowledge and wisdom from one of their 
kind. These are monolithic forces of resistance, the opposite 
of consciousness and Initiation, yet because of their great age 
they may harbour some forgotten wisdom or insight that 
needs to be won from them by guile. 

Niflheim 

This world is one of the two great poles of Northern creation 
myth. This is a place of ice and contraction. The further one 
progresses into Niflheim, the more cold, compacted and 
massive it becomes. The heart of Niflheim is at Absolute 
Zero, possessing zero energy, a solid mass in which all 
vibration has ceased. 

Muspellsheim 

This is the polar opposite to Niflheim. It is a world of heat 
and fire, an expansive force of furiously vibrating energy and 
escalating heat. A cosmic furnace, ever rushing outwards. 

These are basic descriptions of the general character of the 
nine worlds. Some will be returned to later in this book when 
it will be necessary to take a more detailed at certain 
specialised areas. But in the meantime, the student should 
consult the reading list and seek out fuller descriptions in the 
mythology and in books more suited to a general runic study. 



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Enhanced Sensory Perception 

Part of the Work of the first head of Apophis is to seek to 
sharpen and enhance the information received by our 
consciousness from the five physical senses, the goal being to 
circumvent the filters and preconditioning that edits most of 
the data we receive from the world. 

A full discussion on possible exercises for this 
purpose can be found in Apophis, so I will just briefly recap 
here. 

The Initiate should determinedly exercise a given 
sense one day per week. For instance, you may decide that 
monday is for sight, tuesday for hearing, Wednesday for 
touch, thursday for smell and friday for taste, with the 
weekend reserved as free days. 

Then every monday you would concentrate hard on 
everything you see. Take in every detail and deliberately 
make a mental note of it. Our brains normally filter out 90% 
of what our eyes perceive, so you need to retrain your brain 
that you are interested in everything. Register every last 
detail, look at everything. Do the same for the other senses 
on their respective days. 

This will benefit you in three ways: it will make you 
more alert; it will allow you to notice things of interest to you 
that you would otherwise have missed; most importantly, it 
will help in establishing better communications between your 
conscious and subconscious minds. 



The Call to the Ancestors 

Now that the student has familiarised himself with the runes, 
both on an intellectual level and by manifesting them in his 



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^EGISHJALMUR 

own body, and now that he has started to familiarise himself 
with the various worlds and is taking better notice of the 
messages of his own senses, he needs to make a solid 
connection with his roots. It is time for another ritual to 
formalise the current state of the Work. 

The Working is intended to form a psychic link 
between the Initiate and the shades of his ancestors, so that 
their influence and guidance may assist him as he progresses 
in the Work, passing their accumulated wisdom on to him. If 
you are not of Northern genetic stock, this Working will be 
less direct and more difficult for you, but you should still 
carry it out, requesting assistance from the shades of the 
North in general rather than familial terms. 

This Working can be carried out either outdoors or 
indoors. Which you choose will depend upon your 
circumstances. If you are live in an area where your ancestors 
are buried, you should ideally opt for the outdoor version. If 
you live in a large city or have moved far away from home, 
the indoor version will probably be more appropriate. 

1 . First, you need to prepare your place of Working. If you 
are doing the outdoor rite, travel to the oldest burial place 
of your ancestors that you can find. At a suitably quiet 
time of night, when there is little risk of disturbance, find a 
spot in the graveyard that 'feels right' to you. If you are 
Working indoors, sit down in a quiet room where you will 
not be disturbed. Make sure the phone is off the hook. On 
a table before you, you should arrange mementoes of your 
ancestors, such as old photographs, letters, a family tree, 
plus copies or pictures of any historical runic inscriptions 
or other sacred objects specifically linked with your place 
of origin. 



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^GISHJALMUR 

2. Next, attune yourself to the rune work you have 
accomplished so far. Assume each rune posture in correct 
sequence whilst speaking the name of the rune and 
reflecting upon its qualities. Feel the runes permeating 
your own being, the place in which you stand, and the 
ancestors buried there or represented in the items you have 
gathered. 

3. Assume the eihwaz posture and try to reach back in time 
with your mind. Feel the months, years and ages rolling by 
as you plunge your mind back to its very ancestral roots. 

4. Once you feel you have established a resonance with your 
ancestors, switch smoothly to the elhaz posture, extending 
your arms upwards. 

5. Recite the following invocation: "I, <speak your first 
names>, of the line of <speak the surnames of both your 
parents>, do call upon my ancestors to bear witness to my 
Oath and to lend their assistance to my Work. I solemnly 
swear that I will strive to Remanifest the lore and the 
magical heritage of our people and that by exalting my 
consciousness I shall exalt also the memory and the future 
potential of my folk. Aid me and strengthen me in this 
endeavour, encouraging me when I falter, driving me back 
onto my feet when I fall. Let the valour and the wisdom of 
my forefathers be reborn in and through me. Open my 
eyes, that I may see outside the constricting bonds of 
time. " 

6. Now shift to the hagalaz posture, crystallising this 
ancestral bond within your psychic framework. 



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^EGISHJALMUR 

7. Once again, adopt the posture of each rune in proper 
sequence, naming each as you go. This time, imagine each 
rune streaming back in time and extending forth into the 
future as you do so, with you at the pivotal point of Now. 

8. Finally, pack away your things, clap your hands or stamp 
your feet to ground yourself, then depart from the Working 
area. 



Of Elf and Dwarf 

There are other beings in Northern mythology who abide 
close to Midgard and who may be called upon at this stage to 
assist the Initiate in his Work. These are specifically the 
elves of Ljossalfheim and the dwarfs of Svartalfheim. 

Before proceeding with a Working to call upon these 
entities, I would recommend a close study of the mythological 
material concerning them. In general, the elves are wise 
advisors and the dwarfs are expert craftsmen. Both will prove 
invaluable in the Work that lies ahead. Invoking the elves 
will assist you to imprint your mind with the thought patterns 
of the rune streams. Invoking the dwarfs will assist you to 
exteriorise those streams with skill as you craft your own 
staves and artifacts. 

Edred Thorsson's books offer well-crafted, traditional 
rituals suitable for this purpose, although it is permissible to 
build up to these and start with a simplified Working such as 
the ancestral one given above. But be aware that a sacrifice 
should be made to the wights. Traditionally, this is mead or 
ale. A cup or horn of inspirational ale should be offered at 
the peak of the rite. Half is drunk by the Initiate; the other 
half is spilled upon the ground for the wights. (If working 



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indoors, it may be spilled into a bowl and taken outside and 
poured on the ground after the conclusion of the Working). 

Use this period to seek your inspiration in the myths 
of elves and dwarfs and try to advance your ritual skills till 
you are practising the fuller rites described in Edred 
Thorsson's books. 



Combat Readiness 

It is important that the Initiate should take stock of himself at 
this stage and assess his general state of physical fitness. It 
should never be forgotten that we are warriors in an Invisible 
War, the struggle of consciousness against non-consciousness 
and we must ensure that we are combat ready at all times. 

Although this War is largely a mental and psychic 
one, it nevertheless makes its demands upon the body. As the 
Work of this chapter focuses upon the magician in Midgard, it 
is appropriate that we take steps to improve our physical well- 
being at this early stage of the Work. 

I am certainly not going to suggest that everyone 
needs to be an athlete. We all love our little indulgences, but 
it is imperative to note Anton LaVey's advice that these 
should not become compulsions. If you get too overweight, 
cut down on your eating. Don't bother with faddy diets, 
simply eat less. Take regular exercise. You don't need to jog 
or lift weights or anything like that. Regular, brisk walks will 
do. Make sure that you get enough sleep. Simple things like 
these will ensure that you can rely on your body when you 
need to push it to its limits. 

This is as much a matter of Will as any other magical 
operation and if you can't manage this control of your own 
self, how do you expect to influence the rest of the world? 



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^EGISHJALMUR 

Alcohol as a Sacrament 

Whether you drink alcohol or not, there is no shred of doubt 
that our forefathers did and with good style. Alcohol was not 
merely a thirst-quencher or a social catalyst, however, 
(although it certainly served a very important role in social 
occasions, bonding warrior-bands together at feasts). It was 
also a religious sacrament. 

Alcohol (traditionally ale or mead) serves two 
functions in Northern spirituality. It removes the brain's usual 
inhibitory blinkers sufficiently to allow divine inspiration to 
flow through the Initiate from the Gods. In return, half the 
measure is poured upon the bare earth as a sacrificial offering. 
So the drink serves as a two-way exchange between Man and 
his Gods. This principle is expressed in the fr h n ALU 
Formula, which is described fully in Edred Thorsson's 
Futhark. 

It may seem unwise to recommend the use of alcohol 
in a time when most medical practitioners and government 
bodies are taking the moral high ground against it. 
Personally, I feel that's one of the biggest reasons for its use: 
if politicians don't want you to have something, seize it with 
both hands. Regardless of all of this, I have no patience for 
political correctness. I also have no patience for drunken 
louts, but I firmly believe in LaVey's principle of 
responsibility to the responsible. If you can't handle your 
drink, that's your own problem as are the consequences. 

I really can't recommend the substitution of a non- 
alcoholic sacrifice in Northern rites. It misses the point of the 
inspirational effect and the link with past tradition. If you 
insist upon being teetotal in this sacred matter, make sure you 
examine your own motives carefully and determine why this 
may be. The indoctrination of centuries of Christianity 



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/EGISHJALMUR 

lingers with us all, even those of us who profess otherwise. 
Drink to your Gods with pride! 

There does remain a cautionary note to make, of 
course. Even given my above insistence, it's nobody's 
business but your own if you choose to be teetotal in mundane 
life. I acknowledge that not everyone is as fond of a good 
single malt as I am. Similarly, if you choose to drink to 
excess during mundane life, that's none of my business either. 
Although I must remark that I still hold to that principle of 
'responsibility to the responsible'. As far as I'm concerned, 
violence or criminal damage committed under the influence of 
alcohol is evidence of the weakness and lack of self-control of 
the perpetrator. In such a case, alcohol is not a mitigating 
factor in my eyes, but an aggravating one. 

Alcohol is a magical tool and it's in this respect that 
I'm pushing it. Its use or abuse in any other context is entirely 
your own concern and entirely your own fault. 

When used in ritual, you will soon come to recognise 
that precise point of balance when you have drunk enough to 
feel your mind beginning to flame with inspiration as your 
inhibitions fall away. Any more at this point will simply tip 
you over into drunkeness, which is worse than useless. 

If alcohol seems a risky and dangerous tool to 
recommend in our current nanny state, that's tough. Magic is a 
risky and dangerous business and it gets a lot dodgier than 
this. Take it or leave it, always at your own risk. 

Of course, if you are a recovering alcoholic, I 
certainly can't recommend the above course to you and you 
should substitute a different liquid accordingly. In your case, 
your Will and determination are best exercised in overcoming 
your addiction. My words above are directed at the inhibited 
and the vacillating, who still echo Christian abstention and 
guilt. 



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^EGISHJALMUR 

Sex as a Sacrament 

Whilst we're on the subject of bodycentric magical 
techniques, we can't ignore the huge topic of sex magic. Sex 
and magic have always been linked, and often equated. In 
Peter Grey's The Red Goddess, we read, 'Sex is magick, 
magick is sex.' I wouldn't go so far as to identify them with 
each other myself, but I would certainly amend the quotation 
slightly to read, 'Sex is magical, magic is sexual.' That much 
at the very least is true. 

We need to consider whether sexual practices were 
traditionally a part of Northern magic and whether they can or 
should be so today. We also need to consider sex in the field 
of Draconian magic in particular. 

It is quite apparent from the accounts we have in the 
sagas and mythology, both explicit and inferred, that the 
practice of rune magic - galdor - is a function of sound, 
shape and number, with no overt sexual element in its 
working. The runes are chanted, or carved, they are not cast 
in a framework involving any sex act. 

It is equally apparent that the more trance-oriented 
seith magic, that style of magic which was taught by Freyja, 
could incorporate sexual elements. Sexual activity is 
certainly one effective way of entering a trance state. This 
kind of activity was often viewed as shameful for males to 
indulge in as it could include role reversal, cross dressing and 
submissive sexual relations. Nevertheless, it must be 
remembered that Odin learned this art from Freyja in order to 
complete His own magical arsenal. 

However, I must point out one major misconception 
with sex magic at this point since anyone who investigates the 
subject is bound to stumble across this error, which is 
reported as factual in so many places. 



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/EGISHJALMUR 

You will read that a practitioner of sexual magic must 
dissociate himself from any sense of enjoyment in the 
experience and that the feelings of pleasure are but a 
distraction. This is complete and total bullshit, a puerile 
whitewashing devised by minds steeped in guilt, cowering 
from the reality of that which they profess. I read and heeded 
this nonsense for ages, but couldn't reconcile the idea in my 
head. Sex is supposed to be enjoyable! That's the whole 
point of it! 

Let's get this absolutely straight: sex is an exercise in 
the fulfilment of Desire. Sex is all about pleasure and the 
exchange of delights. Whatever power, symbolic or actual, it 
may afford the magician, is derived from these very qualities. 
By the time you reach the stage in a Working where it is 
actually time to engage in love play and passion, your 
statement of intent should have already been made, your sigils 
drawn, your invocations chanted. Now is the time to let your 
conscious focus fade away in the heat of your passion and 
ecstasy. The greater the pleasure, the more powerful the rite. 
And that, despite all pious protestations to the contrary, is the 
be all and end all of sex magic. Snarl, stroke, kiss, bite, 
writhe and rut until you're exhausted, lost in ecstasy and 
delight. All of this will feed into the magical framework you 
have already established beforehand. 

Bearing the above in mind, feel free to explore the 
theory and practice of sex magic at this stage, but do bear in 
mind that there is little room for it as a technique in the 
practice of rune galdor. You may be able to apply it in some 
of the practices described later in the curriculum, however, 
which are more akin to seith. In these more visionary 
Workings, where the intuition of impressions rather than the 
sending of a direct charge is the issue, sex can be used as a 
technique for inducing a suitable trance state, though it is 



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^EGISHJALMUR 



certainly not the only means. The act of sex is not essential to 
this current plan of Work, I personally prefer a more cold- 
blooded and spartan method of working, although Desire is 
certainly an absolute necessity. 



The Tools of Runework 

During the Work of this initial chapter, when we are focusing 
upon the basis of magical practice in the physical world, you 
will want to take time to find or make your tools for the more 
complex ritual Work which will follow in later chapters. You 
may possess some of these items already; others you will need 
to make or purchase. 

You will need a table or a work surface. When you 
are first starting out, you can make do with a coffee table or a 
workbench in your garage or shed. It is better to proceed with 
makeshift tools initially than to put off the Work until 
everything is perfect. Doing the Work - in spite of whatever 
circumstances you may find yourself in - is the only real Key 
to success. But as soon as you are able, you should invest in a 
table or work surface that will be used for your runecraft 
alone. By dedicating it to the Work and using it solely for 
that purpose, its very substance will become imbued with 
your purpose. Over time this will add an extra boost of 
cumulative force to everything you do upon it. You might 
wish to find an intricately carved old table in an antique shop; 
you might set aside an ordinary coffee table for use; you 
might use your woodworking skills to make your own. Do 
whatever best suits your skill and circumstances, what feels 
right to you. In all cases you should dedicate the table to its 
purpose with a simple ritual of your own devising. You may 
wish to cover it with a cloth (black, white or red according to 



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your aesthetic) when not in use. 

You will need a lamp or candle to signify the Flame 
of individual consciousness, the Gift of Odin. The lighting of 
this Flame in a ritual asserts your identity as a free and unique 
being acting by your own Will. In Draconian magic, this 
lamp / candle should be either black or red. 

You will need a cup, chalice or drinking horn to hold 
the ale or mead used in ritual Workings. Anyone reading this 
book will necessarily have access to the internet and if you 
have access to the internet, you'll be able to source a perfectly 
suitable drinking vessel. Most occult suppliers sell horns or 
chalices in their online stores and there are many fine 
examples, featuring serpent or dragon motifs that are suitable 
for Draconian Work. You will also obviously need the liquid 
with which to fill it. 

You will need a knife. The traditional dagger or 
athame of most occult traditions will not do in this case. I am 
not speaking of a ceremonial symbol, but of a practical tool, a 
blade with which runes can be carved into wood. The best 
solution is a simple, good quality craft knife, available from 
most tool stores. Function is more important than form in this 
instance. 

You will then need your set of personally carved 
runes, used for divinatory purposes. We will discuss the 
creation of these in the next section. It is permissible to use a 
commercially produced rune set until your own are ready, but 
the sooner you can begin working with runes carved and 
charged by your own hand, enlivened by your own essence, 
the better. 

If you plan to seriously Work within the Draconian 
field, you should have a representation of the Seal of the 
Order of Apep to hand (illustrated overleaf). This can be a 
representation of the Seal hanging upon the wall or positioned 



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^EGISHJALMUR 



upon your work surface, or you may prefer to wear it as a 
pendant, pin or ring (preferably silver if used as jewellery). 




Those are the basic tools that will be needed in all 
cases. Others may be added to suit personal aesthetic tastes. 
Some like to wear special robes or ritual clothing; some like 
to have all manner of useful or artistically appealing 
paraphernalia about their working area. But these things are 
up to you; the essentials are described above. 



Carving Your Rune Set 

During the course of this chapter's Work, whilst you are 
seeking to physically ground yourself in the runic current, you 
will want to carve your own set of twenty four runes for use 
in the divinatory and meditational Work which will come 
later. 

You will need your knife and twenty four slivers of 
wood. You may wish to really go to town and cut or gather 
the wood to be used yourself, cutting it down to size and 
sanding until each piece is the same shape and size. There 
would be definite benefits in doing this, but I won't hold 
anyone to this procedure as it requires a lot of time and 
patience and a very skilled touch. It is perhaps something to 
aspire to in the long term rather than when making your first 



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set. I have found craft sticks to be admirably suited for the 
purpose. 

You may prefer to carve a few runes at a time, 
perhaps in three groups of eight, or you might wish to carve 
them all at once. In either case, they should be carved in the 
correct order, as given in the 'Dragon Runes' chapter. 

Take your time and hold the stave firmly down with 
your left hand (assuming you are right-handed; reverse if you 
are left-handed) and hold the knife steadily in your right hand. 
Use it as if it was a pen, firmly and cleanly scoring the lines 
of the rune. Angle the knife slightly differently on successive 
cuts and you will make a groove, twisting out the excess 
wood. With a little patience - and practice if necessary - you 
will soon have cut nice, deep runes into your staves. As you 
cut each rune, whisper its name repeatedly under your breath, 
or chant one of the traditional rune poems relating to it (these 
can be found in Stephen Flowers' The Rune Poems, Vol. 1 and 
other sources in the Reading List). Concentrate on the rune's 
meaning. 

The next stage is to colour your runes. Traditionally, 
the runes are coloured red, with the runer's own blood, but in 
practice a reddish pigment was often used as a substitute. 
The use of blood is very important, as your own vital fluid 
creates a tangible and very powerful link between you and 
your runes. But you don't need much. Buy a tub of bright red 
poster paint and mix just a few drops of your blood into it. 
This will be a perfectly sufficient quantity to establish the 
magical link. Then take a very fine paintbrush and fill the 
lines of the runes you have carved with the magically charged 
vital fluid. You should focus upon the fact that you are filling 
the runes with your own blood, giving them life and vitality. 

There is no need to cut yourself specifically for the 
purpose; it is never a pleasant thing to do and everyone 



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^EGISHJALMUR 

suffers an accidental cut on occasion. Carry the pot of paint 
with you, and the next time you bleed due to a small 
accidental injury, add a couple of drops to it then. Some 
people would argue that the pain is a part of the magic and 
this is certainly a defensible position, but I personally hold 
that your blood is link enough in its own right, no matter how 
acquired. 

Ladies, of course, will find that menstrual blood does 
the job very nicely indeed. Indeed, most sex magical 
traditions would say that menstrual blood is superior in many 
ways to ordinary blood. 

Once your runes have been carved and coloured, put 
them in box or a bag with a drawstring for safe keeping. They 
are already powerful talismans as a consequence of the work 
you have put into them. Their charging will be completed 
during the Work of the next chapter. 



A Vigil 

We are going to close the Work of this chapter with another 
ritual Working. 

The actual mechanics of this one are simple in the 
extreme. One evening, at the close of this chapter's Work, 
when all has been accomplished to your satisfaction, take 
yourself off to an outdoors place in natural surroundings that 
means something to you, that 'speaks' to you in some way. If 
you live in a city, you may have to make advance plans and 
scout a suitable area in advance. Bring warm clothing, a flask 
and a snack if you feel you may need it. 

Find a place to sit and relax. Here, in this special 
place, feel anew your connection to the place which is 
Midgard. Spend time reflecting upon all that you have done 



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/EGISHJALMUR 

during the course of this first chapter's Work. Refresh your 
memory of the rune meanings, holding and studying each of 
your own hand-carved runes as you do so. Practice your 
stadhagaldr postures, feeling again the flow of the rune 
streams through your own body. Try to sense those same 
streams flowing through the landscape around you, radiating 
through both the inner and outer worlds. 

Remain in this place throughout the night, sensing the 
changes in the land and the atmosphere - and yourself - as 
dusk turns to dark and ultimately approaches dawn. Renew 
your reflections and introspections on the runes each hour; 
refresh yourself as needed; walk about if you get cold or 
cramped. 

As the sun rises over the horizon, become aware that 
the sun of ancestral lore is rising in your own soul. Promise 
yourself that you will apply your mind to this awakening and 
be illuminated by it. Swear that you will take the steps 
necessary to develop and enhance your mind's abilities to this 
end. 

Finally, go home and catch up on your sleep, knowing 
that you are now ready to commence the Work of the fourth 
chapter. 



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/EGISHJALMUR 



CHAPTER FOUR 



MASTERY OF THE MIND 



Huginn and Muninn 

The Work of this fourth chapter will focus upon the 
development of the Initiate's mental faculties. We will be 
striving to create a harmonious synthesis of the various 
aspects that make up the mind-soul complex, enabling 
consciousness to operate at maximum efficiency and 
wakefulness. We will be sharpening both perception and 
Will, so that the magician can sense and direct the runic 
streams with skill and precision. This mental training should 
mesh perfectly with the physical facility gained through the 
previous chapter. For those readers who are already familiar 
with the Draconian curriculum of Apophis, this present 
chapter is cognate with the Work of the second head of the 
Dragon: the Thunderbolt. 

In Norse mythology, Odin had two ravens, named 
Huginn and Muninn, who flew out over the worlds each day 
and then returned to Him, bringing word of all that they had 



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^EGISHJALMUR 

seen. The names of these ravens are derived from parts of the 
Norse model of the soul, which we will be examining more 
fully in the next section of this chapter. Huginn is related to 
the hugh and Muninn to the myne. 

The hugh is the intellect, the reasoning faculty within 
the soul, and myne is the memory and the pattern-making, 
imaginative part of the mind. They basically represent left- 
brain and right-brain consciousness respectively. So in effect, 
Odin sends forth His own consciousness in the form of 
ravens, to gather news and insights and report back to Him. 

The intention of this chapter is to train our own two 
ravens (hemispheres of the brain) to be equally useful and to 
work equally well together. This phase of the Work is all 
about the balancing and focusing of consciousness, so that it 
can be used as a ladder to higher states later on. 



The Structure of the Soul 

In Apophis, the Celtic model of the soul was discussed as an 
example of the sophisticated way in which our forebears 
understood the composition of their own beings. In this 
present volume, we will naturally be examining the Germanic 
model of the soul. This is actually very similar to the Celtic 
model in many respects, which is unsurprising given the 
similarities and occasional cross-pollination between the two 
cultures. 

The parts of the Germanic soul model are as follows: 

Lvke : (Old Norse UK) 

The lyke is the physical body itself. This may seem a strange 
place to start when considering the soul, but the philosophy of 
our Northern ancestors quite sensibly postulates that mankind 



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/EGISHJALMUR 

is meant to be a complete being, with physical, mental and 
spiritual faculties all interdependent and equally important. 
The body is as much a part of the initiatory experience as the 
most exalted state of Divine inspiration. The Work of the 
previous chapter should have taught you that. 

Hyde : (Old Norse hamr) 

The lyke is permeated by the hyde, which is the medium 
which gives shape and form to the person. It governs not only 
how we look, but our mannerisms and the way in which we 
present ourselves. A good actor will use his hyde to 
transform himself completely, seemingly becoming a new 
person in his role. Is it a coincidence that Robert Louis 
Stevenson named Dr Jekyll's alter-ego Mr Hyde in his classic 
tale? Perhaps he knew the term, perhaps not, but this account 
of transformation is certainly a good indicator of the shaping 
power of the hyde upon the appearance and aspect. 

A them : (Old Norse ond) 

The athem is literally the breath of life, the animating 
principle that courses through the lyke and hyde, keeping the 
organism living and breathing. It is not simply the automated 
systems that govern the vital processes, it is also something 
beyond the purely physical, a kind of life force which vibrates 
within the individual. But it also extends beyond the 
individual, resonating with the life principle on a 
macrocosmic level. As such, it is one of the avenues whereby 
psychic impulses may be transmitted or received. Anyone 
who has been present when someone has died will know by 
personal experience that there is a world of difference 
between a live body and a dead one and this difference is 
noticeable immediately. This difference is the athem. 



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Hugh : (Old Norse hugr) 

This is the part of the soul symbolised by one of Odin's 
ravens, Huginn. The hugh is the analytical, computational 
part of the mind, skilled at linguistics and mathematics. It 
basically comprises the left-brain functions of mental activity. 

Myne : (Old Norse minni) 

The myne is the reflective, imaginative part of consciousness, 
that part which communicates through images and intuitions 
rather than words. As such, it governs dreams and memories 
(including the archetypal memories that reside within the 
collective unconscious). It corresponds with Odin's other 
raven, Muninn. 

Wode : (Old Norse odhr) 

Huginn and Muninn report to Odin and the hugh and myne 
report to that part of consciousness which is akin to Odin: the 
wode. Wode is a condition of accelerated, intensified 
consciousness, a Divine inspiration, a kind of ecstasy or even 
rage in which the contents of the mind are illuminated by 
magical perception and insight. This is the state of mind 
which is necessary for the effective working of magic or the 
interpretation of divinations. It will be evident that the wode- 
state of consciousness is most easily and effectively accessed 
when the hugh and myne are working in harmony, the two 
ravens advising the inspired self in a balanced fashion. 

Fetch : (Old Norse fylgja) 

The fetch surrounds and touches the other parts of the soul, 
but is not itself a part or a possession of the individual. It is 
an essence which is transpersonal, spanning generations. The 
fetch may appear to a person in three forms: (a) as an animal; 
(b) as an entity of the opposite sex; (c) as a geometric shape. 



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Some people have very little awareness of their fetch at all. It 
is possible that some people simply do not have a fetch, or 
else a very undeveloped one. The fetch is a tutelary entity, 
linked to an individual for that lifetime, which responds to 
and reflects his actions and the destiny which he shapes for 
himself, offering guidance as appropriate. It is similar to - 
though not identical with - the Holy Guardian Angel of some 
occult traditions. It can bestow both gifts and obligations 
along with its guidance. 

Luck : (Old Norse hamingja) 

To our ancestors, luck was not a random thing, it was a 
positive and active virtue within the soul. This is the 
recognition that when an individual acts with Will, Passion 
and Vision, his luck will effect an influence upon the world 
around him, bending it to tend towards the fulfilment of his 
goals. Events will seem to simply fall into place when this 
faculty is exercised and that which was previously difficult 
may be achieved through determination. Heroes would often 
deliberately test their luck through the casting of lots and 
gambling. 

Soul : (Old Norse sat) 

The soul itself is the name given to the shade of the deceased, 
which departs to one of worlds of the dead, there to await 
rebirth in Midgard in due course. 

The Wode-Self : 

The Wode-Self is a state of consciousness aspired to by the 
Initiate of the Northern Mysteries. It occurs when the wode, 
hugh and myne are aligned in perfect balance within an 
individual and the entire intelligence is illuminated by the 
influx of Divine consciousness. This state of being will be 



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^EGISHJALMUR 

discussed in some detail in a later chapter. The ability of the 
Initiate to attain and maintain this state of consciousness is 
essential to the process of opening the Eye in the Void and 
reaching the pinnacle of Draconian Initiation. 



Thought Control 

Before progressing with the more specialised Work of this 
chapter, it is essential to first gain some facility with basic 
techniques of thought control. 

Full exercises toward achieving this goal are 
presented in Apophis under the Work of the second head. The 
Initiate should basically take some time practising the 
following before progressing further: 

• Sit in a comfortable posture and monitor all of your 
thoughts as they arise. Do not try to analyse or shape 
them, simply observe and follow them. Take note of how 
thoughts react when subjected to conscious observation in 
this manner. 

• Choose one particular thought and follow it to the 
exclusion of all others, till it finally comes to its 
conclusion. 

• Observe your mind and stamp out each and every thought 
as it arises, crushing them and allowing them to progress 
no further. The object is to empty the mind of thought, yet 
remain expectant and watchful. 



Concentration Exercises 

Having established a degree of control over the basic thought 

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^GISHJALMUR 

processes, the Initiate should spend some time practising the 
following exercise in order to sharpen his powers of 
concentration before proceeding further with the Work of this 
chapter. 

First, select an item upon which to concentrate. It 
shouldn't be anything too complicated, but may be a mark on 
a wall, a shape drawn on a piece of paper, or a small object 
such as a nail or a spoon. It should not be something which 
possesses any particular symbolic significance. 

The purpose of the exercise is simply to focus your 
attention rigidly upon the object you have selected and 
concentrate upon it. Every time your mind wanders or your 
thoughts waver, bring them back to the task in hand by an act 
of Will. Your experience of monitoring and controlling your 
thoughts in the previous exercise should prove of great value 
to you here. 

Be aware that the object of this training is to improve 
your concentration through practice. You have not 'failed' if 
your mind continually wanders. Instead, you succeed every 
time you notice that it is wandering and call it back to heel. 
This will, over time, establish a mental habit of improved 
concentration which will pay enormous dividends in your 
galdor Work. 



Basic Principles of Rune Galdor 

The techniques learned in this chapter will enable the Initiate 
to begin the practice of operative Draconian magic using the 
techniques of galdor. The precise ways of getting the most 
out of your runic sorcery will be explained step by step in the 
sections that follow, but first it is advisable to gain a basic 
understanding of what galdor entails and how the runer 



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^EGISHJALMUR 

employs it. 

Through long practice (which began with the 
stadhagaldr exercises in the previous chapter), the Initiate 
establishes a familiarity with the runes and learns to recognise 
and direct their influence. This process of invoking and 
'steering' the runes toward a Willed end involves the 
combination of four qualities. Galdor is a technical skill, 
which relies for efficacy upon the correct combination of 
these factors by the operator: 

Shape : 

The Initiate must carefully formulate and focus upon the 
shape of every rune used in his casting. This may be done by 
assuming the runic posture given in the last chapter; by 
drawing the rune boldly on paper; by carving the rune on 
wood in the form of a taufr (a talisman); by strongly 
visualising the rune; or by any combination of these. 

Sound : 

The word 'galdor' means something akin to 'whispering' or 
'croaking' and sound is key to the runic Mysteries. Every rune 
used must be clearly uttered, its key sound seemingly rolling 
from the Initiate's vocal chords out to the far corners of the 
cosmos. The rune songs discussed shortly provide the fullest 
method of summoning the runic stream through incantation. 

Number : 

Each rune has its number, from 1 (fehu) to 24 (othila). When 
runes are used in combination, their numbers are added 
together to give an overall number for the formula of the 
spell. The number of actual runestaves employed in a given 
formula is also significant. Runic number lore is too huge 
and complex a field to be adequately explained in this present 



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^GISHJALMUR 

volume, but the Initiate should at least be aware that numbers 
are significant and should take the time to research the subject 
in the books suggested in the Reading List. 

Will : 

The final element in the practice of galdor is the Will of the 
magician, which binds these factors together, energising them 
and sending them on their way. What is Will? I am not 
talking about simply thinking hard about your goal in the 
vague hope that it will happen. Will is a combination of three 
elements: Vision (seeing the need and the opportunity for 
change); Passion (having a genuine Desire for the stated 
result that is ardent enough to fuel the magic); Precision 
(possessing the lore and knowledge of the runes necessary to 
communicate that Desire to the magical realms). 

Bearing these factors in mind will assist the Initiate to place 
the remaining exercises of this chapter in perspective and 
understand how the various practices fit together to form a 
single magical key. 



Runic Visualisation 

The first exercise is related to the shape of the runestaves. 
Taking one rune each day, in proper sequence, the Initiate 
should spend several minutes visualising the form of the rune 
in fiery red lines within his imagination. The image should be 
held steady and strong for as long as possible, without 
wavering or altering its shape or proportions. The imagined 
rune should ultimately be vivid enough that the Initiate sees it 
clearly superimposed over his ordinary vision of the real 
world should his eyes be open. 



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^EGISHJALMUR 

When all twenty four staves have been visualised in 
this manner, go back to fehu and start over again. Keep this 
practice up until your visualisations are perfect. 

The Initiate may then extend his practice to include 
the act of forcefully drawing the shapes of the runes in the air 
with his extended forefinger, feeling the rune stream flow 
through his body, along his arm and out into the world. The 
visualised rune should be clearly visible to the inner eye, 
traced upon the fabric of reality. 

The Initiate should keep up this practice until his 
visualisations superimpose themselves upon ordinary vision 
and are self-sustaining (i.e. once he has traced a shape in the 
air, his subconscious has become accustomed to maintaining 
the visualisation whilst his conscious mind busies itself with 
other things). 



Runic Meditation 

The basic meanings of the runes in terms of Draconian magic 
were introduced in the chapter three, but the Initiate should 
supplement this knowledge by reading as much on the runes 
and their meanings from reputable sources as he can, both 
academic and magical. The runic trilogy of Edred Thorsson 
(Futhark, Runelore and At the Well of Wyrd) should be 
studied at the very least. 

Armed with this knowledge, the Initiate needs to set 
aside some time each day meditating upon the runes. Start 
out with about ten minutes per day, building up to twenty. As 
with the visualisation exercises, take each rune per day in 
turn, in their proper sequence, then return to the beginning 
and start again when you have worked through the full twenty 
four. 



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/EGISHJALMUR 

You should begin these meditation sessions by sitting 
comfortably and bringing the rune's shape and sound to mind 
(you may wish to have a drawing or other representation of 
the rune before you to focus upon). Remind yourself of the 
things you know about the rune, its meanings and symbolism. 
Then let your thoughts circle around the concept of the rune, 
seeing where it may lead you, what connections it may make, 
what new realisations it may awaken. How does the rune 
speak to your own mind? By following these steps, you will 
discover the rune streams that run within your own being and 
you will bring the rune to life within you. 

You should be aware that you will need to complete 
many cycles through the runes, revisiting each one in 
meditation many times, before you will begin to fully reap the 
rewards of this practice. Also, be sure to write down all of 
your thoughts and insights after each meditation session, 
because if you do not, you will forget them and lose what you 
have gained. Your diary will become increasingly important 
to you the more you use it, the best book of magic you will 
ever own. 



Rune Singing 

Once you have established a couple of cycles of runic 
meditation, you can expand your daily exercises by adding the 
practice of rune singing, learning the sonic secrets of the 
runes and the techniques of invocation by sound and breath. 

As in the previous exercises, you should concentrate 
upon one rune per day, working through all twenty four in 
sequence, then returning to the beginning for a fresh cycle of 
practice. During each practice session you should sing the 
rune song for as long as you feel comfortable, but for a 



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^EGISHJALMUR 

minimum of nine repetitions for the initial two or three cycles 
of practice. 

How you choose to sing each rune is to some extent 
flexible according to your preference, although you must 
make sure in all cases that it is enunciated clearly. You may 
whisper; you may chant; you may 'vibrate' the sounds as 
taught by such Orders as the Golden Dawn; you may shout it 
to the hills. You may choose different sonic keys for different 
runes. My personal preference is to project the song literally 
as if singing. But you should always mentally project the 
sound, as if flowing from you and echoing out to the far 
reaches of the Universe. You should also focus upon the key 
meanings of the rune at the time of projection. 

The breath control techniques learned in the previous 
chapter are of vital importance in rune singing. You should 
draw the breath deeply in for a comfortable count (say 6, for 
example), feeling it entering your body and sinking deep 
down into you. Then pause and hold for just a second or two 
and exhale strongly to a double count, singing one line of the 
rune song as you do so (each line being a separate breath 
cycle). Hold again for just a couple of seconds, then proceed 
to the next line. 

Your core practice should involve you focusing 
completely upon the sound of the rune, but occasionally set 
aside an additional practice period and combine the rune song 
exercise with the appropriate posture or with a strong 
visualisation of the rune. In this way, the several parts of 
galdor will begin to draw together into a powerful unit. 

The songs for each rune are as follows. Note that 'g' 
is always pronounced hard, as in 'good', not as in 'general'; 'j' 
is pronounced as 'y' in 'you'; 'a' is pronounced as in 'park'; 'u' is 
pronounced as in 'peruse'; 'e' is pronounced as in 'whey'; 'i' as 
the double 'e' sound in 'street'; 'o' as in 'whole'. 



100 



/EGISHJALMUR 



fehu 



fehufehufehu 

ffffffff 
fufafifefo 

ofefifafuf 

ffffffff 



uruz 



uruz uruz uruz 
uuuuuuuu 
uuuurrrr 
uuuuuuuu 



thurisaz 



thurisaz thurisaz thurisaz 
th th th th th th th th 
thu tha thi the tho 
oth eth ith ath uth 
th th th th th th th th 



ansuz 



ansuz ansuz ansuz 
aaaaaaaa 
aaannssuuuzz 
aaaaaaaa 



raidho 



raidho raidho raidho 

rrrrrrrr 

ru ra ri re ro 

or er ir ar ur 

rrrrrrrr 



kenaz 



kenaz kenaz kenaz 
keeeeennaaazzz 
ku ka ki ke ko 
ok ek ik ak uk 
keeeeennaaazzz 



101 



^EGISHJALMUR 



gebo 



gebo gebo gebo 
geeeeboooo 
gu ga gi ge go 
og eg ig ag ug 
geeeeboooo 



wunjo 



wunjo wunjo wunjo 
wwwwwwww 
wu wa wi we wo 
ow ew iw aw uw 
wwwwwwww 



hagalaz 



hagalaz hagalaz hagalaz 

haaagaaall 

hu ha hi he ho 

oh eh ih ah uh 

haagaalaazz 



naudhiz 



naudhiz naudhiz naudhiz 

nnnnnnnn 

nu na ni ne no 

on en in an un 

nnnnnnnn 



isa 



isa isa isa 
i i i i i i i i 
iiiiiiiissssssss 
i i i i i i i i 



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/EGISHJALMUR 



jera 



eihwaz 



perthro 



elhaz 



jerajerajera 
jeeeerrraaaa 
jujajijejo 
oj ej ij aj uj 
jeeeerrraaaa 

eihwaz eihwaz eihwaz 
eeeeiiii 
eeeiiihhwaaazz 
eeeeiiii 

perthro perthro perthro 

peeerrthrrooo 

pu pa pi pe po 

op ep ip ap up 

peeerrthrrooo 

elhaz elhaz elhaz 

zzzzzzzz 
uz az iz ez oz 
oz ez iz az uz 

zzzzzzzz 



sowilo 



sowilo sowilo sowilo 
ssssssss 
su sa si se so 
os es is as us 

ssssssss 



103 



^EGISHJALMUR 



tiwaz 



tiwaz tiwaz tiwaz 
tiiiiwwaaazz 
tu ta ti te to 
ot et it at ut 
tiiiiwwaaazz 



berkano 



berkano berkano berkano 

beeerrkaaannooo 

bu ba bi be bo 

ob eb ib ab ub 

beeerrkaaannooo 



ehwaz 



ehwaz ehwaz ehwaz 
eeeeeeee 
eeeehhwaaazz 
eeeeeeee 



mannaz 



mannaz mannaz mannaz 
mmmmmmmm 
mu ma mi me mo 
om em im am um 
mmmmmmmm 



laguz 



laguz laguz laguz 
llllllll 
lu la li le lo 
ol el il al ul 
llllllll 



104 



/EGISHJALMUR 



ingwaz 



dagaz 



othila 



ingwaz ingwaz ingwaz 

iiiiinnnngggg 

ung ang ing eng ong 

ong eng ing ang ung 

iiiiinnnngggg 

dagaz dagaz dagaz 
daaaagaaaazz 
du da di de do 
od ed id ad ud 
daaaagaaaazz 

othila othila othila 
oooooooo 
ooooothiiilaaaa 
oooooooo 



If you are uncertain about the pronunciations, Runa-Raven 
Press supply an excellent CD as an accompaniment to Edred 
Thorsson's Rune Song book. The book / CD combination is 
worth its weight in gold to Initiates at this stage of the 
curriculum. 



Charging Your Rune Set 

It is now time to complete the charging and consecration of 
the set of runes you carved and coloured during the Work of 
chapter three. This process is accomplished through the 
combined use of all the skills you have developed in this 
current chapter so far. 

Each rune should be charged individually, in correct 
sequence. To begin with, rub your hands vigorously together, 



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^EGISHJALMUR 

then pick up the runestave and hold it in your cupped hands. 
This will allow your body heat to flow into it, vitalising it. 
Then raise it until it is just a short distance in front of and 
slightly below your face, so that your breath is full upon it, 
breathing life into it. You should then use your visualisation 
skills to project a fiery mental image of the rune upon the 
carved representation, strongly willing the projection to bond 
into the wood. Take a deep breath and literally sing the song 
of the rune into the stave. Repeat the rune song several times, 
ideally nine times. 

The rune is then charged and ready for use, bound to 
your own consciousness by the measures you have employed 
to enliven it. Place it safely away and move on to the next 
stave until all have been done. 

This is the rune set which you will use for divinatory 
purposes, which we will be looking at in the next chapter. 
They can also be used for meditation, or manipulated upon 
your altar to produce magical effects. 



Magical Uses of Runestaves 

There are three specific ways in which you may use the skills 
you have learned so far in order to practice magic for 
objective results. Indeed, at this stage in the curriculum it is 
imperative that you should do so and should not be satisfied 
until you can be confident in your abilities to produce some 
actual, observable change in the world due to your magic. 

The first stage in all three cases is to select which 
runes to employ in your spell. This should not be difficult 
since you have spent a good period meditating upon the runes 
and their meanings by this point in time. So, for example, if 
you were to cast a spell for money, fehu would certainly be 



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/EGISHJALMUR 

one of the runes to be employed. For friendship, you would 
want to use wunjo and ehwaz at the very least. To strike at an 
enemy, thurisaz would be essential. 

Having chosen your runes, they would then be 
charged and sent by one of the following three methods or a 
combination thereof: 

1 . You could adopt the stadhagaldr postures of each rune in 
turn, feeling the rune streams being reshaped by your Will 
and the shape of your body, flowing through you and out 
into the world. 

2. You could sing the rune songs whilst tracing the rune 
shapes in the air, strongly visualising them before you, the 
song of change vibrating out to the far reaches of the 
Universe. 

3. You could carve and colour the runes on a sliver of wood 
or a strip of leather, singing them into the carved 
substance. This powerfully charged talisman would then 
continue to radiate your Will over the long term. 

A sample runic ritual follows in order to illustrate these basic 
principles. 

As a final footnote when considering the use of runes 
for an operative Working of sorcery, take time to specify what 
you really want. For example, simple money spells are rarely 
worth doing. It's not that they don't work, they certainly do, 
but money isn't what you actually want, is it? If you can't 
afford to put food on the table, you actually want the power 
and opportunity to provide for your family and their comfort. 
Money is certainly a step toward that, but it isn't your actual 
goal. Ensorcel for what you truly Desire, not the stepping 
stones toward it. This allows greater freedom of 
manifestation to the spell and enriches your soul by taking 



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^EGISHJALMUR 

heed of what you truly want. The practical result may 
ultimately be the same, but the difference in intent is highly 
important. 



A Simple Runic Ritual 

This sample ritual will illustrate the basic steps involved in 
any act of runic sorcery. It should be noted that this simple 
skeleton can and should be expanded upon as the Initiate 
gains greater familiarity with the mechanisms of magical 
practice in general from the titles in the Reading List. 

Let's assume a magician is due to give a speech at 
some important function: a wedding or formal dinner. He is 
unaccustomed to public speaking and is understandably 
nervous about the prospect. So he decides to use his runecraft 
to bring his nerves under control and ensure that he doesn't 
become tongue-tied, but delivers an eloquent and well- 
received speech. 

He first selects his runes. Ansuz is a must, since it 
governs speech and poetic utterance, but also produces 
inspiration, so that his words will not dry up. He selects 
wunjo to establish a cameraderie with his audience, hoping to 
keep them entertained. Is a will keep him focused and to the 
point. Elhaz assists ansuz in establishing an inspirational 
link, but also defends against manifestations of his 
nervousness. Finally, sowilo ensures the success of his 
speech, which will illuminate and energise the listeners. 

He next devises a brief statement to be made when he 
invokes each rune, steering them in the direction of his Will: 

"Ansuz, I invoke the speechcraft of the Old One, that 
my mouth may be filled and overflowing with His wisdom. 



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/EGISHJALMUR 

"Wunjo, be a source of mirth and good fellowship. 

"Isa, my words are uttered with precision and focus, 
clear and true. 

"Elhaz, my purpose is strong, no weakness or 
nervousness assails me. 

<( Sowilo, clear understanding and a bright response 
shall be my reward from my peers. " 

If he chooses to employ stadhagaldr, our Initiate will 
now take time to still his mind and body and will then adopt 
each runic posture in turn, singing its rune song and reciting 
the statement he has composed for it. He may alternatively 
trace the runestaves in the air whilst singing and reciting, or 
he may chant his runes whilst carving them upon a sliver of 
wood or leather, colouring them with his blood. 



Bind Runes 

Whilst the ritual given above is perfectly adequate (especially 
when fleshed out with a full ritualistic structure as, for 
example, described in Edred Thorsson's Futhark or Anton 
LaVey's Satanic Bible), the Initiate may enhance it by 
developing bind runes instead of simply visualising or cutting 
each runestave separately. 

A bind rune is a symbol which combines the shapes 
of all of the individual staves into a single figure, which can 
be adjusted until it pleases the Initiate's aesthetic sense. This 
has the double advantage of: (1) producing a unique figure 
which will be used solely for the present Working; (2) 
providing a single, composite figure for the eye to rest upon 
when concentrating and sending forth the rune streams. It is 
so named because the force of the runes employed is bound 



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^EGISHJALMUR 

together in a common shape and purpose by the Will of the 
rimer. 

As an example, the following figure might be derived 
from the situation offered above, utilising the five runes 
ansuz, wunjo, isa, elhaz and sowilo. It will be noticed that the 
shape of every stave can be traced within the finished figure. 
When singing the runes to charge the bind rune, each must 
still be sung separately. Also, the lines of each must be traced 
in its turn when carved, ensuring that each element of the 
whole is properly bound in its place. 




The Helm of Awe 

The Helm of Awe - the iEgishjalmur after which this book is 
named - is the name given to the mesmerising power of the 
serpent. The Helm was possessed by the Dragon Fafnir and 
by it he could immobilise his foes, paralysing them with his 
gaze, freezing their hearts with terror. This power of hypnotic 
dread passed to Sigurd when he defeated Fafnir and obtained 
the wealth and power of the Dragon. It is sometimes referred 
to as if it was an actual helm, but is most often figured as a 
bind rune of a specific sort. The helm has four or eight 
branches radiating equidistantly from a common centre, each 



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/EGISHJALMUR 

branch terminating in a rune. In its simplest form, as an 
expression of aggressive defence, a protective talisman, it is 
formed of four elhaz runes, as follows: 



From this simple beginning, the Helm can be 
elaborated in many different ways. Markings are ocasionally 
placed at the midpoint of the branches and sometimes when 
eight arms are used, one set of four will be shorter than the 
others. The rules concerning this are not briefly explained, 
but the markings and terminations at the midway point are 
generally presumed to have their effect primarily upon the 
subjective universe of the Initiate, whereas those that 
terminate at the outermost points are intended for objective 
effects. Far more extensive guidelines for the construction of 
Helms can be found in Edred Thorsson's book Northern 
Magic. Many examples also follow in the next section of this 
present chapter. 

The version of the Helm of Awe which adorns the 
cover and title page of this book (and is reproduced overleaf) 
was designed by me at the commencement of my Fafnir f s 
Galdrabok Working. This particular Helm is intended to be 
charged and then placed before the Initiate when he carries 
out further magical Workings. Its function is to catalyse and 
enhance the operative sorcerous skills of the runer, boosting 
the results of his enterprises. 



Ill 



^EGISHJALMUR 




A Helm for Operative Sorcery 

The iEgishjalmur is of particular interest to Draconian rimers, 
since it is the chief expression of the power of the Dragon 
Fafnir. As Sigurd slays Fafnir, he becomes something more 
than human, his consciousness awakens the Beast within 
himself, the coiling Serpent in his own Self, and releases its 
potent wisdom and power within him. By utilising the 
structure of the Helm as a basis for his bind runes, the 
Draconian Initiate taps into this mythic resonance and claims 
the Dragon's essence as his own, intensifying his magic 
immeasurably. 

Given that the ^Egishjalmur was borne upon the 
forehead, radiating its pall of terror from the visage of the 
wearer, this is reflected in the specific manner in which a 
Helmic bind rune is charged and sent. 

After designing the Helm, the Initiate should visualise 
it intensely or stare fixedly at a drawn or carved 
representation of it. Each rune in turn should be sung into its 
form. This may be supplemented by stadhagaldr if desired. 
The purpose of the Helm should be strongly concentrated 
upon throughout. 



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/EGISHJALMUR 

The Initiate then draws in a very deep breath, 
imagining that he is breathing the visualised Helm into 
himself. The visualisation should be felt to sink right down 
through his body to the soles of he feet, blazing brightly in the 
imagination. It should be held there for several seconds, 
gathering power all the while. The Initiate then breathes 
forcefully out and the Helm rises along with the breath, 
passing up through the body until it reaches the brow, where 
it bursts into incandescent manifestation in the third eye 
region, between the eyes. The Initiate visualises it burning 
strongly here, radiating out from his brow into the world 
around, compelling it to change in response to his command. 
Whilst holding the Helm upon his brow, a short declaration of 
his purpose is chanted, in order to shape and fix the charge. 
The Helm is then 'let go', sending it forth like an arrow from 
the bow. 

Initiates familiar with Kundalini will note that the 
Helm follows the serpent path as it ascends the body to the 
brow. 



Fafnir's Galdrabok 

The Galdrabok (the book of galdor, or book of magic) is an 
old Icelandic grimoire of sorcery, which has been edited and 
published, along with others of its kind, by Dr Flowers in a 
book of that title (see Reading List at the end of this volume). 
It follows the basic pattern of many of the medieval sorcerous 
texts, presenting a list of spells, most of which have some 
sigil or other magical sign incorporated into their usage. The 
major distinction in these books of Icelandic sorcery is that 
alongside the names of various devils and demons which are 
familiar from other European grimoires of the time, there are 



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^EGISHJALMUR 

also many spells which call upon the names of the Jisir, who 
had been demonised following the advent of Christianity. 
Also, many of the sigils feature runic influences and some 
have a similarity with the structure of the iEgishjalmur. 

The magic contained within the pages of the 
Galdrabok and its kindred has been described by Order 
Initiate Paul Fosterjohn as 'survival magic'. There are no 
high-faluting airs and graces here, these were spells geared to 
the essentials, to assist the sorcerer in simply surviving in an 
often hostile environment. Survival was very much key, since 
to be found in possession of one of these books of spells was 
certain death at the hands of the authorities. 

A few years ago, the Order of Apep instituted the 
Helm Project, a special research team to specifically study the 
sorceries of the North, and the Galdrabok and the 
^Egishjalmur in particular, since these were so closely tied to 
Northern Dragon lore. As the project proceeded, it occurred 
to me that it would be instructive to create a new, modern 
Galdrabok in order to explore and express the Mysteries of 
the Helm of Awe. 

The structure that such a project should take was 
obvious to me. Rather than simply compiling a random 
selection of spells, I would create eighteen seals and 
incantations as expressions of the eighteen mighty spells 
whose knowledge is recited in the Havamal 146-163 (these 
can be read in the Poetic Edda. Thus, the following grimoire 
was devised. 

"I know those spells which a ruler's wife doesn't know, 

nor any man 's son " 
- Havamal) 146 

I offer a few explanatory notes on each spell. The 



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/EGISHJALMUR 

chants were written as they suggested themselves to me 
during the heat of the creative Workings. As such, they are 
bound to me and I am not interested in any perceived lack of 
poetic quality. The point was to devise words which would 
reawaken the necessary emotional charge within me 
whenever required. 

This grimoire is offered as an example of reviving 
and personalising a traditional method of sorcery. While I 
don't have a problem if anyone wants to use it as it stands, 
that's not what it's for. Such spells are strongest when forged 
from your own heightened consciousness, inflamed by the 
inspiration of the moment and informed by your prior 
learning. Initiates may wish to play with these to develop a 
familiarity with the process of working with the Helm of 
Awe, but your success will increase as you start to develop 
your own expressions of the sorcery of Fafnir. 

The First Spell: Help 

"Help one is called, 
and that will help you 
against accusations and sorrows 
and every sort of anxiety. " 




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^EGISHJALMUR 

"Thurisaz be a hammer against twisted words; 

Elhaz be a sword against sorrow; 

My soul is fortified and I am at peace. " 

Comment : The arms of the helm are diagonal, since its 
emphasis is upon help for the user's anxieties rather than an 
objective result. Thurisaz is an active force within the 
objective world, demolishing and discrediting any 
badmouthing of the user as it occurs. The horizontal crossbar 
on each arm prevents the fallout from such clashes from 
affecting the user's subjective state. Elhaz establishes an 
active defence and guard within the psyche. The helm 
provides a sense of reassurance and security, but also has an 
active component which responds to threat. 

The Second Spell: Healing 

"I know a second one which the sons of men need, 
those who want to live as physicians. " 



M 



"When need is strong, I send forth vitality, 
to correct the crooked and shape the shifting. " 

Comment : This spell's bind rune is not a helm, it simply 
didn't come to me like that. It contains uruz for vital energy; 
naudhiz in recognition of the patient's need; mannaz as the 
template for the whole, healthy human being whose 
restoration is invoked; ehwaz to cement the exchange between 
healer and patient; kenaz to assist in an informed and 



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^GISHJALMUR 

knowledgeable diagnosis; and perthro for a good dose of 
luck. 

The Third Spell: Fettering Foes 

"I know a third one which is very useful to me. 

which fetters my enemy; 

the edges of my foes I can blunt, 

neither weapon nor club will bite for them. " 



V 






"Spears shiver upon my shield, 

Swords slide off my mail, 

Darts fail to find their mark; 

My luck is strong, my foes are nought " 

Comment : This helm utilises the active, aggressive protective 
force of elhaz and the triple bars on each arm shield the 
magician from foes. As an active rather than passive defence, 
this helm not only nullifies an aggressor's attacks (whether 
physical, verbal or otherwise), but turns them around and 
strikes the foe back with equal force. This involves a measure 
of chance, so a final shield of four interlocked perthro runes 
surrounds the helm's core. 



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^EGISHJALMUR 

The Fourth Spell: Breaking Bonds 

"I know a fourth one if men put 

chains upon my limbs; 

I can chant so that I can walk away, 

fetters spring from my feet 

and bonds from my hands. " 




"Thrice spoken: 
chains are broken " (X3) 

Comment : A simple enough helm. Thurisaz represents the 
force (whether physical, moral or otherwise) necessary to 
break bonds or shatter accusations. Ansuz supplies the 
oratory skill to talk one's way out of trouble. The helm itself 
supplies the sense of awe to cow those who would detain you. 

The Fifth Spell: Dodging Arrows 

"I know a fifth if I see, shot in malice, 
a dart flying amid the army: 
it cannot fly so fast that I cannot stop it 
if I see it with my eyes. " 



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/EGISHJALMUR 



"I see them as they run 

glinting in the sun. 

Darts of evil mark 

fall into the dark. " 

Comment : A simple helm for a simple protective spell. Note 
the specific and targeted nature of this spell: it is to be used 
against a known attack. It is specifically designed to 
precisely and accurately nullify specific enemy shots 
(whether literal or metaphorical). It is the best tool to use in 
such specific circumstances, but is useless as a general 
protection, for that is not its intent. The elhaz runes are 
actively defensive and the four sowilos afford clear sight and 
perception. 

The Sixth Spell: Magical Conflict 

"I know a sixth one if a man wounds me 
with the roots of the sap-filled wood: 
and that man who conjured to harm me, 
the evil consumes him, not me. " 



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^EGISHJALMUR 






"Runes of wrath are returned 

upon the wrongful rister: 

My heart is whole and hale, 

no harm may harbour there. " 

Comment : Another protective helm utilising elhaz, the 
purpose of this one is to return harm to an enemy magician. 
The implication is that the user has already suffered a wound 
from a magical attack. Elhaz and the three barriers prevent 
further harm, whilst thurisaz hurls the attack back with 
interest. 

The Seventh Spell: Putting Out Fires 

"I know a seventh one if I see towering flames 
in the hall about my companions: 
it can't burn so widely that I can't counteract it, 
I know the spells to chant. " 



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/EGISHJALMUR 





"Cold is my clear call. 

To calm the wildfire. 

Chill is my freezing chant. 

To chain and control the flames. " 

Comment : The vertical and horizontal arms of this helm are 
barred to prevent the spread of fire, denying it fuel. The 
diagonal arms cross the vertical to form hagalaz, cooling with 
the power of ice and re-establishing order. Each diagonal arm 
bears a kenaz rune to assert control over fire. This rune is 
also invoked by alliteration in the chanted spell. 

The Eighth Spell: Settling Disputes 

"I know an eighth one, which is most useful 
for everyone to know; 

where hatred flares up between the sons of warriors, 
then I can quickly bring settlement. " 




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^EGISHJALMUR 

"When the whirling wheels of wilfulness 

rain hammer blows of hate, 

I heal the hurts, restore good hearth, 

wielding words of weal " 

Comment : A simple helm, utilising wunjo for social harmony 
and hagalaz for the restoration of order after disorder. Wunjo 
ensures that disputes are settled in a manner appropriate to the 
group, but hagalaz never denies the tensions that existed. 
Both runes are also invoked alliteratively in the chant. 
Problems and disputes can only be solved by addressing them 
and working through them, never by brushing them under the 
carpet. 

The Ninth Spell: Calming Weather 

"I know a ninth one if I am in need, 
if I must protect my ship at sea; 
the wind I can lull upon the wave 
and quieten all the sea to sleep. " 



y\ 



n/ 



"A ship is a sturdy steed 
when steered upon still waters 



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/EGISHJALMUR 

over the open sea, 
easy is its passage. " 

Comment : This helm incorporates laguz for the water, othila 
for a safe enclosure and shelter and sowilo for good steerage 
and clarity. The latter two runes are also strongly alliterated 
in the chant. 

The Tenth Spell: Foiling Witches 

"I know a tenth one if I see witches 

playing up in the air; 

I can bring it about that they can't make their way 

back 
to their own shapes, 
to their own spirits. " 



/N 




"Fallen is the eye of malice, 

bruised and broken on barren rocks, 

lost in a lonely place, 

bereft of sense and self " 



123 



^EGISHJALMUR 

Comment : 'Witches' in pre-Christian European lore may be 
of two types: human seers and sorceresses, or wholly 
supernatural entities assuming a human form. In either case, 
the spell seeks to confuse and bewilder those who would spy 
upon you in a disembodied fashion. This might be construed 
to include such modern versions of remote viewing as CCTV, 
invoking technical faults at desired moments. The helm is a 
simple affair: tiwaz for an upright victory; ingwaz to isolate 
the runer from the witchery, and crossbars to shut out the 
intrusive outside observer. The active bewildering charge of 
the rune is channeled through the arrow head of tiwaz. The 
alliterated runes: berkano, laguz and sowilo are more inward 
turning, isolating and nurturing the runer and assuring his 
own clarity of insight while the helm works its tangled spell 
on his adversary. 

The Eleventh Spell: Safety of Friends in Battle 



"I know an eleventh if I have to lead 

loyal friends into battle; 

under the shields I chant, and they journey inviolate, 

safely to the battle, 

safely from the battle, 

safely they come everywhere. " 



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/EGISHJALMUR 

"From far afield friends shall meet 

to face their foes together. 

Without exception each returns 

in honour to his home. " 

Comment : The elhaz rune signifies both protection and a 
sword; ehwaz stresses the fellowship between soldiers. The 
chant alliterates fehu and hagalaz, invoking energy, reward 
and the restoration of order in a potentially ruinous situation. 

The Twelfth Spell: Necromancy 

"I know a twelfth one if I see, up in a tree, 

a dangling corpse in a noose: 

I can so carve and colour the runes 

that the man walks 

and talks with me. " 




"Out of the depths I call you, 

out of dark dreams, 

to awaken and answer 

the questions I ask. 
Dead lips are loosened, 
the living shall listen. " 



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^EGISHJALMUR 

Comment : The runes incorporated are laguz, dagaz and 
ansuz, all of which are alliterated in the chant. Laguz 
represents the dark lake in which the deceased consciousness 
drifts, and its revivification. Dagaz heralds the return from 
the darkness to the daylight. Ansuz invokes consciousness 
directly, also Odin as the God of the slain. This echoes the 
fact that the corpse in the Havamal verse is a hanged one. 

The Thirteenth Spell: Coming of Age 

"I know a thirteenth if I shall pour water 
over a young warrior: 
he will not fall though he goes into battle, 
before swords he will not sink. " 




"It is time to arise, 

to shake off childhood 9 s shackles, 

to face the wide world as a (wo)man, 

to stake your claim on life. " 

Comment : I have extended the meaning of this spell from 
simply 'first battle' (though it still covers that) to any major 
event marking the entry of a young person into adulthood. 



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/EGISHJALMUR 

These days it will most likely serve as a charm for 'first job' 
rather than 'first battle', but the principle remains the same. 
This rite of passage is marked by laguz, reinforced by tiwaz 
and sowilo for success and strong guidance. 

The Fourteenth Spell: Otherworldly Wisdom 

"I know a fourteenth if I have to reckon up 

the gods before men: 

ALsir and elves, I know the difference between them, 

few who are not wise know that. " 




"I know who rules in the heavens; 

I know how the world is woven; 

the knots of knowledge are mine to unravel 

and mine to bind anew. " 

Comment : A spell to enhance the runer's Understanding of 
cosmological and psychological structure, meaning and 
purpose. The helm is built around two eihwaz runes, the great 
yew which spans all worlds. Multiple hagalaz runes (in both 
its forms) are structured around the centre, revealing the 



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^EGISHJALMUR 

ordering of the cosmic patterns. Understanding is provided 
by Need, as alluded by the alliteration of naudhiz in the chant. 

The Fifteenth Spell: Wise Advice 

"I know a fifteenth, which the dwarf Thiodrerir 
chanted before Delling's doors: 

powerfully he sang for the AEsir and before the elves, 
wisdom to Sage. " 





"The wisdom of my words 

shall win all hearts. 
My speech is my strength 
and is with gladness met " 

Comment : Where the previous helm sought wisdom and 
insight for the Initiate, this one serves to make his wisdom 
heard and heeded among his fellows. Wunjo and ansuz 
invoke wise eloquence and fellowship. Wunjo is echoed in 
the chant, along with sowilo, ensuring that the advice given is 
true. 



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/EGISHJALMUR 

The Sixteenth Spell: Seduction 

"I know a sixteenth if I want to have all 

a clever woman 's heart and love play: 

I can turn the thoughts of the white-armed woman 

and change her mind entirely. " 




"A woman f s will accords with my wish; 

a woman f s heart pants for my hunger; 

a woman f s desire mounts at my demand; 

a woman f s legs part for my lusts. " 

Comment : The use of such spells is attested in the Eddas by 
such instances as Odin's winning of the poetic mead through 
his skills in sorcery and seduction. The helm invokes ehwaz 
for the union of two people and wunjo for joy and pleasure. 
A more specifically sexual charge is added by the balancing 
of thurisaz and berkano, along with elhaz in both upright and 
reverse forms, referencing the female and male genitals 
respectively. Naturally, since this spell was devised by me, it 
seeks to influence women. Female readers can be advised 



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^EGISHJALMUR 

that males are much easier to seduce. The above model can 
assist you in devising a suitable charm. 

The Seventeenth Spell: Sex Appeal and Charisma 

"I know a seventeenth, so that scarcely any 
young girl will want to shun me. " 




"I am a virile force, 

a man of might and majesty, 

charm and cheer are mine to wield, 

maidens swoon at my approach. " 

Comment : Whereas the previous spell worked for an actual 
seduction and consummation of lust, this one is an invocation 
of the charismatic qualities which constitute sex appeal. It 
may thus be turned towards various forms of persuasion and 
used to sway situations where popularity and charisma are 
important. The vital and masculine characteristics are 
enshrined in the uruz and thurisaz runes, but these are 
anchored in the inspired eloquence and divine persona of 
ansuz. 



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/EGISHJALMUR 



The Eighteenth Spell: Secrecy 

"I know an eighteenth, which I shall never teach 

to any girl or any man 's wife — 

it's always better when just one person knows, 

that follows at the end of the spells — 

except that one woman whom my arms embrace, 

or who may be my sister. " 



9 



Comment : Not telling. 



Dream Recall 

At this stage in the Work, the Initiate should begin keeping a 
record of his dreams. Every night upon retiring, lie back and 
close your eyes. Address your innermost self, telling yourself 
that you wish to remember your dreams upon waking. As 
soon as you wake up the following morning, look within and 
try to recall what you dreamed about and write it down in a 
journal you have placed at your bedside for the purpose. Do 
this immediately. Do not wait until you've got up and had a 
coffee; do not roll over and have 'just another five minutes' 
first. The memory of most dreams will evaporate from your 
conscious recall in seconds. Conversely, if you use those few 
precious seconds after waking to seize upon a single element 
of a dream, you will often find that this suffices to pull the 
entire experience back into memory. Your brain is 
conditioned to remember only the things that happen around 



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^EGISHJALMUR 

you when awake and present only these to your conscious 
awareness. You will need to retrain it to deliver you your 
dreams also. 

Your success will be patchy at first. If you can't 
remember anything on a particular morning, record that fact 
in writing too. This will gradually educate your subconscious 
that you wish to be kept informed of your dreams. You will 
be astonished at how well it will learn to deliver the goods 
until a time will come when you can regularly recall four or 
five dreams in a single night. 

This dream record will be an important reference in 
the Work of the next chapter, so keep it up to date. 



Harnessing Emotional Energy 

As well as learning to discipline and control the functions of 
the mind during the Work of this chapter, we should not 
neglect the emotions. 

The Initiate should take note of his emotions and 
when they occur and how they arise. You should seek out 
and identify your own 'hot buttons', those cues that will 
always provoke an emotional reaction in you. Thus, you may 
become master of your own choices and responses, not the 
slave to a programmed reflex. 

In doing this, be careful to remember that you are 
seeking to learn about and understand your emotions, not 
repress them. They are powerful and essential magical drives 
whose full utility will be explored in chapter seven. 

But at this stage you can already learn how to start 
harnessing the magical power in your emotions. During the 
course of a day we experience many emotions which are not 
ordinarily directly useful. So any time you are feeling 



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/EGISHJALMUR 

frustrated or angry or winsome or sad, or any other feeling 
that has no direct current use to you, channel it into a bind 
rune that you have prepared for charging. Put it to useful 
purpose. Say to yourself, "I sacrifice this emotion of <anger, 
or whatever> and devote its energies and obsessions to the 
greater purpose of <whatever the bind rune was constructed 
for>." Then concentrate upon flooding your passions into the 
prepared figure until they begin to fade. In this way, the 
emotion is detached from its trigger event and reconsecrated 
to your magical purpose. 



Remembering 

The Initiate should also use this phase of his Work to begin 
training his memory. The names, order and values of the 
runestaves ahould all be committed to memory. Then learn 
the rune poems or sections of the Eddas by heart. This is 
another thing which improves dramatically with practice: 
once you train your subconscious to realise that you desire 
this level of recall, it will begin to make the process easier for 
you. But regular practice and striving is the only way to make 
this happen. 

Other, related practices of great use are learning other 
languages. Any Germanic language, ancient or modern, is of 
value to the runic magician. This discipline will not only be 
of practical use, it will also develop the mental qualities 
necessary to this phase of the Work. 



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^EGISHJALMUR 



134 



/EGISHJALMUR 



CHAPTER FIVE 



UNLOCKING THE WORLDS 



In the previous two chapters, the Work was focused upon 
enhancing our senses and our understanding of our place and 
position in the world, then training our mental faculties to 
carry out our Will in the world. In this present chapter, now 
that we are properly grounded and alert, we will begin 
pushing the boundaries of consciousness into those areas 
which lie beyond Midgard. We will explore the means of 
reaching out with the mind to explore the other worlds of the 
Northern cosmology and the means of divining information 
through direct apprehension, both by casting the runestaves 
and by visionary experiences. This chapter encompasses 
many of the processes normally classified under clairvoyance 
and psychic phenomena. Anyone who has diligently 
accomplished the preceding Work will have little difficulty in 
attaining some degree of success with these more esoteric 
disciplines. 



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^EGISHJALMUR 

Basic Principles of Seith 

Odin was taught the techniques of seith by Freyja. This 
method of magic was traditionally used by seeresses and 
sorceresses and was deemed to be an untrustworthy practice 
of women, unworthy of men. Well, if it was good enough for 
Odin, it's bloody well good enough for me! 

Those who wish to know more about the origins of 
seith and the way in which it was practised are referred to A 
Source-Book of Seid, Edited and Translated by James 
Chisholm and Stephen E. Flowers, published by Runa-Raven 
Press. In this book are collected all of the ancient references 
to the practice and its practitioners. 

The precise techniques of seith remain somewhat 
vague, however. These days it is fashionable to describe it as 
a more 'shamanistic' kind of magic than the well-structured 
system of galdor, but this description is only of value if you 
have studied shamanism properly and even then it is only a 
comparison, not an identification. We may do best to simply 
define seith in our own terms here. 

If galdor is a technique of ordering and manipulating 
symbols (such as the runes) is order to create effects or to 
read the patterns of manifestation (in divination), then seith is 
a technique of entering a trance state and allowing the 
subconscious to communicate images and impressions 
directly. 

The trance state may be entered through a wide 
variety of techniques and we will be examining a few of these 
and trying them out for size in the following section. But it 
should be apparent to your thought processes, duly sharpened 
by the Work of the previous chapter, that such subconscious 
impressions carry a far greater risk of being influenced by 
subjective fancies and falsehoods. This is why we have put in 



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/EGISHJALMUR 

all the hard work of building up that inner mental structure 
and runic knowledge first, so that its ingrained pattern may 
act as a safeguard and keep your visions upon correct paths. 
To be a good and reliable seithman, you must be a practised 
galdorman. 

The techniques and practices offered in this chapter 
will assist the Initiate in developing the clairvoyant and 
visionary skills necessary to effective use of seith magic. 



Magical Trance 

The major stumbling block that most beginners face when 
dealing with trance states is actually realising when they have 
entered such a state. People seem to get all sorts of fanciful 
notions into their heads. It is assumed that one must enter a 
somnambulistic state, or see the mists parting in a crystal ball, 
or sit around listening to twangy foreign music beforehand. 

Entering trance is actually the easiest thing in the 
world. We all do it all the time. Every time your mind drifts 
and you daydream, you have entered a trance. Every time you 
find yourself wondering what's for supper when you should 
be concentrating on driving home, you have entered a trance. 
Every time you are caught up in a book or a movie, or close 
your eyes and listen to a piece of music, you have entered a 
trance. Entering a trance happens every time you allow the 
conscious mind to relax its grip and allow the subconscious to 
lead the way, taking you away in a new direction and turning 
your mind from what is happening around you. 

There are two ways to enter a trance state and each 
produces a different kind of trance. The first way is to 
become fixated upon some object or event or thought and to 
focus upon it exclusively; the other way is for thought to 



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^EGISHJALMUR 

disperse seemingly randomly, following a myriad diverging 
patterns. Both are useful in their way, each in different 
circumstances. 

Most solo magical or divinatory seith operations will 
make use of the first type of induced trance, where a specific 
symbol or question or motivation is focused upon when 
shifting your phase of consciousness. In this way, the altered 
mental processes will direct themselves towards a specific, 
desired result. The other kind of 'open' trance is not very 
conducive to solo working as it is undirected. It works best 
within a group Working, or with two Initiates, one the 
recipient and one the sender. In such a case, the recipient 
enters a trance state, becoming a blank canvas, and is then 
directed by the other(s). 

There are many techniques for entering a trance state. 
Some of these are discussed in chapter five of Apophis and 
include the chanting of mantras, fixed concentration upon a 
symbol (as mentioned above) or exhaustion induced by sexual 
or other means (provided it leads to physical relaxation 
coupled with mental focus, not merely sleep). Alcohol in 
precisely measured quantities may also help (as explained in 
chapter three, alcohol was viewed as a source of inspiration in 
Germanic mysticism). 

It will be noted that the practice of the posture and 
thought control exercises in the previous chapters will already 
have served to introduce the Initiate to a state of magical 
trance, so you are merely seeking to formalise and deepen 
what you already know. Do not be disheartened if your early 
trances are very light, they will become easier and deeper of 
their own accord with practice. 

The Initiate should familiarise himself with the 
process of entering and leaving a light trance state before 
proceeding with the other exercises following in this chapter. 



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/EGISHJALMUR 

Becoming a Seer 

The main thrust of this chapter's Work will be to train the 
Initiate to use the techniques of seith to become a seer. We 
are seeking to train the mind to perceive the patterns 
operating in the world - and not just this world, but flowing 
through all the worlds of Yggdrasil - so that they can be 
reliably read and interpreted and ultimately changed by an act 
of Will. 

As the chapter advances, we will begin by practising 
galdor-based methods of rune divination, involving the 
rational mind in the process and accustomising the psyche to 
the interpretation of information that derives from a supra- 
sensual source. This accomplished, we will begin to extend 
the consciousness into an awareness - and direct experience - 
of the worlds beyond this one. We should then be ready to 
begin operating as a seer by pure trance techniques, without 
need for the casting of physical runestaves or other props. 
We will close the chapter by looking at the implications of 
this expansion of consciousness for the Work that lies still 
ahead. 



The Rune Streams: Inner and Outer 

As the Work of this chapter proceeds, you will become 
increasingly aware that the runes exist both within and 
without. There are runes that move within your own inner 
world and are projected forth in the staves you carve, sing and 
manipulate with your own hands and voice. There are also 
runes that move in the world outside of your own sphere of 
influence, shaping the events of the outside world. There is 
no difference in principle between the raidho that reflects 



139 



^EGISHJALMUR 

your still half-formed plans for this year's holiday, the raidho 
that drives you to work in the morning, and the raidho that 
takes a space shuttle into orbit. All are manifestations of the 
same rune. All are connected. 

Once you truly awaken to this fact, you will become 
aware of just how interconnected the whole of reality is. The 
term 'web of wyrd' will never have seemed so appropriate. 
This continuity of the runic streams, this underlying pattern 
behind each manifestation of Mystery, is the reason magic 
works. 

You will become aware that there exists one place 
and one place only where the runes within and the runes 
without can meet. There is only one gate through which they 
can possibly pass, a single locus which must - to you - be the 
axis upon which the whole cosmos turns. This gate is your 
own centre of consciousness. 

Once this is realised, you will be able to open that 
gate and take the patterns of the runes without into your own 
consciousness, to tell their tale there and inform you of what 
is happening in the world and why. They may whisper 
directly in your ear (seith) or reflect themselves in your own 
staves as they fall from your fingers upon the casting cloth 
(galdor). But speak they will. Then you may send your own 
runes through that same gate, riding and guiding the patterns 
in the world outside, steering them to suit your desires. 

That 'magical link' so often pondered by magicians - 
that which connects the inner and outer worlds and allows 
each to influence the other - can only be your own 
consciousness, for this is the only thing in your Universe 
which touches both realities and through which each can pass. 



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/EGISHJALMUR 

Rune-Casting 

To begin with we will use the techniques of galdor rather 
than seith to investigate the process of divination. Since we 
have already learned the intricacies of galdor, it will make it 
easier for us to learn the prophetic ropes by using the means 
most familiar to us. Once you have become used to the ways 
in which the rune streams inform your consciousness, you 
will be better able to recognise those promptings in a less 
structured seith instance. The good magician will learn both 
skills to the best of his ability. 

There are two main ways to carry out divination by 
runes, by placing a selected number of runes in predetermined 
patterns of meaning, or by literally casting the runes and 
seeing which fall where. But in either case, it will first be 
necessary to establish a pattern whereby the reading may be 
interpreted. 

You will need to decide what factors you will need to 
consider in order to interpret the answer to your question. 
The simplest method is to randomly draw forth a single rune. 
This may well answer your question, but it will necessarily be 
very sketchy and lacking in detailed advice or background 
information. The next step up from this is to arrange the 
selected runes in three places, representing the past, the 
present situation and the likely future outcome based upon the 
prevailing conditions. This will still answer your question, 
but will also provide you with more food for thought. A 
much more thorough reading can be obtained with yet more 
complex methods of laying out the selected runes. For 
example, you might choose one rune for each of the worlds of 
Yggdrasil, interpreting the influence bearing upon the 
question from each world in turn; the ultimate manifestation 
of the answer would be placed in the position of Midgard, of 



141 



^EGISHJALMUR 

course, but its roots and possible means of changing the 
outcome could be traced elsewhere in the reading. 

When you have established these steads of meaning 
for your reading, you should mark them on a casting cloth. 
For example, a simple past / present / future model would 
involve dividing the cloth into three sections, whilst a 'nine 
worlds' model would involve drawing the outline of Yggdrasil 
on the cloth. The cloth may be white, black or red according 
to preference and the fields may be drawn, painted or 
embroidered thereon. 

When you are ready to commence your reading, take 
the runes in your hands and mix them thoroughly. You may 
wish to perform a small ritual to clear your mind and focus 
your attention upon the matter you are inquiring about. Ask 
the three Norns - the keepers and shapers of Wyrd (see 
further in chapter eight concerning this) - Urdhr, Verdhandi 
and Skuld - to reveal the patterns of manifestation to you 
with regard to your inquiry. Then the runes should be 
selected for placement in the steads of meaning. 

This can be done by either mixing the runestaves in 
your hands, then carefully selecting one (or more) at random 
to place in each stead. Or it can be done by mixing the staves, 
then holding them high, closing your eyes and letting them all 
fall, scattering them upon the casting cloth randomly. 

In either case, the runes are now interpreted according 
to the stead in which they are placed. If a rune falls in a stead 
which represents the past, it will be interpreted as a factor in 
the initial shaping and formation of the matter under inquiry, 
shedding light upon the reason matters now stand as they do, 
for instance. If using Yggdrasil as a model for a layout, a 
rune falling in Jotunheim would represent the immovable 
obstacles that must be circumvented when dealing with a 
situation; a rune falling in Svartalfheim would indicate the 



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practical skills necessary to achieve a satisfactory conclusion. 

If you draw runes to be placed in specific steads, the 
above process will be relatively simple and will consist of 
considering the import of the field in which the rune lies, then 
using your rune knowledge acquired in previous chapters to 
interpret the meaning of that rune in relation to the position it 
occupies relative to the question. This mental cross- 
referencing and balancing act will become easy with practice. 
You may then need to adjust your interpretation to take into 
account a given rune's relation to others around it and how 
they impact upon the question. Use your intuition and the 
rune lore you have absorbed to acomplish this; divination is 
more of an art than a science. 

The casting of runes upon the cloth is a more 
adcvanced technique, requiring experienced interpretive 
skills. It can provide a deeper, but much more complex 
meaning. For a start, some runes will fall outside of the 
established fields of meaning; they should be discarded from 
the reading. Also, some fields may be empty if no runes fall 
in those places. Those areas will thus have no impact upon 
the reading (although it may be interesting to consider if these 
missing influences could be introduced into a situation they 
are currently absent from: is a situation bad because it is 
lacking in fehu, for instance, or does the lack of any activity 
in Ljossalfheim signify why the questioner is indecisive?) In 
such readings, different fields will contain different numbers 
of runes and their concentrations need to be explained and 
their combined influences calculated. Bear in mind that some 
runes may cross from one field to the next, falling across the 
line. Some may fall and lie in parallel, reinforcing each other. 
Still others may fall across one another, blocking or diverting 
each others' influence. All of these patterns will need to be 
interpreted and read according to your runic knowledge and 



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your own inspired intuition. Let the runes speak to your deep 
mind, do not simply recite accepted meanings by rote. 

The information provided is sufficient for a good 
student to use the runes for divinatory purposes. Much more 
detail on this subject, with examples and additional layout 
methods and ritual guidelines can be found in Edred 
Thorsson's book At the Well of Wyrd, which is the last word 
on the subject. 



Reading the Runes in the World and in Others 

The seith method of divination is to enter a trance state and 
seek to intuit the currents and patterns of the rune streams 
flowing through the world by direct psychic apprehension, 
instead of establishing a resonance with physical runestaves 
to read them in. The Initiate seeks to focus his mind on the 
question to the degree that it triggers a mental state that 
allows him to see the Wyrd spread out before him, enabling 
him to prophesy, speaking what he sees. 

It is possible to practice this trance state by 
deliberately taking time to consider what runes are present in 
a given situation in everyday life. In this way, you will train 
your mind to look for the roots of things as a matter of course. 
Every half hour or so, remind yourself to have a look at 
everything that is occurring about you and analyse it 
runically. For instance, if a monetary transaction is taking 
place, fehu will be involved; if cars are driving by, think 
raidho. Initially, your insights will be of this simplistic 
nature, but as your runic knowledge grows and your analysis 
of people and circumstances starts to deepen, you will begin 
to jump to some startling insights as your subconscious senses 
and responds to your desire to look deeper into the causes of 



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things. You will find yourself perceiving exactly how a 
situation will unfold before it actually happens. This skill can 
then be transferred from your practice into a more formal 
divination session when you really wish to know something 
important to you. 

There are both pros and cons to this more intuitive 
approach as compared with the techniques of laying out 
physical runestaves for a reading. On the plus side, the 
patterns and currents you perceive arising from your deep 
mind have already been weighted and interpreted before they 
bublle through into your consciousness. All you need do is 
speak what you 'see' and relate what 'comes through'. Also, 
you are more likely to pick up one specific details which may 
be uncannily accurate, things that may never occur to those 
who rely on a more rigid interpretive matrix. But on the 
minus side, you are more prone to error and have no real 
checks and balances against which to check your perceptions. 
If you are at all off colour or obsessed or troubled by some 
other issue at the time of the divination, it is far more likely to 
colour your results and introduce error. 

Initiates should strive to master both methods of 
divination, of course. 



Riding the Eight-Legged Steed: Rune Journeys 

Now that you are training your mind to perceive the rune 
streams in the world around you, it is time to reach out with 
your consciousness to explore the worlds beyond this one. 
Midgard is the centre of all the worlds, the realm of 
manifestation, but it is important to grow to understand where 
these runic streams are ultimately flowing from. Note that the 
previous sentence should be interpreted very carefully; your 



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first interpretation of it may not be your final interpretation of 
it, but this may become clearer as we progress. 

The process of stepping out of Midgard and 
perceiving the other worlds is one which requires a specific 
combination of Will and imagination. The imagination is the 
tool which gives shape and perception to realms beyond the 
physical. A firm Will is required to keep the vision on track 
and not fall into the trap of daydreaming. 

These journeys, which are such an important part of 
the seith part of our Work, raise all manner of stumbling 
blocks for those not already familiar with them. Some people 
will find it difficult to distinguish whether they are actually 
on a clairvoyant journey at all and will not be able to grasp 
the reality of what they are doing. Others will protest, "But 
it's only imagination!" Let's take a little time to put these 
difficulties and misunderstandings to rest. 

Probably the most common difficulty faced by 
inexperienced but eager Initiates is the failure to recognise 
when they are experiencing such a mental journey (or 'astral 
journey' as most occult sources label it). Go back and reread 
what is said about trance states, then remind yourself that the 
imagination is the tool used to undertake such journeys. It is 
possible to expect too much, but this technique - as with all 
others - can only reach its greatest strength through practice. 
People tend to expect to feel a sense of separation from their 
bodies. This will probably not happen, at least not at first. 
The body is still there, with all of its sensual apparatus active, 
and it is only the well-experienced mind that can sink itself so 
deeply into its visionary experience that all awareness of the 
body is temporarily lost. In fact, some of us make deliberate 
use of the fact by shifting awareness back and forth to make 
notes as we go (this is probably not advisable for beginners, 
as the continual shifting of consciousness may break the 



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connection to the experience). 

It may help, therefore, to assume that what you are 
doing - at least initially, until experience teaches you 
otherwise - is simply a kind of daydreaming combined with 
meditation. Just use your imagination to shape your journey, 
visualising the sights and sounds of the world around you as 
you go. When you have gained some familiarity with the 
proces, you will learn to distinguish between this willed 
process and mere daydreaming, especially when startling 
insights and communications start to come through. But for 
now, daydreaming describes the kind of perception you 
should reasonably expect. 

As for the protest that this is only imagination: there 
is no 'only' about imagination! Everything that mankind has 
ever produced has been birthed in the imagination. The great 
cathedrals, the pyramids, every work of art, the internal 
combustion engine, all of these things were only made real 
because they were first conjured into existence in someone's 
imagination. What is more, the imagination is the mind's 
image-making faculty, it is the lens which interprets and 
presents the information gathered by the senses. So literally 
everything you ever perceive - even those you deem to be 
objectively real - are reshaped and prepared in your 
imagination before presentation to your conscious mind. So 
this silly objection can be discarded altogether. 

It should be borne in mind that although the physical 
body is bound to the physical world of Midgard, the 
consciousness is not. The imagination and intellect may roam 
freely throughout the worlds once it finds the paths to do so. 
This process is akin to dreaming, wherein the mind fashions a 
mental body for itself to interact with the visions and 
landscapes it encounters. Odin's steed Sleipnir had eight legs 
and so does the human mind. The body remains in Midgard, 



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but the legs of the imagination may ride throughout the other 
eight worlds. 



Mapping the Nine Worlds 

How does one set about exploring the World Tree? First of 
all, remember that you are established in Midgard, the central 
world, into which the influences of all the others flow and 
become manifest. So don't make the mistake of assuming that 
you start at the bottom and work up, or at the top and work 
down. Your journeys will begin in Midgard, the centre, and 
wend outwards, up and down from that point. 

If you refer back to the diagram of Yggdrasil in 
chapter three, you will note that pathways run between the 
various worlds, connecting them all. A journey will consist 
of establishing your consciousness in Midgard, then sending 
it forth along these paths, making note of all that you see and 
experience along the way, finally arriving in one of the other 
worlds described in the third chapter. 

You will notice that there are twenty four of these 
paths and it makes sense to assume that this number is 
significant, with each path relating to one of the runes. I am 
not going to spell out for you which is which or suggest an 
authorised interpretation, I will simply suggest that if you 
begin in Midgard and chart your path out, up and down from 
there, you will find a pattern of meaning that appeals to you. 
Let each path speak to you and inform you of its own merits. 
Ultimately, if you have put the groundwork in and are 
confident of your rune lore, you cannot be wrong, since every 
path contains every rune to some degree, just as all runes are 
but aspects of the one Rune. 

Each journey should have a specific destination. For 



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example, you may decide that you wish to visit Vanaheim to 
learn the wisdom of that world. You would begin by using 
the techniques already learned to quiet your thoughts and 
enter a light trance. Then create a vivid mental image of 
yourself and powerfully imagine yourself 'stepping out' of 
Midgard and travelling west, in the direction of Vanaheim. 
Carefully observe everything that you encounter on the path 
that leads you there, as you will want to make extensive notes 
of all your travels. If you fail to keep notes, there is no point 
even beginning this Work. Eventually, the path will lead you 
to Vanaheim and you will enter that realm. Don't rush things: 
simply getting there will probably be sufficient for your first 
visit. The next time, you will be able to tread the path more 
quickly, relying on the landmarks you have already 
established, and will be able to spend more time in the world 
of Vanaheim itself. Each retreading of a journey will become 
more solid and 'real' in your mind, adding structure to your 
psychic universe. You will become familiar with the paths, 
noting more and more detail as they open themselves up to 
you. These journeys should be made many, many times. 

Do this for all of the paths and worlds, lay claim to 
them and come to understand them as a regular traveller of 
the rune-roads. 

Once you have become accustomed to the layout of 
the nine worlds and the paths that run between them and have 
established a series of landmarks whereby you navigate the 
branches of Yggdrasil, it is time to start personalising them a 
little more. 

Turn now to the dream journal you began keeping in 
the Work of the previous chapter. If you have been keeping 
this journal for any period of time, you will have already 
noticed how certain themes, images and locations frequently 
recur in your dreams. These are themes which are unique to 



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yourself and are reflective of the manner in which your 
subconscious chooses to communicate with you. You should 
therefore make the effort to try to place those dreams within 
the psychic map you have been constructing. Consider 
carefully to which world - or connecting path - a given dream 
image belongs. You might wish to draw an outline of the 
world tree, write upon it the traditional attributions and over a 
period of time add those dream images which are your own. 



Interpretation of Dreams and Omens 

Once you start mapping your own dream world to Yggdrasil, 
you will find a new coherence of vision within your 
innermost self. What is more, you will find that this 
coherence begins to inform you on many levels. 

Forget books about dream interpretation. The guide 
to the meanings of your own visions will be discovered by the 
attributions you apply on your world tree. As these expand 
and grow, so the Mysteries of your subconscious are 
gradually revealed. The meaning of your dreams will be laid 
bare to you. (Of course, not all dreams have important 
meanings, but all arise for some reason; interpret the little 
along with the great. Practice always makes perfect.) 

This will further lead to the apprehension and 
interpretation of those synchronicities that arise in the 
magical life with ever-increasing frequency. This ability is at 
the root of accounts of soothsayers who could divine the 
future by observing the flight of birds and so forth. All things 
speak to the mind that is awake and alert and tuned into its 
own language of Mystery. This observation and 
interpretation of symbols incorporated in synchronistic 
happenings is another aspect of seith and should be practised 



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by the Initiate. You will score many failures at first as you 
learn the language', but each failure will teach you more until 
you begin to see and speak True. 



Blood and Venom 

We will be dealing with the full initiatory symbolism of the 
Sigurd / Fafnir myth in the next chapter, taking it to its 
culmination. But first, it is appropriate to investigate the 
nature of the Dragon and its attributes a little more closely. 
We need to be fully aware of the forces we are dealing with. 

We have already spent some time looking at the 
outward powers of the Dragon, in particular the Helm of 
Awe, but we also need to examine its inner power: its Blood 
and Venom. 

The blood of Fafnir is key to the Sigurd myth. It is 
after tasting the Dragon's blood, that Sigurd is able to 
understand the languages of bird and beast and thus discover 
Regin's plot to kill him. It is thus the blood that passes on the 
power of the Dragon into the hero and which ensures the 
hero's own survival. 

Blood is key to survival, of course. It is the vital fluid 
that carries life-giving oxygen around the body. It is red with 
the heat of vital energy. Blood is used to enliven runestaves. 
We use the term 'bloodline' to refer to our ancestry, to the 
heritage we carry within our genetic structure. Those of us 
who view the world through spectacles which are not purely 
mechanistic believe that blood may also carry forward a 
psychic heritage, a pattern of Becoming that is ultimately 
traced back to Odin. 

The Dragon is symbolic of the Beast in Man. It is the 
primal root of Being, the reptilian brain stem which predates 



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the development of true consciousness. It is the raw Chaos- 
stuff of which our psyches are born and shaped. The 
bloodline of the Dragon carries forward all of these qualities, 
the genetic and psychic attributes of the Beast. So what does 
it mean when Sigurd slays Fafnir and then tastes the Dragon's 
blood? 

The slaying of the Dragon is indicative of the victory 
of consciousness over non-consciousness in the individual. 
This is that moment when one becomes an Initiate and can 
honestly say, "I have Come Into Being." The Initiate has 
learned to steer the course of his life by conscious Will, 
jettisoning the pre-programmed survival responses and 
conditioning, and adopting free choice in their place. 

The act of consuming the Dragon's blood establishes 
a very important fact, however, one that is deeply rooted in 
the Northern tradition with its emphasis upon ancestral 
sovereignty and the literal kinship between Man and his 
Gods. This tasting is an act of affirmation that the hero and 
the Dragon are linked by blood: they are kin. 

In other words, the Initiate takes conscious control of 
his life and establishes his own Will in the place of 
sovereignty, but he accepts the Beast that he has conquered as 
a valid and necessary part of himself. Its functions and 
powers are vital ones in this world, so he brings them into 
conscious awareness, unifying the heroic essence with the 
Draconian essence by an act of Will. 

This essential step of unifying the conscious and 
bestial natures is an important one in the practice of 
Draconian magic. Some initiatory schools neglect to stress 
the necessity of this step, assuming that the 'lower nature' can 
be sloughed off and disregarded. This ultimately leads to the 
resurgence of those powers as 'monsters from the id', as 
admirably illustrated in the old science fiction movie 



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Forbidden Planet. After the ascension of consciousness to 
the throne of Self and the overthrowing of the pre-conscious 
imperatives, they must be examined, understood and brought 
fully on board as essential parts of the mind-body-soul 
complex. 

So as Sigurd kills Fafnir in the saga, in a very real 
sense he actually Becomes the Dragon. A further 
metamorphosis / integration lies ahead of him, which will be 
discussed over the next two chapters. 

Blood is not the only fluid associated with the Dragon 
of the North, however. As blood is the fluid of life, so venom 
is the fluid of death. All of the great Serpents and Dragons of 
Northern mythology are described as venomous in the 
extreme: their breath, their bite and their very presence are 
poisonous. In the Sigurd myth, pits are dug for the venom to 
spew into; it is the venom of Jormungandr that causes Thor to 
fall at Ragnarok after the mighty God kills the Serpent with 
His hammer; Beowulf is brought low by the venom of the 
Dragon which has been laying waste to his kingdom. In so 
many tales, the hero kills the Dragon but is then himself 
overcome by its venom. 

The thing that distinguishes Sigurd from other 
legendary Dragon-slayers is that he tasted the Beast's blood 
and assumed its qualities, integrating it into himself. The 
consciousness that cannot integrate the Dragon within is 
doomed to die by its venom. 

What is the nature of this venom? The poison of an 
ordinary snake tends to break down and dissolve the tissue 
into which it has been injected. In other words, it is a 
dispersive agent, whose function is to break aggregates down 
into their constituent parts. Naturally, as the venom courses 
through the blood stream, the body of the stricken victim 
breaks down altogether and death ensues. 



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^EGISHJALMUR 

Given the strong presence of venom in the Draconian 
myths of the North, it will pay us to take a closer look at it 
and why it is so important. It is a startling fact that Venom is 
counted as one of the Elements - the basic building blocks of 
reality - in the Northern cosmological model. We shall 
devote the next section to a study of the implications of this in 
relation to our world view and this initiatory curriculum. 



Ginnungagap I: 
The Creation Myth as a Model of Magic 

Most students of the occult are familiar with the Hellenistic 
model of the four classical Elements, namely Fire, Water, Air 
and Earth (with Spirit as a fifth, from which the four other 
Elemental principles are ultimately derived). In most 
curricula of ritual magical practice, these Elements are 
appointed to the four cardinal points of the compass: Earth to 
the North; Air to the East; Fire to the South and Water to the 
West. The magician is thus provided with a workable model 
for invoking / balancing Elemental forces and affinities, a 
process upon which almost all practical magic is based. 

The Northern European model is a little different to 
this. The tradition is recognisably derived from the same 
ultimate European cultural roots and is not incompatible with 
the Greek ideas. But it finds a different emphasis in its 
expression and spawns an interesting set of secondary 
Elements. In Northern Elemental lore, we begin with a Void. 
There then arise two primary Elements, whose interactions 
produce a further two Elements. This provides the fourfold 
basis upon which manifestation may occur. The four 
Elements then interact with each other to produce a further set 
of four secondary Elements, representing their operations in 



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^GISHJALMUR 

the world. Finally, all are gathered in the Element of Earth as 
reality Is. 

According to the Norse account of creation given in 
Snorri Sturluson's Prose Edda, before the manifest Universe 
existed there was a Void, called Ginnungagap, which 
translates as something akin to 'magically charged space'. 
Those who have read Apophis will recognise this as the Void 
described therein. It is a a kind of anti-place, where nothing 
exists in manifest form yet where everything possible exists in 
potential. Note that I stress 'everything possible'. This 
potentiality includes not only everything that will ever exist, 
but also everything that will never exist. The Void is a 
Neverwhere / Neverwhen outside of time and space, which 
contains the seeds of Everywhere and Everywhen within 
itself. 

How does something Come Into Being from Nothing? 
Because Ginnungagap is not nothing as we understand it. It 
must be Understood as a Nothing which is not itself manifest, 
but which contains the matrix for the possible manifestation 
of everything. If all manifestation occurs as equal and 
opposing forces, then the overall balance of Zero is 
maintained. This is Crowley's equation of = 1 + (-1). 

So the Void spawned two equal but opposite forces 
which formed at opposite ends of it. These forces are the two 
primary Elements of Northern lore, Fire and Ice, symbolically 
placed in the South and North respectively and embodied in 
the worlds of Muspellsheim and Niflheim. Fire is the 
expansive force of heat and brightness and Ice is the 
contracting force of cold and concentration. 

The expanding heat from Muspellsheim radiated 
outwards until it finally met and mingled with the frozen 
stream issuing from Niflheim. The touching of the two 
opposing forces had explosive results, resulting in a burst of 



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energy and interaction that spawned the building blocks of the 
whole manifest Universe. This creation myth is recounted in 
detail by Snorri's Prose Edda and its symbolism is discussed 
in some detail in the books of Edred Thorsson. 

The initial mingling of the energies of Fire and Ice 
produced a further two primary Elements, establishing the 
four quarters of manifestation. These two Elements were Air 
and Water, stationed to the East and West respectively. 

This creates a model quite similar to that of the four 
classical Elements which is still used by most modern occult 
models. A comparison is below. 



Direction 


Classical 
Element 


Northern 
Element 


North 


Earth 


Ice 


East 


Air 


Air 


South 


Fire 


Fire 


West 


Water 


Water 



The only difference between the two models at this 
stage is that the Element representing solidity and density in 
the North is Ice instead of Earth in the Northern conception. 
This striking similarity indicates the shared origin of 
European thought prior to later diversification. 

The Southern tradition chose to expand upon the 
basic fourfold model by subdividing each major Element into 
a set of Sub-Elements. So Water, for instance, would be 
subdivided into Fire of Water, Water of Water, Air of Water 
and Earth of Water and the others would be similarly divided. 
In this way, they sought to express the more complex 



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interplay between the Elements. 

In the North, they approached the question of 
complexity and Elemental interplay in a different way, one 
which restated the ninefold theme so prevalent in Northern 
mythic patterns. They looked at the arrangement of the 
Elements at the four quarters of manifestation, then observed 
the angles where each Element met with its neighbours. At 
these borderlands where the primary Elements met and 
mingled, they brought into being four more secondary 
Elements, which combined the natures of each of their parents 
and expressed them in new ways. 

In the North-East, between Ice and Air, is the Element 
of Salt; in the South-East, between Air and Fire, is the 
Element of Iron; in the South- West, between Fire and Water, 
is the Element of Venom; in the North- West, between Water 
and Ice, is the Element of Yeast. 

Just as the primary Elements are established on a 
fourfold matrix formed by two pairs of opposite forces (Fire 
vs Ice; Air vs Water), so the secondary Elements establish 
themselves according to the same pattern, but from the angles 
between the compass points rather than the compass points 
themselves. Thus, Iron (principle of hard, inert matter) is 
opposed to Yeast (principle of organic change), and Salt (the 
basis and sustenance of life) is opposed to Venom (the 
dissolution of organic and inorganic compounds). 

All eight of these Elements are finally summed up 
and synthesised in a single Element which is the 
manifestation of all their qualities in a dynamic, ever-evolving 
whole. This Element is Earth. Unlike the Earth Element of 
the classical model, this Northern Earth Element represents 
the entirety of manifest reality in Midgard. 

Thus, we have a ninefold model of Elements to go 
with our ninefold world structure. 



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^EGISHJALMUR 

The four secondary Elements display a level of 
sophistication and differentiation lacking in most other such 
systems and the final synthesis of the Elements in Earth 
reinforces the Northern view that Midgard - the world of 
manifestation - is the purpose and destiny of creation, the 
culmination of all, not a confining prison to be escaped from. 

Now that we have established the position of Venom 
as one of the root Elements, we may consider anew its 
importance to the Draconian Initiate. All of the Dragons of 
the North are venomous in the extreme and we have 
established that the Initiate who conquers the Dragon and 
partakes of its blood (i.e. synthesises it within his own Self) 
will gain the powers of the Dragon. However, the Initiate 
who seeks to overcome the Dragon by suppressing and 
denying it (i.e. by putting it down and not partaking of its 
bloodline) is overcome by its Venom, which still seethes 
within his subconscious, beyond his reach. 

Venom, the Element of dissolution, is the tool 
whereby the Initiate loosens and unties the knots of reality - 
and of his own Self - so that they can be reshaped. Things 
that were bound fast dissolve and come to pieces through the 
application of Venom. This is true and instantly observable 
in the world around us; it is equally true in the world of 
magic. This process is figured in the Valknutr, the Knot of 
the Slain, which we will be considering closely in the next 
chapter. 

Before leaving this model of the Norse creation myth, 
we should briefly consider its ramifications as a model for the 
practice of magic. After all, every magical act is a creative 
act and every act of creation follows this same pattern. (We 
are here considering only the Elements of creation, not the 
figures and characters in the mythology, though there are 
many essential lessons to be learned there too by those who 



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wish to study further.) 

Every magical act begins with a Void, into which the 
magician invokes the Elements which constitute the situation. 
The primary Elements of any magical Working are the 
magician himself and those factors he wishes to change. 
These are all brought into balance within the Working 
environment. The secondary Elements are those tools (such 
as runestaves, rune-songs, bind-runes, etc.) which introduce 
the desired change into the situation that has been established. 
Some of these tools will enliven and strengthen positive 
aspects (a Yeast function); others will dissemble or rearrange 
negative aspects (a Venom function.) Finally, all will be 
synthesised into a new Earth at the conclusion of the 
Working. 

This model may not be clear to you yet with regard to 
your own Workings, but keep it in mind and it will in time 
become so. It should remind you that every act of magical 
creation is an echo of that original Coming Into being. This 
process will be discussed at much greater length in the next 
chapter. 



The Wode-Self Stirs 

The Initiate who has got this far without skimping on the 
exercises and who has taken time to study the mythology and 
lore, will begin to notice a few peculiar changes in himself at 
about this time. 

As well as his ordinary, everyday personality, he will 
begin to detect a new focus within his consciousness, almost 
an 'other self which takes the reins at times of peak 
experience, and most particularly when engaged in acts of 
magic. A secondary consciousness, encapsulating those parts 



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of himself that he defines as 'the Initiate', will appear to have 
arisen, to have Come Into Being. 

This phenomenon will be similar to that of 'the 
observer', with which we will all be familiar. Basically, the 
observer phenomenon refers to the process where you are 
doing something, but then suddely realise that there is another 
'you' or aspect of you who is watching you do it. The first 
stirrings of this magical 'other you' will happen when you 
notice that upon entering a magical trance state or performing 
any act of ritual magic, a kind of wiser, more charismatic self 
appears to come to the fore and take you over. 

This entity - which we may call the Wode-Self - is 
discussed briefly in chapter four and its arising and 
subsequent development will be documented quite thoroughly 
in chapter six. 



The Ultimate Rune 
and the Runic Shaping of the Void 

As the Initiate contemplates the role and nature of 
Ginnungagap - the Void - in the process of magical creation, 
so he will begin to grasp the significance and immanence of 
Runa - the Ultimate Rune - as it brushes the fringes of his 
consciousness. 

Runa is the Mystery that lies over the next horizon, it 
is that which is immanent, but which has not yet come into 
manifestation. Runa is Schrodinger's Cat before the box has 
been opened. It is reality about to resolve in one direction or 
another, the tension before it happens. It contains all of the 
runestaves within itself as expressions of itself. 

The task of the magician with relation to Runa has 
two parts, each equally important. First, he must discern 



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which resolutions are likely and which are not. Then he must 
manipulate those specific runes which will coax Runa to 
resolve a situation in such a way that will manifest the most 
likely of those resolutions which is most resonant with his 
purpose. These two operations are divination and sorcery 
respectively. 

Runa is much bigger and more important than this - 
also much more personal. We will return to stress just how 
big and how important later. But this offers a brief insight 
into the magician's interaction with Runa in his magical 
practice at this stage of Initiation. 



Rune Poems - Inspiration and Sacred Utterance 

If you have practised the section of this chapter dealing with 
divination, most particularly divination through direct 
apprehension in a trance state rather than just rune-casting, 
you will already be familiar with perceiving and expressing in 
words the currents and images that well up into your 
conscious mind from the subconscious depths when you 
direct your Will to this purpose. Before concluding this 
section of the Work, we should try to extend this practice into 
two new and exciting areas. These are skills which will 
become particularly useful later on, but in order for them to 
do so, you will need to begin the ground work now and get 
some solid practice in. 

Take some time to read the rune poems (the Old 
English, Old Icelandic and Old Norwegian Rune Poems). 
These are contained in many runic texts, but the best two for 
the purpose are either Rune-Song or The Rune Poems, Vol. 1, 
both by Edred and published by Runa-Raven Press. These 
poems consist of a series of stanzas, each of which is a brief 



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encapsulation of the qualities of one of the runes. Study these 
poems avidly; commit them to memory if you can. Learn 
what it is they have to say about the runes. For some runes, 
this will be straightforward, but other stanzas will require a 
deal of thought and meditation until you pin down the core 
meaning and how it pertains to the rune. 

Once you have fully familiarised yourself with the 
traditional Rune Poems and the way in which they are 
constructed and worded in order to reflect the innermost 
qualities of the runes in frequently riddling language, you can 
progress to the next step. This is to write a rune poem of your 
own. 

Don't simply sit down and begin writing the first thing 
that comes into your head. Take time to invoke each rune 
properly, letting its essence infuse your consciousness. See 
what thoughts and images spontaneously arise and use these 
as the basis for your poem's stanzas. Choose your words 
carefully in order to convey the correct emotion. Remember 
that sounds have power in runic magic, so shape your sounds 
well. Work through the entire rune row in this manner until 
you have completed all twenty four stanzas of your own Rune 
Poem, which taken in its entirety will be your own unique and 
personal apprehension of Runa. 

Next you should sit down and reread the Poetic Edda. 
Pay particular attention to the more prophetic and visionary 
sections. Then think of how these writings are enhanced and 
made majestic by the visionary elements and the words used 
to describe them. Words - in the hands of a poet or visionary 
- are amongst the most powerful and world-changing of all 
magical forces. True 'words of power' are those which you 
utter and which then ripple out across the world, travelling 
from mind to mind, creating change in every consciousness 
they touch. This is true magical power and the triumph of the 



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magical approach of galdor. 

You should be accustomed to using inspired prophecy 
as part of your divinatory toolbox by this stage. The next 
time you use it, try to capture your impressions in words and 
weave them as skillfully and as powerfully as the words are 
used in the Eddas. Become a prophet in truth. 



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CHAPTER SIX 



HANGING ON THE TREE 



In this chapter, the Work really steps up a notch. 
Paradoxically, the prescribed exercises will become much 
fewer in number. Instead, you will need to devise your own 
means of considering the ideas presented and Working with 
them to increase your Understanding. 

In this chapter, we will take another, closer look at 
Sigurd as the heroic slayer of Fafnir and the treasures and 
powers he thereby became master of. But we will also take a 
first look at another of the great Dragons of the North, 
Jormungandr, the Midgard Serpent, who lies at the bottom of 
the ocean and encircles the world, bounding it with his coils. 

We will be looking again at Ginnungagap, the 
Creative Void, and will consider what it means to awaken the 
Draconian consciousness and open the Eye of the Dragon 
within that Void, perceiving its limitless possibilities in their 
entirety. 

We will encounter the concept of the Wode-Self 
again in this chapter too, as our consciousness awakens parts 
of our Selves which have previously been slumbering. This 



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will lead us some small way to determining why we are the 
people we are. Who are we and why are we here? We may 
now begin to Understand something of the concept of 
Destiny. 



Mimir ? s Well and Hlidhskjalf 

Odin sees all, gathering information to Himself, analysing it, 
tracing the patterns of Becoming, and making His plans to 
suit the ever-changing situation. 

We have already made reference to the two ravens, 
Huginn and Muninn - thought and memory - who fly out 
each day and return to tell Odin of all that they have 
witnessed transpiring in the worlds. But they are not the Old 
One's only means of vision or wisdom. As befits the often 
paradoxical balance factor found in Northern lore, Odin gazes 
out upon the worlds from both the highest and the lowest 
points on Yggdrasil. 

Right at the very roots of the World Tree is located 
Mimir's Well. The waters of this well are renowned for the 
wisdom that they bestow. Odin sacrificed one of His eyes for 
a drink of this water, casting it into the well. However, His 
eye remains there in the well still, turned upwards, marking 
all that occurs in the deep places of the worlds. 

At the other extreme of Yggdrasil, Odin has his seat 
upon Hlidhskjalf, the highest peak in Asgard and the 
uppermost vantage point in the nine worlds. From here He 
can look down and behold everything that occurs in the 
worlds below. 

The symbolism of these mythic images is of great 
importance in this chapter and you should keep the well and 
the high seat in mind as we progress. For the Work of this 



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chapter involves the process of opening the Eye in the Void, a 
process akin to Odin's sacrifice of His eye to Mimir's Well. 
At this stage in Initiation, you will also have a very definite 
experience of the Wode-Self awakening and steering your 
consciousness at critical moments, affording the Vision from 
the high seat. 

In the previous chapter, you experienced the other 
worlds of the Northern cosmology by faring forth on 
imaginative journeys to explore them and the paths that link 
them. That realisation will now be taken a significant step 
further as you begin to realise that there are elements of your 
consciousness that permanently abide in these other worlds, 
especially those situated upon the central trunk of Yggdrasil. 

Your body and conscious mind are located in 
Midgard, but as you learn to open the Eye in the Void, you 
will become increasingly aware of a consciousness which 
subsists at the very roots of the tree, where Mimir's Well is 
located. Similarly, you will become aware of the Wode-Self, 
a consciousness that abides in the highest places of Asgard. 
Yet both of these distinct consciousnesses will still be you, 
parts of your awareness that have been long cut off from your 
conscious perception and are now being integrated as a direct 
result of your magical Work. 



The Eye of the Dragon and the Helm of Awe 

We have now reached a point in our Work where the Dragon 
has been integrated into the consciously accessible parts of 
our psyche and we have obtained some experience of 
exercising the powers it brings, as symbolised by the Helm of 
Awe. 

It is time now to weave a matrix of Understanding 



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around that Draconian awareness and to place that experience 
with the Helm in a coherent philosophical context. This 
context and matrix of Becoming is symbolised in the Seal of 
the Order of Apep: 




In brief, this Seal consists of three main elements which are 
interpreted as follows: [1] the central Serpentine Eye is the 
awakened Dragon, the focal point of the Initiate's 
consciousness, seeing all through its Draconian lens; [2] the 
three linked triangles represent the Will of the Initiate, 
extanding from the Eye and reaching out - through all nine 
worlds (symbolised by the nine points) and across all spans of 
time and space to touch and influence [3] the surrounding 
boundary, the phenomenal world of manifestation, in which 
that Will may take shape and create change. Every Secret of 
Draconian Magic is contained within this Seal. 

The Seal may be drawn with the triangles more 
obviously interlocking, as in the version by Order Initiate 
D.V. Graal shown below. This emphasises the link between 
the Seal and the valknutr: 




>v<j*«'.«2« 



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/EGISHJALMUR 

Tellingly, the Seal may also be represented as a Helm 
of Awe, as illustrated below. In this case, the central Eye 
itself is taken as one of the nine points, the other eight 
radiating outwards as elhaz runes, with the circle being 
replaced by Jormungandr, the Midgard Serpent: 




Much of this chapter will be spent elaborating upon 
the symbolism and meaning of the Order Seal, since its 
Understanding is essential to the Work of the Initiate at this 
stage. 



The Dragon Within and the Dragon Without 

Up until now, we have focused our attention almost 
exclusively upon Fafnir as the symbol for the Dragon whose 
blood and venom has been instrumental in awakening new 
powers within the Initiate, bringing the dark, submerged parts 
of the psyche into their proper place in an integrated 
consciousness, transforming them from a source of 
unpredictable danger to a source of immediate power. In this 
manner, like Sigurd, the Initiate is elevated from Beast to 
Hero. 

We have so far dealt with the process of bringing the 
Draconian Essence into consciousness and integrating it 
within your Self. This is symbolised by the Dragon's Eye in 
the centre of the Order Seal. This Draconian Essence - this 



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^EGISHJALMUR 

bloodline of the Dragon - extends back to primeval times, an 
image and a psychic 'shape' that has been buried deep within 
humanity since before our species became properly self- 
aware. The Eye represents a window in the soul that looks 
out across infinity and eternity; it is timeless and ageless and 
the continuity of this Draconian bloodline is crucial to the 
immortality of our own soul, as we will ride into 
Remanifestation upon the Dragon's Breath. But more of this 
later. 

The other Dragon that now concerns us is outside of 
the Self; indeed, it is at the furthest extreme from the inner 
Dragon, coiling around the very outside boundaries of 
manifest reality, holding the Universe in shape. This 
encircling, binding force is the Midgard Serpent, 
Jormungandr, the bane and doom of the mighty God Thor. 

The importance of the function of Jormungandr 
cannot be overstated. This great Serpent bounds, and thus 
defines the limits of, reality itself. Without the encircling 
Serpent, the Universe would unravel and disperse. This is 
why the tale of Thor's fishing trip, when He hooks the Serpent 
and tries to reel it in, is so insistent upon the peril of this 
action. Witness also the consequences of Jormungandr's 
uncoiling and slaying at Ragnarok, when reality is unmade 
and falls into ruin. 

In marking the limits of manifestation, the Midgard 
Serpent defines a space in which creation and subsequent 
transformation may occur. It allows the phenomenal world to 
Come Into Being. This provides resistance and a friction 
against which the Will of the Initiate may find purchase when 
seeking to introduce change. 

The inner Dragon represented by the Eye and the 
outer Dragon represented by the Circle in the Order Seal do 
not touch each other: one is the focused, contracted point, the 



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/EGISHJALMUR 

white heat of Selfhood; the other is the expanded, ever- 
shifting Universe. They are connected by the network of lines 
which make up the three interlocked triangles and the nine 
points thereof. 

The triangles represent the angles of Space-Time 
through which the Will of the Initiate extends in order to 
influence and shape the world. The points where the triangles 
touch the Circle are representative of the nine worlds. 

In Northern lore, the symbol of three interlocked 
triangles is known as the valknutr and is a glyph particular to 
Odin. The name literally means 'knot of the slain' and this is a 
highly appropriate title. Odin - and the Odian Initiate - 
possesses the power to loosen and to bind the knots which 
hold reality together. To use the valknutr is to alter the 
underlying nature of reality, rebinding it into a new 
configuration. 

But note that this is the knot of the slain. This title is 
not idly used. Every time you use magic, you kill reality as it 
stands and substitute a new one. It is no longer the same 
thing. You kill thousands of possible futures, preventing their 
manifestation, but open up thousands of new possibilities. 
Your actions as a magician destroy things which would 
otherwise have come to pass had you not interfered. They 
also create things which would otherwise never have 
happened. You cannot take this lightly. This is the 
responsibility that goes with being a magician; this is the 
burden that you must bear. 

There is another factor, which is often forgotten, a 
simple statement that contains infinite warning: when you 
exercise your Will to change the world (the Dragon without), 
the Dragon within also changes in like measure. Your acts of 
magic change your very Self in every instance, whether you 
realise it at the time or not. 



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^EGISHJALMUR 

Ginnungagap II: 
Opening the Eye in the Void 

The question now facing the Initiate is: how precisely does 
one use one's Will in such a way as to loosen and rebind the 
valknutrl How do we actually change reality? In what way is 
the magic effected? 

The process whereby the Will is focused in order to 
carry out this task is known as 'the opening of the Eye in the 
Void' and it is a task of the Dragon within, the state of 
Draconian consciousness symbolised by Fafnir. 

Let's examine the precise mental processes that entail 
opening the Eye in the Void, laying bare the manner in which 
the Draconian Initiate works his magic. Following this, I will 
list some of the ways in which these processes may be 
enhanced to suit the individual practitioner. 

1. Having entered a trance state, the Initiate turns his mind 
inward, focusing upon the creative, magically-charged 
Void that is Ginnungagap, the primal Chaos in which all 
possibilities are latent. 

2. Once an awareness of the expanse of the Void has been 
achieved and the Initiate is able to sense the threads of 
possibility stretching beyond him, he must bring to mind 
the various elements of the situation he wishes to change, 
envisaging that situation as it currently is. In particular, he 
must clearly define / visualise three key aspects: [1] 
himself as he currently stands in relation to the situation; 
[2] his goal, or Desire (for more on Desire, see chapter 
seven); [3] the environment / obstacles / events which lie 
between himself and his goal. These three key factors 
must resonate within his clear perception of the situation 
as a whole. This may seem like quite a feat of 



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/EGISHJALMUR 

concentration and visualisation, but if the matter is truly 
important to you, you will be able to achieve it if you take 
your time and build up the mental image step by step. 

3. When the above points of focus are clear and stable, the 
Initiate Wills his centre of mental focus to take shape in 
the form of a great reptilian Eye in the centre of the 
triangle formed by the three key points. He deliberately 
allows the Draconian consciousness to arise from his deep 
mind, remembering all that he has learned of it in his 
Work to this point. 

4. The Initiate fixes the Eye of the Dragon upon the three key 
points of the situation and begins to establish a vibration 
throughout the Void, keyed to his breathing pattern. This 
resonance builds and buzzes, loosening the bonds that hold 
the situation in its current state. This is the 'untying' of the 
valknutr knot. 

5. The Initiate next replaces point [3] with a new vision of 
the situation as he wishes it to become. He focuses his 
concentration, stabilising the new pattern by an act of 
Will. 

6. Now comes the crucial moment, the act of 'binding' the 
altered matrix of happening. The Initiate does this by 
holding his attention rigidly upon all three key points at 
the same time, maintaining full awareness of each. It may 
take seconds, or many minutes, depending upon the 
situation and your own experience, but an ecstatic moment 
will arise - almost a mental orgasm in its intensity - when 
the Eye in the Void 'bridges' all three points and binds 
them together in a single transformative unity. Since one 
of the points is the magician's own Self and he is changed 
by his Work, the ecstasy arises as his own being is 
transformed by the magic. Hold this moment of binding 
for as long as possible, until it begins to fade, then let it 



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^EGISHJALMUR 

go, allowing your mind to return to its normal function. 
7. Open your eyes and stamp about the place to ground 
yourself. Cease fretting about the situation and let it be, 
confident that you have rebound its parameters and 
changed its trajectory by your Will. 

These are the basic steps involved in the process known in the 
Order of Apep as 'Opening the Eye in the Void', which is the 
fundamental means of Draconian Magic. There are several 
ways in which an Initiate can enhance this bare process, both 
for aesthetic purposes and also to better clarify and express 
his Will. Some of these means are suggested below: 

• Whilst this process is simple enough to use purely on the 
mental plane, many Initiates will prefer to employ a more 
formal ritual construct around it. I would suggest using 
the tools already described in this book and working them 
into a ritual framework, with the Opening of the Eye 
ocurring at the climax of the rite. 

• A bind-rune, chant or other means can be used to focus 
and direct the Will at step [6] above, binding the changed 
pattern into the structure of reality. 

• A suitable skrying device can help when first 
conceptualising the Void at point [1], staring deeply into it 
in order to enter the trance state. This could be a small 
pool of ink or something similar. I personally use an egg 
of obsidian. 

Practice will make the processes of Will and imagination 
involved in Opening the Eye in the Void come naturally in 
time. This is the very heart of any Working of successful 
Draconian Magic and it is important to get it right and 
become utterly familiar with this state of consciousness. 



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/EGISHJALMUR 

The Tripartite Treasure 

We have so far discussed the manner in which Sigurd kills 
Fafnir and assimilates the Draconian Essence into his own 
Self, becoming the hero of legend. We have also looked at 
two of the powers he obtained from the Dragon as a 
consequence of tasting its blood: the Mgishjalmur itself and 
the ability to understand the tongues of birds and beasts. But 
from the Dragon's hoard, Sigurd took three items of supreme 
worth, which signify some of the magical abilities - directly 
related to the integrated Draconian Essence - which the 
Initiate at this stage of the curriculum might expect to start 
manifesting. 

A large amount of gold 

The bulk of the hoard consisted of a very large quantity of 
golden treasures. The Draconian interpretation of gold was 
discussed earlier when we looked at the fehu rune, but to 
briefly recap, gold / money is a medium of exchange. It is a 
transformational power which should flow like a river 
through the hands, vitalising and enriching its owner and 
those he directs it towards. Gold is intended to flow, to be in 
constant motion, else it turns into the Dragon's breath and 
simply consumes and devours. The gold of the hoard 
signifies the hero's ability to reach out and create change in 
the world; he now has the means to accomplish his wishes. In 
its most positive aspect, gold is a catalyst which speeds and 
eases our path; in its most negative aspect it is dammed up 
and hoarded and leads to the 'strife of kinsmen' which proved 
to be the doom of Sigurd. 

Sword and mail 

The second significant set of items from the hoard are 



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^EGISHJALMUR 

Sigurd's arms and armour: a sword and a suit of golden mail. 
In the Old Norse material, the sword is given the name Hrotti 
and in The Nibelungenlied it is said to be the sword of King 
Nibelung, named Balmunc. In either case, the symbolic 
significance remains the same. Sigurd takes on the tokens of 
the hero, the sword to win his victories and the golden armour 
to give him protection. In some ways, these echo the bite and 
the scales of the Dragon, transfigured into a new, heroic 
model that shines like the sun. Sigurd now bears the means to 
strike down his foes, achieving his Will in the world, and the 
strength of Being and integration of character which will 
render him impervious to the malice of others. The golden 
colour of the armour is significant in asserting the regal 
nature of its wearer; the sword was also a mark of great 
status, deemed superior to other types of weapon. 

A magic cloak 

The final treasure, according to The Nibelungenlied, was a 
magic cloak known as the Tamkappe. This cloak was used by 
Sigurd to win Brynhild as wife for Gunter by deception. It 
had the power to deceive, to render the wearer invisible and to 
boost his strength. It is clear that this 'cloak' is the same 
sorcerous tool known as the JEgishjdlmur - the Helm of Awe 
- in the Old Norse sources. The magical powers and 
adaptations of the Helm have already been extensively 
discussed. 

As the Initiate enters this stage of the curriculum, he should 
be actively trying to manifest the qualities of these three 
treasures within himself in order to prove his own heroism 
and assert the integration of the Draconian Essence fully into 
consciousness. He needs to learn to live his life in the way 
that he chooses to do, cutting off those things that tie him 



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/EGISHJALMUR 

down and embracing the path that his own Will and Desire 
choose for him. This can entail changing jobs, relationships, 
location: the whole contents of your life are up for 
examination and evaluation as you seek to learn how to flow 
through life, following your Wyrd, instead of being shackled 
by circumstances. To accomplish this task, you must turn 
your Will into a sharp sword, capable of severing bonds and 
cutting through obstacles, and you must learn to trust in your 
own emergent Destiny (see later in this chapter) to see you 
safely through the consequences of the changes you instigate. 
Finally, of course, you must use the magical powers of 
enchantment encoded in the Helm of Awe to bend the world 
to your Will, remoulding it to support your feet as you enter 
the realm of Mystery and go out on a limb. Claim the 
treasures of the Dragon's hoard and the JEgishjdlmur will 
come to blaze upon your brow. 



Volsungadrekka - A Working 

By this stage of our curriculum, the Initiate should have 
completed all the crucial groundwork. As well as gaining 
familiarity with the runes and learning to feel and steer their 
flow in both himself and the world, he should also have begun 
to grasp the great Mysteries that lie behind this manifest 
world of Midgard; Mysteries of both his own soul and the 
Universe. 

This is the point at which the base of the initiatory 
pyramid has been firmly built (or at least it will have been if 
you have practised your exercises correctly). Now it is time 
to seek after the Mysteries which are guessed at by few and 
found by fewer. To prepare for these ordeals, it is necessary 
to concentrate what we have so far learned and experienced of 



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^EGISHJALMUR 

the Draconian Essence, focusing it intensely and then 
partaking of it and Willing it to transform us, just as it 
transformed Sigurd and elevated him to the greatest of all 
Germanic heroes. The following Working should be 
performed with all solemnity and concentration, taking your 
time over each element, allowing the invoked runes to 
transform you. This is a ritual re-enactment of Sigurd's 
transformation through the blood and venom of Fafnir. In 
many ways it is a restatement of the Tafnir's Hoard' Working 
in chapter two, reaffirming that earlier Working with the 
Understanding you have since gained. 

Volsungadrekka means 'drink of the Volsungs' and is 
a direct reference to the transforming power of Fafnir's blood 
upon Sigurd. It was also the title of a booklet published by 
Order Initiate D.V. Graal which explored some of the 
Mysteries of this transformation, and was later reprinted in 
Runa magazine. 

1. Begin by sitting quietly for a few minutes, stilling and 
centering your body and mind. 

2. Open the ritual. This may be as simple or as complex as 
suits your own magical aesthetic. The Hammer Rite 
described in Edred Thorsson's Futhark is a good opener 
for any Working of Northern magic. 

3. Invoke Odin and ask Him to unveil to you the Secrets of 
His favourites, the Volsungs. 

4. Invoke each of the following runes, either by stadhagaldr 
or rune-singing or a combination of both. You should 
meditate upon the statements made below; you may find it 
helpful to speak them aloud. Take time over this, fully 
experiencing the essence of each rune as you summon the 
Essence of Fafnir. 



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/EGISHJALMUR 

• P - I have bathed in the Dragon's flame. Its blood and 
venom course through my veins, strengthening me, for we 
are become as one. 

• t - The Divine consciousness pours down upon me, 
breathing the Gift of Odin into my mind, illuminating me. 
Thus I am made stronger and rejuvenated by my ordeals, 
made anew with each moment, for I am kin to Odin. 

• P - The Dragon's gold is mine to claim, its treasures are 
mine to wield. I will open my hands and the gold will 
flow from me like water, enriching the Earth, for it will 
have no dominion over me. For I have become one with 
the Dragon. 

• I - The flame grows now within my own spirit, the fire 
and venom that leapt from the Dragon's jaws, devouring 
the obstacles that are set against me, for we are become as 
one. 

• I - The powers of the Dragon are concentrated within me, 
for me to command as I Will, balanced and regulated by 
the focus of my own consciousness, for I am kin to Odin. 

• T - I hear the call of the Valkyrie in the core of my soul, 
the inspiration of the one who is my Other, elevating my 
consciousness to realms undreamed of, for I am kin to 
Odin. 

5. Take up the drinking horn or chalice and hold it directly 
below your mouth, so that you are breathing into it. Sing 
the names of the six runes into it, infusing it with the 
Draconian Essence: Fehu - Ansuz - Fehu - Naudhiz - Isa 
- Elhaz. 

6. The chalice may be filled with the traditional mead or ale 
used in Northern tradition. For the present Working, it is 
best if the liquid used is one which has a definite 'warming' 
effect as it is swallowed. Cherry brandy comes highly 



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^EGISHJALMUR 

recommended for the suitability of its colour, consistency, 
scent and the heat which suffuses the body as it is drunk. 

7. Drink the contents of the chalice, feeling the liquor's fiery 
course as it flows into your body. Strongly affirm this to 
be the blood and venom of the Dragon. The venom 
dissolves the bonds, conditioning and inhibitions that 
restrict you and the blood awakens the Dragon within, 
forging its Essence into a union with your sense of Self, 
hereafter accessible directly by your consciousness. Feel 
yourself recreated and renewed. 

8. Devise a bind-rune to express your realisation of this 
Draconian awakening. Ensure that it prominently features 
the elhaz rune to prefigure your aspiration for the next 
stage of your transformation. Draw or carve this bind-rune 
onto paper, wood or leather. You should display it in your 
future magical Workings as a statement of your 
attainment. 

9. Visualise yourself taking up each element of Fafnir's 
hoard, thinking hard upon what each symbolises: the 
golden treasure; the sword and armour; the magical cloak. 
Finally, see your bind-rune blazing upon your own brow, 
representing the ALgishjalmur. 

10. Spend several minutes standing in the elhaz posture, 
fervently aspiring to the Divine, visualising a radiance 
descending upon you. Know that it is your Destiny to 
touch the source of this radiance. 

1 1 .Close the ritual with the words: "So It Is Done!" 

This Working will not only serve to consolidate your Work to 
date, fixing the Draconian Essence within your 
consciousness, but will also prepare you for the Work of the 
next chapter, preparing your psyche for the transformations 
still to come. 



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/EGISHJALMUR 

Runa 

Mention has already been made that the twenty four runes of 
the futhark row are themselves but aspects of the Ultimate 
Rune - Runa - which is Mystery itself. I would be 
disappointed if everybody following this curriculum had not 
had at least an intuitive glimpse of this truth by this point. 
But it is now time that we started to look at Runa a bit more 
closely and to examine the implications of the concept. 

Runa is the Word of the Magus Stephen Edred 
Flowers and it is upon this Word that Edred founded the 
Rune-Gild. The Formula associated with the Word - and the 
sole task of all Gild Initiates when it all boils down - is Reyn 
til Runa!, which means 'Seek After the Mysteries!' 

To place the preceding paragraph in context, a Magus 
is one who Utters a sacred Word, the meaning and implication 
of which revolutionises the current of magical thinking and 
the world itself. The Formula is an expression of the Word in 
action. 

Runa - Mystery - is the Key to all of our Work. It is 
the thing that makes us get out of bed in the morning. It is the 
whole aspiration of and motivation for magic, indeed for life 
itself. It is Runa that stirs you to find out what lies over the 
next hill. It is Runa that teaches you the distinction between 
your Self and the world outside of your Self. It is Runa that 
engenders Desire, not only for the things you see and want, 
but for the things you can only imagine. It is Runa that 
makes the extraordinary happen in the midst of the mundane. 

Some of the things in the above list prefigure the 
Work of the next chapter, but it is as well that they start to 
gestate within your mind now. This too is a function of 
Runa. Also, bear in mind that Runa is often deemed to be a 
Lady by those who follow Her call. 



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It will be immediately apparent that Runa can only 
manifest via consciousness. The insensate neither knows of 
nor cares for Mystery. The Quest to Seek After the Mysteries 
arises from our awakened consciousness and that Quest will 
expand the horizons of our consciousness in ways we could 
never have imagined as we pursue it. It is important to 
meditate upon this Key now and come to Understand it. 

Spend some time now to contemplate how the 
concept of Runa applies to all you have learned so far. What 
is the Draconian Mystery that lies at the heart of this book's 
curriculum and in what ways can you seek after it? In your 
meditation, you would be well advised to consider again the 
Seal of the Order of Apep, with its central Eye, three 
Triangles and outer Circle. Consider the tension that exists 
between the Dragon within and the Dragon without. Consider 
the angles and lines of Wyrd - possibility and potential - that 
extend between them, carrying the Unmanifest into 
manifestation. Learn to Understand, recognise and embrace 
this Mystery. 



The Sacrifice of self to Self 

We are now going to talk of a very great Mystery. It is the 
Mystery of how Runa was first sought and perceived; the 
Mystery of how Odin discovered the runes; the Mystery of 
what He sacrificed in order to do so, and Who He sacrificed it 
to. For if you are to progress any further, you will need to 
prepare yourself now and make the same sacrifice yourself. 

The first step in this process of sacrifice is the 
intuitive perception of the presence of Mystery. It is the 
realisation that the Universe is more than you realise. It is the 
knowledge that your own Self is larger than you know. It is 



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the Understanding that you have not yet begun to Understand. 
You must begin to yearn to see what lies beyond the horizon 
of your current limits of consciousness. You must begin to 
Desire the secrets which transform potential into 
manifestation. 

This yearning for Mystery will impress upon you how 
miserably small you really are when compared to the entirety 
of the Universe, and how miserably small the Cosmos itself is 
when compared to the infinite paradoxes and possibilities 
which are latent within Ginnungagap. But it will also awaken 
you to the realisation that your own consciousness is also 
immeasurably greater in potential than your meagre everyday 
thought processes. The very fact that your consciousness is 
able to raise these questions and dare to ask them should alert 
you to the fact that it has the capacity to find answers for 
them and to Understand this immensity. So the question 
before you becomes: how can I set aside my piddling little 
concerns and replace them with this Understanding, this 
greater consciousness which lies concealed within me? 

Odin felt this very yearning when He sought the 
Mysteries, establishing the pattern for we mortal Initiates to 
follow. So let's pause to examine the passage in Havamal 
where He describes His ordeal (translation by W.H. Auden 
and P.B. Taylor: 

Wounded I hung on a wind-swept gallows 

For nine long nights, 
Pierced by a spear, pledged to Odhinn, 

Offered, myself to myself 

The wisest know not from whence spring 

The roots of that ancient rood 

They gave me no bread, 



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They gave me no mead, 

I looked down; 

with a loud cry 

I took up runes; 

from that tree I fell 

The only thing that we can offer up in sacrifice to wisdom is 
our own selves. European traditions strongly emphasise the 
sovereignty of the individual, but we have now realised that 
the everyday personality is not the sovereign Self; it is a poor 
usurper, a mere shadow of the fully integrated soul. So we 
must dethrone that lesser ego, offering it up as a sacrifice so 
that the greater Selfhood may assume its place, consuming it. 
As we shall discover in the next chapter, this is not the death 
of the ego / personality, but it is the end of its rulership as it 
becomes but a single part of something much greater. 

How are we to accomplish this sacrifice? By 
revisiting the Work that has been done so far. Firstly, still 
your body and mind, quieting the everyday ego and holding 
the Void open for the greater consciousness which will rush 
in to fill it. Meditate in silent anticipation of this event. 
Secondly, reflect continually upon how you have integrated 
the Draconian Essence into your consciousness, drawing it 
out of the primeval mists to unite with your awareness. Then 
reach forward with your mind to grope for that Essence which 
may be reaching back to you from the other direction, the 
super-evolved consciousness arising in the unshaped future. 
Thirdly, when you have practised hard with both of these two 
methods and have achieved some glimmer of realisation, you 
must re-enact Odin's sacrifice. 

It would be preferable if you could arrange for some 
time off work, a working week (including both weekends, for 
a total of nine days) would be ideal. It would also be helpful 



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if you could arrange to spend this time altogether alone. 
Leave the television and radio switched off, ensure you have 
enough food in to avoid going shopping, basically prepare for 
a few days' existence as a hermit. 

This, of course, is an ideal situation and very few of 
us live in circumstances where we can arrange our lives to 
that degree. Sometimes work, family and mundane demands 
do intrude and there is absolutely nothing we can do about it. 
So we just have to do the best we can; this is not an excuse to 
postpone the work. Just be sure that you have made what 
arrangements you are able to the very best of your ability and 
are not guilty of shirking, for the Self to whom you now offer 
sacrifice can see through all of your deceptions, since it is you 
yourself at a much higher resonance. 

At the very minimum, ensure you can be completely 
undisturbed for an hour or two each evening and put your all 
into that time. During the rest of the day, avoid conversation 
where possible except as absolutely necessary. No chit-chat 
or passing the time of day. Watch no television and be 
generally withdrawn and introspective in all ways. 

There are three elements present in Odin's sacrifice 
which you must now enact for yourself: 

1. He was 'pierced by a spear, pledged to Odhinn'. Now we 
certainly don't want anyone literally impaling themselves, 
but remembering that blood is used to stain and enliven the 
runes, you might wish to smear a little fresh blood on your 
set of hand-made staves to rededicate them to this purpose. 
But the main focus is that of offering up the limitations of 
the everyday personality in sacrifice, so that a higher 
Understanding may descend and infuse you. 

2. 'I hung on a wind-swept gallows for nine long nights'. And 
so must you. This gallows is Yggdrasil itself, the World- 



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Tree. You may simply sit in long meditation upon this 
fact, extending yourself upon the worlds of the tree. But 
for maximum effect, you may wish to literally suspend 
yourself, perhaps looping a rope over a beam or a tree 
branch so that you can hang there by your wrists. This 
bondage will alter both your body chemistry and the 
intensity of your aspiration. 
3. They gave me no bread, they gave me no mead.' You 
should fast for the duration of the Working, taking only 
water to drink when you need it and eating but a small 
amount of light food at the conclusion of each night's 
Working before you retire. 

You should now spend nine nights in deep meditation, with 
your handmade runestaves strewn on the floor randomly 
before you. Consider the patterns they make and the 
meanings they infer. As the nights pass, increase the fervency 
of your aspiration, your Desire to behold Runa directly and to 
experience the flaming touch of true divinity brushing against 
your own mind. 

On the ninth night, you cannot fail to awaken if you 
have prepared correctly. Allow the sense of divine ecstasy to 
take you and ride with it, wailing aloud even as Odin did 
when He experienced this transcendence, this enlightenment. 
Then, when the experience subsides, take up your runes as if 
you knew them for the first time. 

This Working should change you dramatically, 
altering your priorities and your outlook. Even so, don't make 
the mistake of thinking that this is a one-time only experience. 
You will pass back and forth from wakefulness to sleep many 
times, until gradually the former state may begin to 
predominate. Nor is this the only kind of sacrifice that may 
be required of you. Remember how Odin also sacrificed His 



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eye to Mimir's well. This is not the end of your road of 
Initiation, it is the crossing of a frontier from one country to 
the next, but the journey continues. 



The Wode-Self Awakes 

Two parts of the soul complex really begin to come into their 
ascendancy at this stage of the Work and you should sense 
each of them as they begin to stir within your mind and 
rearrange its contents to gravitate around their own mighty 
presence. The first of these aspects of Self, which should be 
stirred into wakefulness by the preceding rite, is the Wode- 
Self. This is that higher, more essential Self to which the 
lower self or ego is sacrificed. 

Let's briefly recap what was written about the Wode 
when discussing the parts of the soul earlier: "Wode is a 
condition of accelerated, intensified consciousness, a Divine 
inspiration, a kind of ecstasy or even rage in which the 
contents of the mind are illuminated by magical perception 
and insight." 

In other words, you can expect to experience a 
heightened state off consciousness, one inspired by the touch 
of Divinity itself, inspired and ecstatic. This consciousness is 
not something outside of yourself, it is your Self. It is that 
part of you most capable of peering between the worlds and 
seeking the Mysteries. It is a part of you which is 
qualitatively different from your normal, everyday awareness 
and which can be rapidly sealed away behind mental barriers 
again by the drudge of your daily routine. It is not something 
new, it is something which has always been there, but beyond 
the threshold of your ordinary ways of thinking, occasionally 
seeping through in the shape of intuitions and startling 



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realisations which you cannot explain the origin of. 

You will not be able to sustain this awareness for 
long, your habitual modes of thinking will reassert themselves 
and the old barriers will once again close off your mind. But 
once experienced, the phenomenon of Wode is never 
forgotten and it will begin to resurface with ever-increasing 
frequency, especially if you take the trouble to actively reach 
out for it. The entire structure of your Self will be irrevocably 
changed by this Working, as new links are forged between 
aspects of you and a greater degree of wholeness and 
integration is achieved. 

Wode, is of course, derived from the name of Odin, 
and this higher consciousness is a manifestation of the spirit 
bestowed upon mankind by Odin, the gift of Self-awareness. 
Through this rite of sacrifice, the giving of self to Self, we 
awaken the same ecstasy and inspiration that Odin Himself 
experienced; we awaken that consciousness within us which 
is directly linked to the Divine source of all consciousness, 
the All-Father. 



The Fetch 

The fetch, or fylgja, is another aspect of the soul that you will 
probably begin to first become consciously aware of at about 
this time. This is a tutelary spirit which will set you specific 
initiatory challenges. We will examine the nature of those 
challenges and the nature of the fetch itself in the next 
chapter, but it is likely that you will intuit the first inklings of 
this entity prior to that and you should begin to keep an eye 
open for them now and record meticulously any strange 
things that may happen. 

Remember that according to the lore, the fetch may 



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manifest in any one of three different guises: as a human 
figure, generally of the opposite sex to yourself; as an animal; 
or as a geometric shape. 

Now that you have integrated the Dragon and have 
begun to stir the Divine spark of pure consciousness into 
wakefulness, the fetch will be actively seeking to connect 
with you, so be alert for it. Its approach will be highly 
personal in nature, so I can offer no further guidance than that 
at this point, it is up to you to be watchful. 



Orlog - The Sense of Destiny 

It is also at about this time in your Initiation that you will 
begin to develop a sense of destiny, the feeling that you are 
living toward a purpose that may yet be unseen, that there is a 
distinct trend in the direction you are heading. It is important 
that we should understand what this sense is and where it 
comes from. 

Destiny, or fate, plays an apparently large part in 
Northern tales. Seeresses are able to foretell the future; the 
three Norns - Urdh, Verdhandi and Skuld - abide at the roots 
of Yggdrasil, weaving the pattern of past, present and future; 
you have probably heard of the web of Wyrd, the tapestry of 
all events throughout time, connecting all effects with all 
causes. But actually, it is not quite so straightforward as these 
first impressions would suggest. We need to investigate the 
matter a lot more closely than this. 

Firstly, it is necessary to understand that for the 
people of Northern Europe, the future is unshaped. There 
exist those events that have already happened, which have 
inevitably led to the present moment. But there is no future, 
because the future has not yet happened. Edred Thorsson has 



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pointed out in his writings that unlike most other languages, 
the Germanic group of languages (of which English is one) do 
not have a proper future tense. It is possible to reference the 
past, by saying "I drank the beer". It is possible to reference 
the present, by saying "I drink the beer". But we cannot 
directly reference the future. Instead, we have to add another 
verb to fudge the issue, saying "I will drink the beer". But 
this statement does not inform us that some future event is 
going to happen. It is but a statement of intent. We can 
rephrase it as "It is my intention to drink the beer". We 
cannot use the English language to reference the future 
directly, as we can the past or the present. This is strongly 
indicative of how our ancestors thought of such things, and 
the language we use affects our own thinking and concepts 
now. 

If this is the case, if our forefathers saw the future as 
an unwritten page, what is Wyrd? How could the 
prophetesses and practitioners of seith foretell the future? 
What was the point of casting the runestaves for purposes of 
divination? 

Wyrd is not an account of what will be; it is a 
complete picture and understanding of all the intricate cross 
connections in the past that have led us to the present 
moment, all of the causes and all of the effects, together with 
all of the synchronicities and resonances that have rippled 
sideways in mysterious ways. By analysing these patterns of 
events, it is possible to determine the manner in which the 
pattern is likely to continue to unfold, and thus to determine 
the likely direction of future events. But these events have 
not happened yet; they are merely most likely to happen given 
the prevailing patterns of manifestation. The magician 
understands that behavioural patterns in human activity tend 
to follow set courses through to completion. Of course, it is 



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always possible for individuals with Will, imagination and 
perceptiveness to abort a pattern of behaviour and bring about 
something completely different. Such is, in fact, the essence 
of magic. 

These behavioural patterns when aplied to individuals 
are named orlog, an Old Norse word that means something 
akin to 'primal layers'. This term is suggestive of habitual 
actions or modes of responding. Orlog is the sum of the 
patterns and the automatic responses we have built up within 
ourselves over the course of our lives. As such, it is 
indicative of the manner in which we are likely to respond to 
any future stimulus; it is the established precedent. 

As we consider this question of Destiny now, 
therefore, it would be a worthwhile exercise for the reader to 
spend a month or so observing his own responses to whatever 
situations he encounters on a daily basis. Learn to recognise 
your first instinctual response in every case and try to trace its 
origin. Root out and list your habits, become aware of them. 
Make a chart of just how predictable you are. You will find 
this an astonishing exercise if you carry it out thoroughly. 
Finally, meditate upon all that you have learned about 
yourself and pledge yourself to observance, so that you can 
act instead of reacting in future. 

It should be noted at this point that the Germanic 
perspective upon the future actually provides for two possible 
interpretations. You should meditate upon both of these, 
weighing their merits. Such meditations upon the nature of 
time will stand you in good stead when you reach the Work of 
chapter eight. The first concept is that the future is 
completely unshaped and happens only as we reach it. This 
might be termed the orthodox interpretation. But the often 
outlandish ideas of quantum physics propose the intriguing 
idea that all possible futures exist and that we steer our course 



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through these possibilities, selecting which time stream to 
actualise on this plane of reality. This latter model is 
delightfully paradoxical, allowing for both complete 
predestination and total free will both at the same time, within 
a single model. There is something about this which is 
magnificently Odian. Again, we shall be returning to such 
considerations in chapter eight. 

So what does all of this mean when we consider 
Destiny? It means that the notion that our fates and the fate 
of the world are set in stone is erroneous, but it allows that 
our paths into the Is-To-Be may be predictable to a greater or 
lesser degree. It also means that the patterns established by 
past events and modes of behaviour acquire a kind of gravity, 
wearing grooves of least resistance into probability, steering 
cause and effect along certain lines (orlog). That which has 
happened once is most likely to happen again. That which 
has happened several times will most definitely happen again. 
If time is a stream, it rarely flows up mountains, it tends to 
follow a well-worn course. 

But it will have occurred to you over the course of 
your Work so far that much of magic is concerned with the 
threefold process of: (a) identifying the aspects of our Self; 
(b) pruning those patterns of behaviour which are not 
conducive to our Will; (c) creating and establishing new 
patterns of behaviour which will lead to the fulfilment of 
Desire. 

This raises the intriguing notion that an Initiate 
creates his own behavioural patterns and takes absolute 
responsibility for his own deeds. We therefore produce our 
own orlog, which resonates with our magical Will and 
Vision. Thus, as we progress along our Path, our every action 
- indeed, our every intent - builds up a magical momentum, a 
tangible force which drives us on in our direction, following a 



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very real Destiny which we have in fact created for ourselves. 
You should take time to meditate upon this fact and 
consider its full ramifications, for it will inform everything 
that you do from this point onward. Here is that lesson which 
I am always keen to point out: do not work magic unless you 
yourself are willing to be changed thereby. 



A Creature of Midgard 

All of these weighty questions and realisations which occur at 
this stage of the initiatory journey give rise to one final 
question which we need to consider before leaving the Work 
of this chapter: this is the question concerning the enormity 
of the Universe, and what is my place in it? 

It is at this point that I am going to make one of my 
most dramatic departures from many schools of Initiatory 
thought and spiritual ideas. It is normal in such schools (or at 
least those which know their onions) to assert that their 
Initiates are gods, or are becoming gods and are just one step 
away from omnipotence. This is an absurd assertion. 

How many people have you met who lay claim to 
exalted titles, who pronounce themselves portentously to be 
gods in the making, but still have to push their trolley round 
the supermarket the next morning, nosing for bargains? This 
ego-inflation is one of the greatest dangers of magical practice 
and the stage which you are now at if you have been 
following the Work so far, is the stage at which it reaches its 
maximum threat. 

I am not for one moment denying that there is a spark 
of the Divine in humankind. This is the Gift that Odin placed 
within our species, awakening us. This is the kinship that we 
share with the All-father, the ancestral, sovereign God. But 



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that Divine spark moves within us and brings us into 
manifestation in the sphere that is ours. We are not Gods, we 
are men and women. We should seek to be the best, most 
Divinely inspired and enlightened men and women we can 
possibly be, but men and women we are and remain. 

Much of the confusion regarding this question arises 
from the introduction of alien notions of Godhood into 
European thought. In original European thinking, the Gods 
are in the blood, They are not omnipotent, They are not 
omniscient and They are not omnipresent. In a philosophy 
that postulates a cosmos shaped from the Chaos of the Void 
by Will, a cosmos which is susceptible to continual change 
and renewal, such concepts simply do not fit. The cosmos 
tends toward manifestation and the Gods are among the forces 
that shape it and direct it toward those ends. Humanity arises 
within that enclosure of manifestation, Midgard, but we 
possess the Odian Gift of consciousness and thus are able to 
conceptualise the worlds beyond this one and use our Wills to 
shape this world to our needs. 

Humanity is not in a 'fallen state'. We stand in that 
place to which the whole Universe is tending and we ride the 
wave into the Is-To-Be. Is this not the most glorious place for 
us to be? Is this not the very cutting edge of creation? Not a 
withdrawal into some 'heaven', but a progression into 
manifestation? Consider well who you are, where you are, 
and how you got here. These are the most important 
questions you can now ask yourself. 

We will return in part to this question in the next 
chapter when considering the question of immortality, but be 
sure to understand the imperative here first. 



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CHAPTER SEVEN 



THE MYSTERIES OF DESIRE 



Runa as the Lady 

In this chapter, as the title suggests, we shall be looking more 
deeply into the feminine Mysteries concerning Freyja and 
Runa. We will also be examining the importance of Desire to 
the Initiate and the way in which it manifests as an Initiatory 
tool, and as a power source for operative sorcery. The ideas 
touched upon here have significant implications for the lore 
of the soul, so we will be returning to that subject with a more 
experienced eye and considering the implications of our 
Initiatory Path as regards the possible immortality of the soul. 
It is important to begin this chapter with a reiteration 
of one of the key facts mentioned in the previous chapter: 
Runa is often figured as a Lady. She is Faust's Eternal 
Feminine, who draws us ever on. Think about it and you will 
see how apt this description truly is. I am not going to labour 
the point, although I will certainly be returning to it and 
touching upon it again throughout this chapter. But I want to 
state quite clearly that everything that is said here about 



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Desire and the Other applies first and foremost to the pursuit 
of Mystery Herself, which is the first and only law of the 
runer. Reyn til Runa - Seek after the Mysteries. Bear this in 
mind through all that you read. It would be well to set aside 
some time to meditate regularly upon this idea throughout the 
practice of this chapter's arts. 



Freyja - Goddess of Eroticism, Sovereignty and War 

We have already touched upon much of the symbolic 
attributes of Freyja in chapter one and have begun the process 
of exploring Her magical techniques in chapter five. I would 
recommend returning to those chapters to study anew the 
relevant sections now, illuminated by the light of the Work 
you have already accomplished and the Understanding you 
have won. It would also not be a bad idea to return to the 
Eddas to look afresh at the source mythologies concerning 
this Goddess, for She is crucial to the Work of this chapter. 

There are three major functions which pervade the 
essence of Freyja and which are of utmost importance to the 
Initiate at this stage in Initiation. The first of these is 
eroticism; the second is sovereignty; the third is war. All 
three of these themes and principles will weave in and out of 
this chapter. In some cases, their influence will be obvious, in 
other cases it will be subtle. But it will always be present. It 
is up to the reader to raise up the standards of these three 
Divine principles at the forefront of his mind and to ask as he 
progresses through the Work of this chapter, "In what way 
does this reflect upon the Work of the erotic principle? How 
does this establish my sovereignty? What am I championing 
here? Against what am I fighting?" If you remember to keep 
those questions in mind, and if you can furnish answers 



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through your own insights, then you will do well. 

In most modern religions, it is unheard of to hear 
eroticism associated with the Divine. This is because most 
modern religions are alien and antagonistic toward the values 
and principles of our ancestors. They have lost the sense of 
being descended from the Divine in very flesh and blood. 
They have concerned themselves with a retreat into a 
heavenly daydream and have lost sight of the fact that the 
universal imperative is toward manifestation. They have 
separated flesh and spirit, when there can be no distinctions 
between the two; both are but aspects of the Whole Man. 
They have forgotten pleasure and delight, the sheer joy of life 
and the appreciation of what it means to be alive. And any 
God who forgets that, or allows his followers to forget that, is 
not worthy of the title. 

Freyja is under no such delusions. She is a Goddess 
in whom Desires runs deep. So don't hold back and be stiff- 
necked and aloof when you address Her, as if afraid to offend 
a maiden aunt. Laugh and be joyful. Your Desires are Her 
worship, your pleasures and joys are Her manifestation. 
Make no mistake. 

Sovereignty is a central focus and goal of the Work of 
this book. The aim is for the individual to ascend to the 
throne of his own being and to become the sovereign of his 
own world. You are the ruler of your own life, you and no 
other, and this is a principle championed by Freyja. 

As for war, we all wish to live peaceful lives, but 
there will come those times when we need to fight for what 
we believe in, what we cherish. When others try to topple 
your sovereignty, you must repel them; when your Desires are 
difficult to explain, you will need to fight to achieve them. 
But the greatest conflict of all is the Invisible War, the 
struggle between consciousness and conformity. 



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The Eternal Feminine 

"Everything that can be perceived 

is only a symbol; 

the imperfect, which cannot be realized, 

here makes itself reality; 

that which cannot be described, 

here finally completes itself 

It is the eternal feminine, 

always attracting us to the higher. " 

Goethe - Faust 

If there is one thing which most characterises the struggle of 
the soul as it reaches this point of its initiatory journey, it is 
the Desire of the Self for the Other. 

This Desire for the Other is described perfectly in the 
quote from Goethe, above, and he so accurately labels it 'the 
Eternal Feminine'. This is why Runa is so often envisioned 
and addressed as a Lady. 

For isn't this the ultimate manifestation of Runa? 
The search for the Other, for that which is not yourself- i.e. 
that which is Mysterious and Unknown to you - and yet 
which is the perfect mirror and complement for yourself? 

This Desire may be traced and analysed in order to 
better understand and direct your Quest. In the previous 
chapter, we mentioned orlog, the 'primal layers' which steer 
behaviour down certain avenues, shaped and weighted by the 
decisions and actions we have made in the past. We may 
examine this orlog in order to determine the shape and the 
essence of our Desire. 

Take some time to think back over all of your 
previous lovers and crushes. Who have you ever fancied, 



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when and why? Make an exhaustive list of all the people who 
have ever caught your eye. 

You now have a lengthy catalogue of the individuals 
you find attractive. Now work your way back through the list 
with three highlighters to hand. Highlight those who you find 
so beautiful that it's actually painful in one colour; those who 
are very attractive but not quite so eye-searingly gorgeous in 
another colour; those who attracted you because of a single 
specific feature or two in the third colour. (Note that at this 
stage we are concerned only with physical attractiveness, not 
the personality of the people.) 

Next you should concentrate upon that smaller group 
corresponding to the first category, your ideals of absolute 
beauty incarnate. Try to synthesise an ideal Form out of these 
various expressions until you are left with a clear perception 
of your perfect ideal of Beauty. You should use all of the 
creative tools at your disposal when carrying out this task. 
Draw, paint, sculpt, model, write effusive descriptions. If you 
have the technical know-how, use computer 3D modeling 
programs; even the character creation routines for many 
recent video games will prove useful. But do not rest until 
this ideal image is real in your mind. 

Now turn to the complete list of all three categories. 
Start making a list of the recurring features which repeat time 
and again in those you find attractive. What features stand 
out? Perhaps it's a specific eye colour? A snub nose? A 
particular hairstyle? Write them all down. Write, analyse 
and condense until you have a list of the most repeated 
descriptors. Then spend some time considering why these 
particular things are so attractive to you. Don't look to books 
for answers, you must find your own. When did each feature 
first grab your attention? Trace back your erotic triggers to 
their very origins in a series of meditations and don't rest until 



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you have successfully done so. 

These exercises in evaluating and categorising your 
own erotic / aesthetic triggers will greatly enhance your 
awareness of such triggers in your future erotically charged 
encounters. On the one hand, this will enable you to retain a 
measure of control since you will understand what is 
happening. Thus you will be able to act instead of reacting, 
you will not be a puppet to be played on strings. On the other 
hand, it will allow you to take those triggers to new peaks, 
creating an epicurean aesthetic and erotic consciousness from 
your own past experience. More importantly than either of 
these two immediately life-enhancing factors, however, is that 
your new Understanding of your erotic imprinting will 
provide a clear and well-defined channel through which the 
Other may manifest. 

This exercise should also have made it apparent to 
you that your personal erotic and aesthetic triggers that 
govern attraction are something within yourself, a set of 
features and proportions that have acquired a particular 
imprint for you personally. In other words, in the initial 
stages of attraction, it is ourselves we are invoking and 
interacting with, not the other person. Our standards of 
beauty are projected upon them and we experience an erotic 
response when a certain level of resonance is achieved. 

Past that point, you have no claim over the other 
person. As Aleister Crowley declared it, "Every man and 
every woman is a star." There can be no possessiveness or 
'ownership' in any true relationship; there can be only a 
mutual agreement, which either party may withdraw from at 
any time. Freyja is not only a Goddess of eroticism, but also 
of sovereignty and She will not tolerate a lack of respect for 
the sovereignty of others. This enlightened attitude is, alas, 
all too uncommon in human relationships, most of which are 



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based upon need or dependency. The Initiate can not afford 
to make such a mistake and must honour the sovereign 
individual. 



Fenrir - The Hunger, Chained and Loosed 

The closing comments of the preceding section lead us to 
consider the important fact that Desire may manifest in both 
positive and negative ways. There is the Desire that inspires 
and there is the Desire that consumes. We may call this latter, 
negative manifestation of Desire 'Hunger'. If Desire as a 
positive force is exemplified in the Goddess Freyja, Hunger is 
represented by the wolf Fenrir. 

Fenrir was the son of Loki, a spirit in monstrous wolf- 
form, whose appetite was so great and growth so rapid and 
terrifying that the JEsir feared that he would consume all of 
Asgard and ultimately the world. 

The Gods created a chain strong enough to bind 
Fenrir and had to resort to trickery to persuade him to let them 
put it on him. They made a wager with the wolf that he could 
not break free of the chain. Fenrir was dubious about their 
promises to free him afterwards, but agreed to participate 
when Tyr placed His hand in the wolfs mouth as a pledge of 
good faith. Fenrir strained with all his might but could not 
break loose. The Gods then refused to release him and the 
ravening Hunger was bound. But Tyr lost His right hand in 
the furious wolfs jaws for betraying the oath. 

When does Desire transform into Hunger? When 
does a positive, motivational power metamorphose into an 
inward spiral of greed and consumption? When the thing 
Desired becomes more important than the evolutionary 
motive underpinning the Desire. When we cling onto things 



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instead of principles. Yet because the Desire is founded upon 
a principle rather than a thing, the thing can never satisfy and 
thus more and more is demanded to sate the craving, in ever 
huger and more monstrous forms, a downward trend that can 
never be satisfied, but can only become greedier, hungrier and 
more desperate. 

Possessiveness is the Key which transforms Desire 
into Hunger: the urge to possess instead of to experience, to 
allow matters to flow and take their own course. This is a 
Mystery of the fehu rune. Funds (or Desire) must flow, not be 
hoarded, in order to avoid the curse of the Dragon's gold. 

Fenrir is the ultimate Form of the addictive 
personality. This is something that many magicians are 
tainted with, it is the very thing that draws some to magic in 
the first place. It is something that needs to be overcome, to 
be chained as Fenrir was by the iEsir. The alternative is a 
form of lycanthropy, where the werewolf-self will lie low for 
a while, yet continually reassert itself in new displays of 
obsessive and addictive behaviour that make a mockery of our 
claims of higher consciousness and Self-awareness. 

It must be remembered, however, that it was 
necessary to bind Fenrir with trickery and that there was a 
price to pay. The noble deed, the sacrifice of the hand of Tyr, 
is a part of this realisation. Our greeds, our jealousies, our 
possessive streaks, will always remain with us. They can 
only be chained by placing our hands willingly in their 
mouths and those chains will only hold so long as we 
remember this: we possess absolute freedom, but as we seek 
to evolve beyond the bestial toward the divine, we must 
establish our own order, binding some of our freedoms so that 
others may flourish. Our appetites cannot all have an 
absolute free reign without undoing the progress we have 
made. 



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Rediscovering Sorcery 

At this stage of Initiation, you will be applying your energies 
to understanding the great Mysteries of your own Self and the 
Universe in which you find yourself. You will be busy 
integrating the various aspects of your soul and unifying your 
consciousness so that it may touch truly Divine levels of 
inspiration. You will have succeeded in ordering your daily 
life so that everything ticks along just so, allowing you to 
pursue your magical studies in the most effective way. 
Although life will always have its little ups and downs, 
everything will tend to go just as smoothly and as comfortably 
for you as it possibly can. This is useful, but can also be an 
extremely dangerous state of affairs if you are not careful. 

It is very important for you to continue to test your 
limits. At this stage of Initiation this can be a very difficult 
thing to do, because your psyche will (hopefully) be firing on 
all cylinders, and the Universe will tend to fall into line with 
your Will almost automatically, giving you a smooth ride. 
This is great news for your personal development, you will be 
able to progress by leaps and bounds, but the risk is that you 
will start to lose your edge. You need some resistance in your 
life to strike sparks off. So how to find it without making 
things unnecessarily difficult for yourself? You certainly 
don't want to take a step backwards, after all. 

You find it be deliberately seeking out opportunities 
to practise sorcery. You find these opportunities by seeking 
to help people. There are, however, a couple of very 
important points to be borne in mind here. Firstly, make sure 
that the people want your help. Secondly, be careful what 
kind of help you choose to give. Never forget that you are 
always a factor in your own magic and you will be changed 
by everything you do. Assisting someone to pass their exams, 



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recover from an illness, or increase their store of hamingja 
(luck), can only reflect well on you. Cursing someone's 
neighbour for taking their parking space could have dire 
consequences, tainting you with someone else's petty 
squabble that you should have no part in. 

But those important considerations being made, most 
magicians will begin focusing a lot of their energy on helping 
others at this stage in their initiatory path. They don't really 
need to work sorcery for themselves any more, things just 
tend to click into place around them. But they can keep their 
skills honed and their edges sharp by Working on behalf of 
others. Note that contrary to what some may say, there is no 
reason why you should not charge for such services if you do 
so ethically and reasonably, because you will certainly be 
paying a price yourself. You will be exposing yourself to 
change and challenge. But this, of course, is precisely the 
purpose. 

There is another factor at work here as well, of 
course, which is crucial to the Work of this chapter. Sorcery 
is an expression of your Desire. It is a statement of your 
belief that the world should be different in order to approach 
the idealised model in your head. True Sorcery is an 
expression and manifestation of your sense of Beauty, 
Purpose and Justice. It embodies those three principles of 
Eroticism, Sovereignty and War. So when addressing any 
situation, always ask yourself what is your highest Desire. 



Crafting Bizarre Artefacts 

You can also continue to keep your magical muscles in trim 
by marrying them with your general creative urges and 
creating bizarre and beautiful magical artefacts and tools as 



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expressions of your Initiation. Many magicians who 
approach this initiatory level find that their creative impulses 
begin to express themselves in very potent ways. Some will 
write, some will paint, some will sculpt, some will create 
music, but I have never yet met an effective magician who 
was not also tremendously creative. When the mind unites, 
the floodgates are opened. This too is an expression of 
Desire, an urge to manifest the Beauty of the Other. 

This creativity need not be limited to recreational or 
entertainment purposes, nor need it be focused upon teaching. 
It is possible to display your Initiation as an example to all by 
crafting symbolic items which will enhance your magical 
world. Let's consider a few ways in which this can be done, 
along with a few historic examples. 

You will be completely familiar with all of the 
techniques of magical practice by this stage. You will already 
have established a working set of tools to suit your needs, so 
you no longer face the pressing need to find or fashion such 
things quickly. This therefore means that you now have time 
to begin fashioning your ritual space and tools at your leisure, 
to become something really and powerfully representative of 
your aesthetic. It doesn't matter if it takes you eighteen 
months to complete an item, because you can use the one 
you've always used previously in the meantime. So you may 
decide to continue working on an old coffee table, whilst in 
your garage you are crafting an ornately carved and painted 
altar which will ultimately take its place. You may be 
painting or embroidering beautiful wall hangings depicting 
dragons and mythic scenes which will inspire you and fuel 
your magic when they are finally finished and hang on the 
walls of your ritual space. Now is the time to carry out all of 
those long term, intricate tasks that were always so impossible 
and distant in the early, 'rush hour' period of your Initiation. 



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This is also the time when you can think outside of 
the box and really express your magical creativity. You can 
craft artefacts which are truly unique and bizarre for specific 
purposes. These may be wands, amulets, cups, tables, or 
items of clothing. Anything that expresses your purpose. 
Some of the wild and wonderful magical items found in 
fantasy role-playing games come to mind as examples. But 
probably the most bizarre example comes from real life. I am 
talking, of course, of the infamous Necropants. These 
trousers were made from the skin of a dead human being. 
The skin was taken in a single piece from the waist 
downwards, dried and treated, and made into a pair of 
leathery trousers of a particularly grotesque appearance. 
These were supposed to ensure a steady stream of coined 
money to the person who wore them. If you search online, 
you will readily find a photograph of the particularly 
gruesome Necropants on display in the Icelandic Museum of 
Witchcraft and Sorcery. I hasten to add that I am certainly 
not suggesting that anyone today fashions a pair of 
Necropants, but don't be afraid to be bizarre and creative in 
less gruesome ways. 



Loki and Tangential Tantra 

We referenced Loki earlier as the trickster and mischief- 
maker among the ^Esir, the God who would invariably get the 
other Gods into trouble, but whose skills and sharp wits 
would inevitably be required to get them out of it again. We 
also posited that Loki may actually be a projection from Odin 
Himself, a kind of 'shadow-self who introduces the element 
of the random and unexpected into one's path. 

At this stage of an Initiate's development, the 



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interjections of Loki into initiatory Work will start to become 
really noticeable. You will find that your magic quickly 
brings the results you ask for, but that bizarre and unlooked- 
for side-effects and synchronistic events that bear little 
connection to your original purpose also begin to increasingly 
manifest. 

Some might argue - and this would certainly have 
been the case with those Edwardian magical pioneers such as 
Aleister Crowley and the good gentlemen and ladies of the 
Golden Dawn, to whom reason and conscious control was 
paramount - that this is an unwanted and undisciplined 
phenomenon and something which should be avoided and 
stamped out at all costs. Today, following the contributions 
of the Chaos Magic schools to magical thought, we are free to 
think quite otherwise. 

In actual fact, the further we advance, the more 
prevalent these unforeseen happenings (termed 'tangential 
tantra' by Kenneth Grant) will become, not less. For as we 
unify and harmonise the various parts of our souls, so we can 
expect an increasing amount of new material to be offered up 
to us from the deep, dark places in response to our magic, 
alongside our actual anticipated results. This is not a failing, 
nor a weakness, but a signification of our personal 
development. 

What kind of manifestations can we expect as 
tangential tantra? These will be entirely unique to the 
individual, a chain of synchronicities that will lead - if 
followed - to a new Understanding, something that would not 
otherwise have been attained. Expect them to be strange and 
bizarre. They will also very often be keyed to Desire. On one 
occasion, without going into details, the sight of a homeless 
woman asking for change in a London alley led me on a 
pilgrimage spanning over a year and taught me the Mysteries 



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of the Banshee and the essence and worship of the Celtic 
Goddess Badb. 

These tangential tantra, like the mischievous 
machinations of Loki, will throw you off your intended 
course, compelling you to follow their lure. But this is why 
they have been given to you: if you follow them, you will 
uncover new Mysteries that are now beckoning to you and 
which you would not otherwise have discovered. If you 
disregard them, the deep places of your psyche will assume 
you are not interested in their input and will cease to 
communicate with you, turning away and undoing all of the 
work you have put into your Self-development. If you're not 
going to listen to the deeper parts of yourself, it's best not to 
awaken them in the first place, for - like Loki - they can 
become nasty. 



Reading Life's Runes 

The Initiate will have become very familiar with reading 
runes in divination in order to trace the developing patterns of 
Wyrd in the World. But now it is essential to reach one step 
further, a step which is quite logical and which should be 
obvious to those who have performed the rite emulating 
Odin's sacrifice and rune-winning in the last chapter. You 
must now learn to read the patterns unfolding in the world 
directly and then extrapolate backwards in order to discover 
the runes at their root. This will transform the whole field of 
time and space into a picture book which your magically 
sensitised vision may read. 

Some runes are easy to read. For instance, any matter 
of motion will involve raidho, money matters will invoke 
fehu. So you should be able to begin this practice very easily 



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and readily. Other layers and patterns underlying the 
processes of life may be more subtle, requiring a more 
intuitive touch. And don't forget that every situation is multi- 
faceted. Every happening will have motives and past 
influences which lie behind it. Try to discern these, and soon 
you will be carrying out your own rune-castings, entirely 
within your own mind 

This level of runic awareness and perceptual ability 
will stand you in excellent stead for the remaining Work. 



The Fetch in the Flesh 

The fetch has already been described when discussing the 
soul lore of the Germanic peoples. There it was said that: 

The fetch surrounds and touches the other parts 
of the soul, but is not itself a part or a possession 
of the individual. It is an essence which is 
transpersonal, spanning generations. The fetch 
may appear to a person in three forms: (a) as an 
animal; (b) as an entity of the opposite sex; (c) 
as a geometric shape. 

The fetch is of enormous importance to the Work of 
this chapter and those beyond it. It is vitally important that 
you learn to communicate with the fetch and heed its advice. 
So far, so mystical. Yet you may be surprised to learn that the 
fetch will generally manifest in a solid, living form and will 
turn your life on its head in doing so. 

If the fetch chooses to appear as an animal, then you 
will recognise the otherworldly character of that animal and 
will be able to deduce its message for you. If it appears as a 



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person of the opposite sex, you will feel a strong affinity for 
that person and their arrival will be heralded by a series of 
meaningful synchronicities; you will need to develop matters 
from there. Your interactions with the fetch in this form will 
be more complex, since it will be capable of speech. In its 
final form as a geometric shape, the fetch will attract your 
attention with a recurring image or design in which a 
particular shape is dominant. You will then be drawn to 
follow that shape; it may lead you off your expected course, 
indicating another way to go, or it may simply dominate your 
thoughts, turning them in a particular direction. In all cases, it 
is up to you to make the effort toward effective 
communication. 

What, then, does this mean? Are we to interpret the 
speech of every torn, dick and harry as a message from a 
supernatural entity linked to our soul and to our ancestry? 
Not at all. It is essential to have developed a sense of due 
proportion and a subtle awareness of what constitutes an 
otherworldly communication and what does not by the time 
you reach this stage in your Initiation. If you cannot do so, go 
back and work thoroughly through all the preceding chapters 
again until you can. 

Also, it would be a fallacy to assume that the fetch 
permanently incarnates itself within a given person, animal or 
thing. I am not saying that this can never happen, but I am 
certainly saying that it is unlikely in the extreme. The fetch 
will adopt any number of guises in order to get its messages 
across to you, speaking perhaps a single sentence through a 
given host at a time, then leaving that host to his / her / its 
own devices, probably utterly unaware of having been utilised 
as a supernatural mouthpiece. It is up to you to distinguish 
and understand such messages when they come. 

The question may be asked whether the fetch may 



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embody an erotic component, given its frequent manifestation 
in the form of a person of the opposite sex. It may do so, of 
course, and that erotic element may in itself prove to be 
initiatory in nature. But this should not be assumed as a 
given, it will not always be the case. For an example where 
the erotic emphasis is definitely present, we need look no 
further than Sigurd, the heroic exemplar utilised throughout 
this book. This will be discussed much more thoroughly in 
the section of this chapter entitled 'Desire as the Engine for 
Immortality', which folows shortly. But before you think you 
have a cosy handle on this concept, let me throw you a 
particularly barbed question for your consideration: does 
Sigurd's fetch manifest in and speak through Brynhild, or 
Gudriin, or both? 



The Effects of Death on the Soul Complex 

Before proceeding to address the vexing question posed 
above, it is first necessary to consider the constitution of the 
soul in Northern lore once again, most especially the effects 
of the process of dying upon the various parts of the mind / 
body / soul complex. 

The lyke, the physical body, dies of course, since it is 
bound to Midgard and is discarded when the soul withdraws 
to other worlds. The elements which make up that body are 
then broken down, decomposing in order to be reused in the 
ever-changing material realm. The soul will build a new lyke 
around itself when it is reborn. 

The hyde, that shaping influence which gives form to 
the soul's manifestation, withdraws from the body it has 
shaped. It is this withdrawal of the hyde which triggers the 
process of decomposition as the underlying structure is 



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removed from the body. The hyde departs with the immortal 
parts of the soul and will begin shaping a new home when the 
soul is reborn in the world, establishing itself in a new 
physical envelope and moulding that body to reflect the 
individual's qualities. 

The athem, the life-force which animates the body, is 
also removed from this plane, sustaining the soul as it fares 
across the bridge to the higher worlds. Upon its departure, 
the body of the deceased becomes mere matter, with no life of 
its own. The many tiny life forms and bacteria which co-exist 
with a body in life, now begin to break down the structure. 

So far, all of the parts we have mentioned have been 
connected either directly with the physical body, or with its 
shaping and animation. Now we begin to examine the 
invisible parts of the human complex, such as the hugh and 
the myne, thought and memory. These certainly don't remain 
within the physical shell, they can be presumed to depart to 
the higher or lower realms on Yggdrasil, along with the other 
invisible parts of the self. I suspect in most cases that these 
functions then remain in the immaterial realms, along with the 
part of the soul which is truly transcendent and immortal (see 
later). Certainly, when the soul is reborn into a new life, it 
brings very little of the previous life's thoughts and memories 
back with it, though occasionally something may be carried 
across. I have the hunch that the more coherent and 
integrated the personality is within life, the more cohesion 
and direct memory there will be between incarnations. This 
continuity of conscious identity and memory is one of the 
highest aims of Initiation. In any case, the hugh and myne 
will always remain available to the greater Self in Asgard, or 
will at least be accessible in the freezing halls of Hel, where 
the redundant and dormant aspects of accrued experience 
slumber until needed. 



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The wode is that part of the soul which is capable of 
inspired consciousness, the illuminated part which is touched 
by the Divine. This aspect is named after Odin and its abode 
is in Asgard. The wode ascends and takes up its station at the 
loftiest point of the World-Tree. Indeed, I would argue that 
Asgard is the natural abode of the wode and that it is located 
there even when the soul is manifest in earthly life. The wode 
may descend and communicate with the other parts of Self 
when inspiration floods the being, but its natural roost is in 
the Highest. In this way, the wode accrues ever greater 
experience, wisdom and knowledge as the individual is reborn 
each successive time. This part of the soul loses none of its 
essence or substance, but increases in power and intensity 
over the course of lifetimes, so that the advanced soul gains 
increasingly from its inspiration and wise influence. 

The fetch we have already spoken of in this chapter. 
It is attached to the soul of the individual in life, but is greater 
than him, a tutelary spirit which is transpersonal, spanning 
generations. Upon the end of a particular life, therefore, the 
fetch will go on its way, attaching itself to some other 
newborn member of the family line. It may be that in years to 
come, when the individual is reborn, it may attach itself to 
him again, but this is not a given. 

An individual's luck is an expression of many factors: 
his outlook on life; his courage; his deeds; his generosity; his 
understanding of the ways of wyrd. It is thus a faculty which 
is generated for the most part by the deep places of the soul, 
and it can be presumed to pass on from this world with the 
less tangible parts of being. Wherever the soul sojourns next, 
whether passing a span of time in other worlds, or entering 
quickly back into rebirth in this world, its luck will still 
accompany it, manifesting anew alongside it. Luck is 
generated by the Self in motion and will thus be wherever 



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^EGISHJALMUR 

consciousness resides at any given time. 

The core of the soul itself, that sense of selfhood 
around which the other faculties revolve, will generally pass 
into one of the other worlds for a time whilst its attendant 
parts are analysed and distributed as above. If it has 
accomplished nothing worthy or notable, it may simply sink 
down to the halls of Hel, there to sleep until sent forth into the 
world again. If it has unfinished work that it wishes to 
accomplish between lives, it may perhaps do this in 
Svartalfheim. It may reside with its ancestors in the wonder 
of Ljossalfheim. A particularly shining example of an 
Initiated Self may reside in Asgard, fused with the Wode-Self. 

The Wode-Self is that part of the consciousness 
which is directly touched with the Gift of Odin, the Flame of 
Self-awareness and all-potential. As such, it remains in 
Asgard and never descends fully into manifestation when the 
soul is reborn in Midgard. Of course, there is always a link 
between the manifest self and the eternal Wode-Self of which 
it is a projection, namely the faculty of wode itself, as 
mentioned above. The ecstatic, Divine consciousness of the 
Wode-Self may become immanent and apparent to the 
incarnate self when the wode, hugh and myne - the tricameral 
mind - are harmonised and resonating together as a result of 
successful Initiation. 

If you consider the implications of this, it makes a 
profound statement about what befalls the soul during the 
death process. When people talk of dying, they normally 
think of the soul departing this world and going somewhere 
else. But according to the above model, the Wode-Self, the 
most highly evolved part of us, is already in that other place. 
So we don't actually go anywhere at all, since we are already 
there. All that happens is that the lens of Self makes a 
transition from being body-centred to being wode-centred. 



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Through the practices outlined in this book, the Initiate may 
become accustomed to this transition whilst still in earthly 
life. 



Desire as the Engine for Immortality 

Having established that according to the Northern soul model, 
there is a part of us which is truly immortal and incorporeal, 
and that it projects its sense of Self into this world to be 
reborn periodically, we should now find ourselves asking the 
question, "So what is the engine that drives this process? 
What is it that leads us into rebirth?" 

The Immortality Engine is a key function of this level 
of Initiatory Work, as it begins to inform all of the Work that 
you do. The name of this engine is Desire, which has already 
come under scrutiny in this chapter as a function of the 
Goddess Freyja. 

This needs a little explanation. After all, a Buddhist 
would explain to you that Desire is a very bad thing, the root 
of all sorrow in the world since it serves only to remind us of 
those things we do not have. Get rid of Desire, they say, and 
enlightenment might be obtained. But let us not forget the 
final goal of most orthodox Buddhist philosophy: a state of 
Nothingness. But this is not the goal of the philosophy of our 
forebears; their philosophy - and ours - is to enjoy a vital 
existence and to always seek to discover what lies over the 
next horizon. For such a philosophy as ours, Desire is a 
positive necessity. Bearing in mind that we have already 
drawn the essential distinction between Freyja and Fenrir: 
the Desire to explore and to experience, and the Hunger to 
possess and consume. 

So we may establish Desire as a positive force that 



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^EGISHJALMUR 

drives us to accomplish our goals in life, to chase after our 
dreams and visions. We should therefore be able to see that it 
is a life-enhancing and life-sustaining quality. Desire is what 
makes it worth our while to get up in the morning, to face the 
new day with hope and courage in our hearts. Without it, life 
becomes a tedious routine, depressing and mundane, and who 
in such a condition would possibly want immortality? 

The next question we have to ask is: what do we 
Desire? I am not speaking of specific instances here such as 
we explored earlier in this chapter, though our findings then 
should help us in resolving this current question. Instead I am 
trying to discover the essential Principle that fuels Desire. So 
what is it that we Desire? 

The answer to this question was, I believe, provided 
best by Plato, who discussed it in The Symposium. Plato 
argued that people Desire that which is beautiful. So the 
Principle which arouses Desire is Beauty. But Plato didn't 
leave it there. He went on to argue that if something is truly 
beautiful, then it must be beautiful eternally, for true Beauty 
(he was talking here of the Principle itself rather than 
individual manifestations of that Principle) is imperishable; 
otherwise, how could it be beautiful? So in his argument 
Plato now moves the goalposts one stage further, implying 
that our Desire for Beauty is actually a Desire for 
immortality. 

This is not such a hard thing to imagine and when I 
first grasped this concept it grew within me until it is now a 
central tenet of my philosophy. That which causes us up to 
bother getting up in the morning is the quest for Beauty; this 
is the Desire that drives us. Moreover, it is this same quest 
for Beauty which causes us to seek rebirth in the world, to 
enflesh our Desire once more and to follow Beauty's siren call 
into new manifestation. This is the Immortality Engine, the 



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Eternal Feminine which draws us ever on. This concept is 
also implied in reverse by the later Germanic magical legend 
of Faust. In one of the versions of Faust's Pact, he obtains 
magical powers from the Devil and may lead a life filled with 
as much wealth and pleasure as he will for as long as he will, 
but the Devil may claim his soul in payment if Faust should 
ever become bored of his existence. This proclaims the same 
truth from a contrary position of outraged piety: that so long 
as Desire continues to drive us on, we are on the path of 
immortality. 

This concept is expressed in many of the Dragon 
myths told in Indo-European culture. Before we turn our 
attention to that specific myth which is most central to the 
Work of JEgishjdlmur, let's examine the themes which recur 
in almost every European folk tale concerning the slaying of 
Dragons: 

• There is always a town terrorised by a Dragon. 

• In lieu of destroying the town and devouring all its people, 
the Dragon demands the sacrifice of a maiden at periodic 
intervals. 

• Sometimes this maiden is specifically fated for her role, at 
other times she is chosen by lot. But in any event, she 
always turns out to be either a princess or (in more 
bourgeois versions) the daughter of the local mayor or 
town official. 

• The town proceeds to chain the maiden at the appointed 
place, but has secretly sent out calls for heroes to rescue 
her from her fate, promising her hand and / or the town's 
wealth in payment. 

• A hero arrives, either from foreign parts, or a local who 
has been long away and is now returning home after 
accomplishing great deeds. 



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^EGISHJALMUR 

• The hero slays the dragon. 

• The hero marries the maiden and becomes heir to the 
kingdom. 

• "And they all lived happily ever after." 

So the hero (the conscious Will) slays the Dragon (the bestial 
nature) because of Desire for the maiden (the fetch), through 
which relationship he becomes ruler of the land (the 
integrated psyche, with all its powers awakened). 

We have already mentioned the Faust legend in 
relation to Desire as the Immortality Engine, and this pattern 
is played out there, as Faust defies the Devil for the sake of 
Margaret and wins redemption (this thematic emphasis is 
superbly realised in F.W. Murnau's movie Faust). 

But we can most profitably trace these Dragon- 
slaying mythological themes in the tale of Sigurd, who is the 
heroic exemplar of the AZgishjdlrnur curriculum. Sigurd 
himself is the hero, of course, and he is of noble blood, the 
surviving heir of the Volsung line. He overthrows Fafnir and 
gains the powers of the Dragon. This victory grants him the 
power and the courage to penetrate the wall of fire which 
surrounds the Valkyrie Brynhild and awaken her from her 
sorcerous sleep. Brynhild represents the Divine messenger, 
Sigurd's link with the Gods. Upon that hill they pledge 
themselves to each other. 

This is the theme of the Work of ^gishjdlmur: that 
the conscious Self overcomes the Beast within and integrates 
with it. This balanced, whole Self may then reach out and 
touch Divinity. This is the Work that every Initiate must do 
who has persevered through to the present chapter and it is a 
Work which will be primarily approached through the fetch. 
With the assistance of this transpersonal essence which 
impinges upon your own soul, you must reach out to discover 



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the principles and the aspirations which truly drive you on 
when all else has been left behind. You must discover, 
identify and follow after the Beauty that you Desire, which 
will make you truly immortal. 

In the saga, of course, things ultimately ended 
tragically for Sigurd and Brynhild. They are brought low by 
greed and treachery, the cursed, averse aspect of fehu. But 
this need not and should not be the case for you. Remember 
that the Dragon's treasures must be allowed to flow freely. 
They are not to be seized or jealously hoarded. The further 
you progress in your Initiation, the more expansive you 
should become. Remember this and you should do well. 



Connecting With Ancestral Spirits and the Gods 

As you progress towards communion with Divine levels of 
consciousness at this stage of your Initiation, you should 
introduce some ritual element into your practice for 
connecting with the JEsir and the Vanir, the Ljosalfar and the 
Svartalfar, and the honoured spirits of your ancestors. 

There are various ways of doing this. One is to take a 
spirit journey through the nine worlds until you approach the 
realm of the God or spirit you seek, then call out to Him / Her 
/ It. Speak with them on this level and write down what you 
have learned when you return. 

Another way is to devise a suitable ritual for the 
purpose (good examples are given in the books of Edred 
Thorsson). This can be directed towards any God or spirit 
you may wish (there are long lists of elf and dwarf names in 
the Poetic Edda) and can be done to seek wisdom on a 
particular issue, or simply to sense their essence and to make 
some exchange or oath with them. 



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It should be noted that it is deemed appropriate to 
pour out half the contents of the chalice or horn upon the 
earth as an offering to the being you call upon (or if indoors, 
into a bowl which will later be poured upon the earth), so if 
you do devise your own ritual, this step should be 
incorporated into it. 

There are many reasons for calling upon the Gods, 
elves and spirits, ranging from increase of wisdom and 
knowledge, through to veneration and worship of them and 
the principles they represent, through to seeking their 
assistance in practical magical results. But in all cases it must 
be borne in mind that the Gods of the North do not respond 
well to the grovelling that is common in most religions. 
Approach them as if they were honoured kin, or as a warrior 
to his lord. The human soul is a noble thing, vitalised by the 
threefold Gift of Odin. To demean that Gift by abasing 
yourself is to demean the Giver. Also, do not expect these 
Gods to do things for you or sort out your problems. Their 
way is to encourage you and empower you to sort out your 
problems for yourself. By now you should be entirely 
capable of doing so. 



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CHAPTER EIGHT 



TIME AND THE GODS 



With this chapter, the Work becomes more speculative and 
experiential. We begin reaching into areas of cosmic 
significance. It is essential that the Initiate entering these 
uncharted waters must be sailing in a sturdy vessel. He will 
need the full span of the runic skills he has developed so far, 
plus a thorough understanding of the cosmological and 
psychological structures underpinning his reality. Without 
these solid anchors, it is easy to fall prone to self-delusion and 
wishful thinking. 

Even more than this, the Initiate must have 
experienced the transformation of Draconian consciousness 
within his own being. The Dragon, the Hero and the Valkyrie 
must all be aflame within his brain. This will allow his 
Wode-Self to speak clearly and unambiguously, guiding him 
aright. 

Those who have grasped the fundamentals of Desire 
as the Immortality Engine and who have engaged in the 
teasing dance of tuition led by the Fetch, will find themselves 
most fully equipped to explore the themes of this chapter. 



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Indeed, although a more austere and ascetic approach is 
certainly possible, I cannot personally even begin to imagine 
it, let alone practise it. 

Whether you have encountered manifestations of 
your Desire in the form of a sexual partner (or partners, as is 
sometimes the case), or whether you are inspired most by an 
otherworldly projection of Beauty, you should by now have 
realised and unlocked a further secret of Draconian Magic. 
This is a kind of Tantric flow of energy between the Hero and 
his Lady, typified by the Draconian Essence. (Although 
couched here in the generally masculine tone of the myths, in 
practice it translates perfectly well for female Initiates as the 
Heroine and her Lad, and can also accommodate same sex 
relationships with only a little imagination.) 

This ecstatic energy flow, which cycles between the 
one who Desires, the one who is Desired, the process of 
Desiring and the implicit Form of Desire itself as an eternal 
Principle, is crucial to Draconian Work at this stage. It 
should take only a little consideration of the previous chapter 
to explain why. You should also consider that in the case of 
mutual Desire, the energy flows in both directions 
simultaneously. 

This Desire may be seen - and utilised by those who 
have the skill - as a Form of Kundalini. The Hero is the erect 
spine (or phallus) and the Dragon uncoils from its lair at the 
base of the spine and sends its energy up the shaft, seeking a 
union with the Valkyrie, who extends Her swan wings above 
the brow. There are numerous magical Mysteries in this 
imagery and you should seek them out, meditate upon them, 
and - above all - practise them. 

These Mysteries of Desire will be the Key to 
unlocking many of the powers alluded to in this present 
chapter. 



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The Norns 

The Work of this chapter takes what we have already 
considered about Destiny and aligns it to the patterns of time. 
It also places us in a position (achieved through Draconian 
consciousness of those Mysteries of Desire) where we are 
able to view that pattern from outside and manipulate it and 
our own situation and place within it. 

This will necessitate an Understanding of the three 
Sisters of the Wyrd: Urdhr, Verdhandi and Skuld. These 
three dwell at the very roots of the World Tree and are 
conscious of all that occurs within its branches, as well as all 
that has occurred, all that may have occurred but didn't, and 
every possible event that may yet occur. The Initiate must 
learn to see through the eyes of all three of the Norns. Having 
achieved this, he must learn to see through all three of their 
perspectives simultaneously. And if that wasn't demanding 
enough, he must ultimately transcend even this in an ecstatic 
single Vision which combines All, Nothing and Might-Be- 
Might-Not-Be. This should not be difficult for anyone who 
has learned to Open the Eye in the Void. 

Urdhr represents the past. Her name is closely 
related - if not directly identical - to Wyrd, and those patterns 
of past processes which lead into the unfolding and 
manifestation of the present are indeed Hers. Knowledge of 
Urdhr is knowledge of the roots of things, the understanding 
of what is likely to happen based upon what has previously 
happened. 

Verdhandi represents the present, that which now is. 
She is the ever-changing moment, the gap between now and 
now, in which reality is turned over and made anew. In the 
time it takes you to blink your eyes, the entire world has been 
destroyed and recreated, similar but not the same, for billions 



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of possibilities and events have been made manifest that were 
previously only building potential, patterns in the greater 
pattern. Paradoxically, the Eternal Now of the present ceases 
to exist in the time it takes our minds to recognise and 
respond to it. The present we are thinking about is no longer 
the present we are now in; it has gone into the past. It has 
been said that all that truly exists is the present. The past 
does not exist, for it has been and gone; the future does not 
exist, for it is mere possibility. There is only the present, 
which is annihilated the moment it exists, ever Remanifesting 
in changed form before its loss can be noticed. So the present 
is All, yet the present is Nothing. Think about this, for it is 
critical to the Work of both this chapter and the next. 

Skuld is often glibly said to represent the future, but 
this is simply not true. Skuld is everything that may yet be, 
every possibility that lies implicit within the Wyrd, including 
those which will never come into manifestation. She is 
perhaps better said to represent probability or continuation. 

When the Initiate views the patterns of potential as 
Skuld views them, he gains the ability to manipulate those 
threads in the present which lead towards certain strands of 
the future, tying and knotting some to strengthen them and 
snipping or tangling others. It is possible, with awareness and 
determination, to steer your course by following the 
possibilities you prefer to come into manifestation. 

Each Initiate should at this point devise a ritual of 
their own making (or three rituals, if you prefer), designed to 
access the consciousness and Understanding of Urdhr, 
Verdhandi and Skuld. Follow the guidelines given 
previously, incorporate suitable runes into your Working, and 
record the result. When you complete the Work of this 
chapter, go back and repeat your ritual, comparing the results 
to the first attempt in order to discover just how far your 



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Understanding has advanced then, compared to how it is now. 



Writing the Saga of Your Deeds 

If you have been immersing yourself in Northern lore and 
legend to complement the practices offered in this book, you 
will probably have read more than one of the sagas. As 
opposed to the Eddas, which basically tell the various tales of 
the Gods, the sagas are very much more human, concerning 
themselves with the acts and noteworthy deeds of human 
heroes. The Saga of the Volsungs is really required reading 
for the AZgishjalmur curriculum, for reasons which surely 
shouldn't need to be explained. But there are other valuable 
tales too, such as Egils Saga, which tells the story of master 
rune magician Egil Skallagrimsson. 

Now that you have achieved this level of Initiation 
and have tapped into the current of your own Destiny, 
awakened the Wode-Self and learned to follow the 
promptings of your Fetch, it is time to start writing your own 
saga, the tale of your life and deeds. I mean this quite liteally. 
Take up a pen and paper (or more likely a computer keyboard 
in this day and age) and start writing your own story, 
beginning with your earliest memories. Don't be afraid to go 
back where appropriate and mention pertinent deeds of your 
ancestors that may have shaped you. Recount every memory 
that comes to you; each will have its own story to tell, its own 
way of shedding light on some facet of your being. Pay 
particular attention to magical events, of course, but do not 
ignore the mundane. 

Not only will you find yourself telling a fascinating 
story - probably far more interesting and inspiring than your 
everyday recollections would ever suggest - but your saga 



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will also grasp hold of the patterns of Wyrd in your life, 
tracing their unfoldment and their direction. The intention is 
that you will be able to ride these patterns into the past and 
future. This Work is the underlying focus of this present 
chapter. 



Understanding the Need For Change - 
Foretelling Ragnarok 

All who have so much as glanced at the mythology of 
Northern Europe will know something of Ragnarok. This is 
the great battle between the Gods and the Giants, respectively 
the forces of consciousness and non-consciousness, laying 
waste to the world as it is. But life and consciousness survive 
to spring forth again in a new world, with a new race of Gods 
and men. 

This is not some 'end of the world' myth like the 
Christian Revelation, however. It is not intended to keep the 
sheep fearful and in line. It is simply an expression of the 
essential and inevitable process of change - on all levels of 
reality, not just the physical - and the Remanifestation that 
must follow such upheavals. 

The process of Ragnarok will be discussed fully in the 
next chapter. The purpose of mentioning it here is to ensure 
that the Initiate is aware that periods of stability will 
inevitably be followed by a time of drastic change and 
upheaval. This cannot be avoided and so must be prepared 
for beforehand. At this stage, the Initiate must begin casting 
his Work into the future, planting the seeds for the 
Remanifestation of his ideas as well as his own personal 
Remanifestation. 



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/EGISHJALMUR 

The Helm of Awe as a Tool For Time Travel 

We have already established the use of the AZgishjalmur in 
operations of sorcery. Now we must use it for one of the 
most outlandish purposes yet. The Initiate will now seek to 
expand his consciousness beyond the barriers of the fourth 
dimension and travel in time itself. 

I am not speaking here of physical time travel, but 
travel of the mind, a kind of out-of-body experience wherein 
the Initiate's consciousness travels backwards or forwards in 
time whilst his body sits at rest. He is then able to watch 
what happens in his chosen time zone and return to the 
present with the knowledge he has gained. 

The first step in this process is to design an 
appropriate bind-rune in Helm form. It will be good to make 
the central core of the design the typical equilateral cross with 
each arm terminating in an elhaz rune. This will ensure the 
Initiate's safety whilst travelling. Other runes that should be 
incorporated into the Helm design are: 

raidho, for travelling 

gebo, for an exchange between that time and this 

hagalaz, for returning to the primal patterns 

isa, the stream of concentration 

jera, the cycles of time 

eihwaz, the span of life and death 

dagaz, the polarity of then and now 

A very serviceable bind-rune may be constructed in 
Helm-form from these component runes. I am going to leave 
the final design of this Helm to the genius of the individual 
Initiate. For one thing, anyone who has come this far should 
consider it an insult for me to continue designing your bind- 



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runes for you. If you can't achieve it yet, you need to go back 
to the beginning and work through the previous chapters until 
you can as you are not yet ready for this Work. Secondly, this 
current material is still in the experimental stage for me, so I 
do not wish to mislead anybody by presenting what I feel to 
be a partly speculative and not fully proven design of my own 
making. 

Having designed your bind-rune and correctly 
fashioned and charged it by carving, colouring, singing, etc., 
it is time to decide which time period you wish to visit. You 
may decide to look at a period in general, or you may wish to 
home in on a particular historical event. I say 'historical', 
because it is best if you explore the past to begin with and 
leave the future well alone. We have already established that 
the future is a nebulous and indeterminate concept in 
Northern belief. You will certainly want to extend your 
perception in that direction when you have some practice 
under your belt, but you will need considerable skill to 
navigate its multi-layered mirage of maybes. So begin with 
the past until you have amassed some considerable skill and a 
proven, reliable track record. 

It is helpful if you can gather some items, pictures or 
music relating to the time or event you wish to see and use 
these to set the mood. Open a ritual and explain your wish 
clearly. Spend some moments in intense concentration upon 
your goal. Then relax your mind, stare at the bind-rune and 
think only of travelling. Let the rune's lines draw you in and 
send you on your way. After you have mentally seen and 
heard what you need to know from the past (remembering that 
to invite more than is freely given leads only to error and self- 
deceit), refocus your consciousness in the here and now and 
write up your results. 

Test the veracity of anything you see or experience as 



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best you are able, using the most reputable sources to do so. 
You can probably only expect to bring back three or four 
precise pieces of information with you to start with, 
increasing as you become more adept with the practice. 
Again, do not push for more than readily appears, because 
your subconscious will gladly paper over the cracks for you if 
you push it. You are looking for truth, not necessarily 
coherence. It will take time for things to gel. 

Once you have a proven record of successfully 
travelling to the past, you can then start to look to the future, 
bearing in mind the caveats already given. 



Of Elves, Dwarfs and Etins 

As the Initiate begins to breach the dimensional barriers with 
his consciousness, time is not the only foe to fall. Space must 
also be conquered, enabling us to interact with the denizens of 
others worlds in ways that have not been possible in previous 
parts of the curriculum. 

I am not talking here of Gods, the ^Esir and Vanir, but 
of those entities and wights os a less than Divine status that 
dwell in the Nine Worlds upon Yggdrasil. Most specifically, 
I refer to the Elves, Dwarfs and Etins, who dwell in 
Llossalfheim, Svartalfheim and Jotunheim respectively. 

Before we start looking at the practical aspects of this 
Work, let's refresh our memories of what these beings are. 

The Elves are a people closely connected with the 
Vanir and the processes of cyclical time and generation. 
They are not bound to Midgard as we are, but have their 
dwelling in a brighter and more fruitful realm, under the 
Lordship of the God Frey, brother of Freyja, whose name 
means simply 'Lord'. 



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An Elf in Northern lore is a tall and shining being, 
quite unlike the depictions that have been inflicted upon us 
since the Victorians started producing pictures of them in 
storybooks. The way they have been represented in the recent 
Lord of the Rings movie trilogy has actually been a very fair 
one and may hopefully go some way toward redressing the 
balance. Tolkien, of course, knew his Germanic myth inside 
out, as evidenced by his own alliterative verse retelling of the 
Volsung saga and numerous other essays. 

The Elves are custodians of deep wisdom and have a 
great knowledge of all the things beloved of the Vanir: the 
living, growing, organic substance of the world and its cycles. 
They are tellers of tales and teachers of secrets to those who 
approach them correctly. 

The Dwarfs dwell in Svartalfheim, a name which 
calls them kindred to the Elves, but they are 'Black Elves'. 
This blackness refers to their subterranean realm, for the 
Dwarfs love the deep places of the world, and their abiding in 
low tunnels accounts for their short stature. They are as wise 
in their way as their Light cousins, but they are cunning in the 
lore of crafting and making things with their hands. They 
teach the use of tools and skill in shaping the raw materials of 
the earth (or the Self) into intricate and beautiful objects of 
great usefulness. They tend to be craftier in spirit than the 
Light Elves and drive a harder bargain, but their friendship is 
very worth the price. 

There are accounts in the Eddas of many wonderful 
and magical treasures crafted by the Dwarfs for the ^Esir, not 
least of which are the Brisingamen of Freyja and the Hammer 
of Thor. 

The Etins, or Giants, live in Jotunheim (or at least 
those we are interested in here do. There are other Giants in 
other places, such as the Fire Giants of Surt who come from 



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/EGISHJALMUR 

Muspellsheim, and the Giants of Utgard, who dwell outside 
the enclosures of the Nine Worlds in the Outside - these are 
expressions of the forces of the Void). But we are here 
interested in the Giants of Jotunheim, who are active within 
the structure of the worlds upon Yggdrasil. 

The Etins possess great age, great strength, and often 
great size. They are creatures who are stuck in their ways and 
reactionary, and who are generally opposed to the changeful 
ways of the young Gods in Valhalla, and hold the JEsir as 
enemies. They are forces of stasis as opposed to the forces of 
consciousness and evolution embodied in the Gods. 

It would be wrong to categorise all of the Etins as 
foes, however, matters are rarely as simple as that. They are 
certainly forces contrary to individuation and consciousness. 
But so may a mountain be: it is not a conscious thing, nor 
does it care anything of consciousness, and it may stand in the 
way of a man who wishes to get from one side to the other. 
But to say that a mountain is a bad thing or an enemy would 
be a gross over-simplification and a serious mistake. 
Mountains are actually very useful and rather beautiful, even 
if they are generally static and immovable. 

In a similar way, the Etins can be very useful and 
even helpful in the right circumstances and with the right 
approach. We even read of some of the Gods consorting with 
Etin-wives in the mythology. 

An Etin is very old and has thus acquired great 
wisdom after its fashion. This wisdom must be carefully 
interpreted, as it is bound to the Etin's own narrow spectrum 
of experience, nevertheless it runs very deep. Care must also 
be taken because although Etins are not particularly smart, 
they are crafty and cunning after their fashion, misleading or 
trapping the careless. 

So the wise Initiate may discover deep and timeless 



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^EGISHJALMUR 

wisdom from an Etin, but must be careful to interpret it 
correctly. 

There are two main ways to seek communication with 
Elves, Dwarfs and Etins. One way is to travel to them; the 
other way is to call them to you. In the first case, the Initiate 
will take a spirit journey as described in chapter five, faring 
out into the worlds along the rune-roads until he arrives at the 
appropriate realm: Ljossalfheim for the Elves; Svartalfheim 
for the Dwarfs; Jotunheim for the Etins. Once there, he may 
seek out and speak with a being of that type. The other way is 
to formulate a ritual to call the entity for illumination. In such 
a case, you will need to spell out the name of the invoked 
wight with runes, with a bind-rune of that name placed before 
you. Also, a sacrifice will be necessary: drink half of the ale 
or mead yourself, pouring the other half upon the ground as 
an offering to the spirit, refreshing it and welcoming it. You 
should then sense its presence and may communicate 
mentally with it, receiving its wisdom as flashes of inspiration 
either during the ritual or shortly thereafter. 

Through working with these entities, many of the 
deep Mysteries of time and space may be revealed to you. 



The Apples of Idunn 

The Goddess Idunn is associated with youth and with apples. 
The apples She cultivates are the source of the rejuvenating 
powers enjoyed by the Gods, which grant them immortality. 
Her name is thought to mean 'ever young' or 'the rejuvenating 
one'. She is thus a Goddess of Remanifestation and of key 
interest to Draconian Initiates. 

One of the myths concerning Idunn is very indicative 
of Her power. Loki is forced by an Etin named Thjazi to 



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/EGISHJALMUR 

deceive Idunn and lead Her out of Asgard on a pretext, 
whereupon the Etin seizes Her, desiring Her apples of 
rejuvenation for himself. In consequence, the Gods begin to 
grow grey and to age, lacking the restorative power of Idunn's 
apples. It becomes apparent that Loki is responsible and He 
is forced to go out once more to rescue Idunn from Thjazi. 
He does this using His powers of transformation and Idunn is 
restored to the ^Esir, who kill the pursuing Etin. 

The following rite is intended to accomplish two 
things: 

1. It should rejuvenate and reinvigorate the Initiate, 
reminding him of his immortal essence. It binds the parts 
of his soul more firmly, manifesting continuity of 
consciousness. 

2. It reminds the Initiate of the parts of himself that lie 
beyond even Yggdrasil, pulsing with potential in 
Ginnungagap. Thus, it makes the temporal manipulations 
of this chapter's Work that little bit easier. 



The Apples of Remanifestation 

The Initiate should set up his tools in preparation for a ritual. 
The Grail should contain a potent cider (specifically an 
alcoholic cider - I am aware that non-alcoholic apple juice is 
sold under the name of cider in some places. Also, for rather 
obvious symbolic reasons, this must be a traditional apple 
cider, not pear cider or some other such variant.) An apple 
should also be present (if more than one person is celebrating 
this Working, there should be enough apples for everyone to 
have one.) 



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^EGISHJALMUR 

1 . Open the ritual in your accustomed fashion. 

2. Hold the apple in one hand and hold the palm of the other 
hand over the top of the Grail. Slowly sing the names of 
all the runes of the Futhark in proper order, feeling the 
qualities of the whole rune row entering the fruit and the 
drink, empowering them. 

3. Say: "I am one who has awakened the sleeping 
Dragon, who has pursued the Heroic path, who has 
reached out his hand to the Valkyrie and has felt the 
Divine Mind. I am one who has opened the Eye in the 
Void and who has seen beyond the limits of time and 
space. As such, I claim the right to taste of the apples 
of Idunn, and to partake of their rejuvenating essence. 
The ecstasy of their sweetness shall bring forth my 
Remanifestation. I invite all Gods and favourable 
wights to bear witness and to partake with me." 

4. Hold aloft the Grail and sense it filling with Divine force. 
Pour one half of the cider upon the bare earth (or into a 
bowl to be taken outside and poured upon the earth later if 
you are working indoors) as a sacrifice to the Gods, then 
drink the other half, feeling it refresh and renew you, 
filling your mortal frame with spiritual force. 

5. Cut the apple in two and place one half upon the bare earth 
(or in the bowl for later) as an offering to the Gods. Eat 
the other half, feeling it nourish and renew you, flooding 
your body, mind and spirit with new energy. 

6. Remove the pips from the half you ate. These should be 
buried later, to renew the Earth. 

7. Close the ritual in your accustomed way. If you worked 
indoors, take the offerings outside and complete them 
accordingly. 



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/EGISHJALMUR 

The Tally of Selves 

One of the most useful and important applications of the 
transdimensional techniques of this chapter is to look back 
along our own timeline in order to better understand ourselves 
in our completeness. 

We have established the belief in rebirth and have 
investigated at some length the effects of the death process 
upon the various parts of the soul-body complex. We have 
also discovered Desire as the engine which drives the process 
of Remanifestation and which can facilitate the continuity of 
consciousness from one state of being to the next, allowing us 
to be reborn in our next life without losing all memories of 
this present one. But having made such provision for the 
future, we should now turn our minds to the past and seek out 
the Mysteries which are hidden there, buried deep within the 
layers of the unconscious. We need to find our previous 
selves, those shells which are now dead and gone, and we 
need to revivify them in our contemporary consciousness, 
restoring them to fullness of life. 

There are two methods that we might use to 
accomplish this goal, but before we can make any progress 
with either of them, we need to refresh our memories of three 
key facts concerning the process of dying and the division of 
the parts of the soul. The first thing to remember is that the 
core sense of identity, the actual continuity of consciousness, 
abides within us. The second thing is that all of the key 
insights and evolutionary advances in consciousness achieved 
by the soul are lifted up to Asgard upon death. Since our 
initiatory Work has long since enabled us to touch the Divine 
spark within ourselves, these powers and this knowledge, 
acquired over many lifetimes, is available to us to call upon 
already. What we have yet to do in our Work, but what is 



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^EGISHJALMUR 

most vital if we are to be balanced and truly coherent Selves, 
is to go down instead of up, to discover the third thing, the 
memory of those aspects of personality and those forgotten 
skills which lie entombed with the dead in the halls of Hel. 

So it is to Hel that we must look if we are to resurrect 
and Remanifest the shades of our previous Selves, who lie in 
slumber awaiting the call to reawakening. In so doing, long 
dead memories will be restored to us, along with the skills 
that supplement them. We will have taken a hugely 
significant step in making ourselves complete. This is a Work 
which goes far beyond the usual 'past life recall' of 
reincarnationists. 

There are two ways to accomplish this Work. The 
first way is to go to the dead: the second way is to bring the 
dead to you. Both methods will be discussed here. 

In the first method, you will prepare to take a spirit 
journey, as was described in chapter five. You should project 
your consciousness out of your physical body and descend 
down the shaft of Yggdrasil to Svartalfheim. Spend a little 
time to get your bearings there, then descend still further until 
you arrive in the freezing, gloomy, mist-shrouded world of 
Hel. 

You will need to take time to allow the region to 
unfold within your mind. Its symbolism will express itself in 
terms pertinent to you, but I always see Hel as a fogbound 
land of vaults and tombs, with shadowy wraiths creeping 
through the mists. 

Follow the direction in which your instinct guides you 
and you will come at last to the memorials to your previous 
selves. There will be a large vault, like a hall, nearby. Enter 
this and your past (and some say future, once facility with the 
method is won) selves will be seen standing in the alcoves. 
They will begin to awaken as you approach them, stirring in 



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their slumbers. From them you will learn long forgotten skills 
and you will achieve a great sense of completeness as they 
reintegrate themselves with your current manifestation. You 
will now realise the truth that nothing is ever truly lost or 
forgotten. 

For those who have access to the archives of the 
Order of Leviathan in the Temple of Set, the 'Apep Workings' 
of Ipsissimus James Lewis have strong echoes of this theme 
and can be read as a practical example. 

The second approach is to bring the dead to you, 
awakening your past selves by ritual invocation and 
revivifying them with the sacrificial mead and bread offered 
at your altar. This ritual should be constructed by your own 
genius, guided by your deepest instincts (those parts of you 
which have most affinity with your previous manifestations). 
The basic formula should be akin to that used to call upon 
other wights described in this chapter, using the tools and 
basic steps of ritual previously discussed in this manual. 

This is obviously highly skilled magic, requiring a 
powerful focus of mind and an open channel to the 
subconscious in order to receive and correctly interpret the 
communications of these earlier selves. But if you have 
practised diligently up to this point in the curriculum, you 
should be perfectly capable of such skilled magical 
application. 

Repeat the invocations frequently, building up a 
strong rapport with these earlier shells of yourself, until you 
have reawakened their identities fully and begun to 
incorporate them within your own current being. This will be 
a far more transformative experience than you can possibly 
imagine whilst simply reading these words. It is something 
that must be experienced. 

In time, you will become aware that these selves are 



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accessible by your consciousness at all times. You may 
simply reach within your mind and 'remember' what it was to 
be these people and to utilise their skills. You will have 
accomplished a great deed of Self-integration. 



Nidhogg - The Eater of the Dead 

It is during this process of Self-integration that you will 
encounter the last of the three great Dragons of the Eddas: 
Nidhogg, who lurks at the very deepest root of the World- 
Tree, gnawing upon it, spewing venom as he consumes the 
shells of the dead. 

Nidhogg is a devourer, a breaker down of aggregates, 
and in reawakening the essences of your past selves, you are 
effectively undoing Nidhogg's work, causing the Dragon to 
regurgitate that which it has devoured. This leaves you with 
an angry and hungry Dragon to contend with. 

What form will this Dragon take? You will have to 
fight Nidhogg in the guise of those past selves you have now 
taken as a part of you. Each of these personalities had its own 
flaws, guilts and debts, each one of them a tooth of the 
Dragon. You will benefit from the sense of completeness as 
you integrate these aspects of your manifestations, you will 
gain by the rediscovery of their skills, but you will also be 
burdened by their failings and weaknesses. These are the 
fangs and claws of the final Dragon, and because they are of 
you they can consume you utterly if you are not careful. 
Having learned to control and channel positively your own 
obsessions, you may now fall prey to those which were buried 
a long time before your present birth. Nidhogg is the most 
insidious and deadly Dragon of all. 

Although this process is an enormous initiatory step, 



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it will initially seem like a retrograde one. Having (hopefuly) 
brought all your own insecurities, blind spots and bad habits 
to heel, you will now find yourself burdened with a host of 
new ones, threatening to bring you down. You will find 
yourself behaving in irrational and unexpected ways and not 
knowing quite why. In other words, when you begin this 
Work of necromantic Self-integration, you had better be ready 
for some bizarre twists and turns and be prepared to fight 
your corner. 

At this stage, I should really need to give you little 
more guidance in how to deal with these matters. You should 
already know. Indeed, there is litle I could advise you, since 
the phantoms from your own buried past and the manner of 
their manifestation will be utterly unique to you. Fight them 
and assert your Will as you have done all along, always 
holding onto that Divine consciousness you touched in the 
previous chapter, when you came to understand the 
symbolism of Sigurd awaking Brynhild and the two plighting 
their troth. Do not allow yourself to become bewitched and 
forget your promise, as befell Sigurd in the saga. 

So Nidhogg, the final of the three great Dragons of 
the North, is the accretion of the debts, the grievances and the 
unfulfilled desires of your past selves. This is a mighty and 
worthy foe to conquer. But if you can conquer and subdue 
the Dragon, gaining the use of those past skills and 
knowledge, broadening your outlook and your very sense of 
Self in the process, then this Dragon has one final Gift to 
offer when brought to heel. Nidhogg is the most dangerous of 
Dragons, but also the most transformative, for according to 
the Voluspa, the Seeress' Prophecy in The Poetic Edda, this 
Dragon is immortal indeed, surviving Ragnarok. The last 
thing the Seith woman sees is this ancient Dragon of Chaos 
rising on mighty wings after the fall and renewal of all: 



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^EGISHJALMUR 

66. From below the dragon \ dark comes forth, 
Nithhogg flying \ from Nithafjoll; 
The bodies of men on \ his wings he bears, 
The serpent bright: \ but now must I sink. 

- translated by Henry Adams Bellows 

So the Initiate transforms "the dragon dark" into "the serpent 
bright" as the "bodies of men" [his past selves] are borne 
upon his wings, arising in victory even after the upheavals of 
Ragnarok. 

Speaking of Ragnarok, it is time to deal with these 
issues in the final chapter... 



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CHAPTER NINE 



TWILIGHT OF THE GODS 



And so at last we come to the Twilight of the Gods, the 
Gotterddmmerung, the day of Ragnarok. Loki, bound and 
cursed after the death of Baldur, returns leading the legions of 
frost and fire giants, to destroy the cosmos with the fire and 
ice from which it was created. Yggdrasil burns, the World- 
Tree shivered to its roots. The chosen warriors of Odin fare 
forth to battle. The All-Father Himself is swallowed and slain 
by Fenrir. Jormungand, the Midgard Serpent, loosens its coils 
and the world rocks in consequence, unbound and crumbling. 
Thor kills the great Serpent, but is Himself slain by the fumes 
of its venom. The whole world falls to fire and the sword. 
The order of the Gods is overthrown and Chaos rages 
unfettered. 

But the last remnants of Gods and men are sheltered 
within Yggdrasil, emerging upon a new plain when all is 
done, a place unformed where a new pattern of worlds may be 
shaped. Odin is represented here by his surviving sons, 
through whom He may be reborn according to the Northern 
soul lore we examined earlier. And yet He may still be here 



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in one of His aspects as more than just the potential for 
Remanifestation, for Hoenir is said to survive Ragnarok, and 
Hoenir is listed as one of Odin's many names and an aspect of 
the All-Father. But in either case, the Earth Remanifests, and 
Odin will Remanifest too in the new creation. 



Remanifestation 

All things that are shaped and ordered out of Ginnungagap 
must one day resolve themselves back into that primal Chaos. 
They were born from the potential to be, they expressed 
themselves through manifestation, once their expression is 
complete they must unravel and assume new forms. This is 
the lesson of Ragnarok. Even the abode of the Gods cannot 
stand for ever. 

One day, the world itself will cease to be. One day, 
the sun will go out and the solar system will perish. All of 
these processes are patterned and foreshadowed in Ragnarok. 
One day our personal lives in the fleshly bodies we now 
inhabit will end. But in all cases, something will Remanifest. 
No atom of matter, no focus of spirit, will ever cease, all will 
be reshaped in new forms and will come into being once 
more. 

For the Initiate, who experiences new horizons and 
personal metamorphosis on a scale unimagined by his less 
enlightened fellows, Ragnarok is a recurring pattern in life, as 
the edifices of the old must be brought down to clear a way 
for the new. The Initiate at this level is a Destroyer as well as 
a Creator. All that exists is the moment, the perception of the 
now and the Will to reshape that now. The moment is 
destroyed as soon as it is perceived, to be replaced by a new 
moment, nearly the same, but not quite, reshaped by Will. 



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We now walk through life in the knowledge that every 
moment may be utterly different from that which preceded it 
and that which will follow it. We understand that "I Am 
Now" is the sole law of existence. 

This is a state of being and a state of mind that is 
attainable only through the exercises and practices suggested 
in the previous chapter. The Initiate must have conquered the 
concepts of time and space, his psyche effectively outgrowing 
the bounds of the Universe and existing Outside. This is a 
more permanent realisation of the Draconian practice of 
'Opening the Eye in the Void' which was introduced and 
discussed earlier in the book. This is that which Edred has 
termed the 'omnijective perspective', when both the inner and 
outer universes are lesser in scope than the simple fact of 
consciousness and perception itself. The Initiate now 
sees and interfaces with patterns and currents of 
manifestation directly, not with their outer appearances. 

In this way, we rise upon the Dragon's wings, 
soaring above Ragnarok. We create and destroy worlds, 
but are neither chained to them nor brought low with 
them. We become "the dragon dark ... the serpent 
bright" and are whole beings. 

This chapter is of necessity short, for there are no 
exercises I can describe, or rituals to perform. This stage 
of Initiation is a series of Remanifestations and 
realisations which occur spontaneously when all of the 
prior stages have been performed properly and 
effectively. Telling you how to go about your Work now 
would be like telling Groucho Marx how to light his 
cigar. 

Initiates at this stage should have reached the 



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understanding that all things must undergo a Ragnarok, 
not just once, but periodically. Will and Desire bring 
forces into manifestation, our own earthly lives included, 
but the manifest universe must continually break down 
its parts and regenerate itself or it will become clogged 
up, preventing the manifestation of newly emerging Will 
and Desire. This is amply illustrated by the tale of past 
selves which you investigated in the previous chapter. 

But we also understand that the T which is the 
Dragon ascendant, rising out of the Darkness on wings of 
Light, is a thing larger than the bounds of these worlds; it 
persists outside of time and space and projects itself 
within those realms as it chooses. This is the Eye 
Opening in the Void once more, now understood as an 
ecstatic, timeless moment that permeates everywhere and 
everywhen, nowhere and nowhen. 

The power and the understanding are ours, our 
very own. Now, as we rise on the wings of Nidhogg 
over the New Heaven and the New Earth, we must 
decide: In what way will I shape these things? What will 
I bring to pass? 



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FURTHER READING 



The reading list provided in Apophis contained core texts 
which dealt with the Draconian curriculum of Initiation taught 
by the Circle of Initiates who call themselves the Order of 
Apep. That list remains useful for obtaining an overview of 
magical practice and philosophy as a whole; the list which 
follows adds a purely Northern element to enhance that 
collection of titles. 

For those who wish to restrict their interests solely to 
the runic Mysteries found in JEgishjdlmur, pursuing the 
Dragon of the North exclusively, the reading list which 
follows will be found to be complete and sufficient to their 
purpose. 

There exist many other texts, some of them very fine, 
but the list is purposely restricted to those which I have read 
personally and have derived value from. 

I have limited the list to texts which are available to 
the public at large. Some publications, such as the Gildisbok, 
are restricted to members of the Rune-Gild, hence are not 
listed here. Initiates who are interested will find it worth their 
while to approach the Rune-Gild directly with a view to 
affiliation. 



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^EGISHJALMUR 



Those withing to contact the Draconian Circle of the 
Order of Apep for further information or dialogue having 
studied JEgishjalrnur may email manxbull@hotmail.com. 



Rune Magic 

The titles listed in this section all pertain to the actual 
practical application of runes in the magical field. 

FUTHARK: A Handbook of Rune Magic, by Edred Thorsson, 
published by Weiser 

FUTHARK is the first of Edred's runic trilogy, the 
book which spearheaded the contemporary revival of true 
esoteric runology. It focuses upon defining the meanings and 
symbolism of each rune, drawing upon the rune poems and 
giving plentiful advice on stadhagaldr . The book's emphasis 
is heavily upon the practical magical application of runes and 
methods of applying their effects in life. 

Runelore, by Edred Thorsson, published by Weiser 

Runelore is the second of Edred's runic trilogy and is 
the core volume of the series. It delves into the origins of 
runes and the various permutations of the runic 'alphabet' in 
different times and places. It explores the theory and 
underlying structure and philosophy of runelore in far greater 
depth than its predecessor volume and is probably the single 
most indispensible title in this list. 

At the Well ofWyrd, by Edred Thorsson, published by Weiser 
The third book in the runic trilogy, this title focuses 
exclusively upon the use of runes in the practice of divination 
in an authentically Northern manner. It revises the basic 



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^GISHJALMUR 

runic meanings to suit the purposes of divinatory enquiries 
and offers several methods for reading the runes. 

Rune-Song, by Edred, published by Runa-Raven Press 

This is a book with accompanying CD or audio tape 
and is the best guide available for the essential knowledge of 
how to 'sing' the runes. Each rune-song is recorded in full, 
plus the texts of the various rune poems in both their original 
languages and English translation. 

The Nine Doors ofMidgard, by Edred Thorsson, published by 
Runa-Raven Press (originally published by Llewellyn) 

The Nine Doors is Edred's curriculum of runework, 
intended to give the practitioner a thorough philosophical and 
practical knowledge of the runes on a deeply internalised 
level. This course of work complements the ALgishjalmur 
curriculum admirably, filling out some of the broader runic 
areas which are not focused upon in this Draconian Work, 
and providing a good framework to develop the essential 
knowledge to make possible the Draconian operations. 

Northern Magic, by Edred Thorsson, published by Llewellyn 
In this title, Edred focuses upon the sixteen rune 
system of the Younger Futhark, which was used most widely 
in the Viking Age. It is just as valid a runic expression as the 
Elder Futhark, but has a different dynamic in use. The book 
also includes a very useful section describing the process of 
designing and activating Helm of Awe-style bindrunes, which 
are key to Northern Draconian sorcery. 

Rune Might, by Edred Thorsson, published by Llewellyn 

Edred explores the teachings, theories and magical 
practices of the German rune magicians of the early 



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^EGISHJALMUR 

Twentieth Century, along with the 18 rune Futhork that they 
devised for their use. Because of the circumstances and 
occult environment in which this system was developed, this 
particular style of runology is the one best suited for mingling 
with other occult systems, as it is itself a bit of an eclectic 
mish-mash, reflecting the popular occultism of the time as 
much as genuine tradition. Nevertheless, it remains a 
coherent and powerful phase of runic development and the 
runic yoga exercises developed by the pioneers of that time 
are of particular interest and value. 

The Galdrabok, by Edred Thorsson, published by Runa- 
Raven Press 

This Icelandic book of magic is a fascinating blend of 
runic sorcery mingled with the grimoire traditions of the 
Middle Ages, where the names of Germanic Gods mix with 
those of Demons. It is especially valuable for the examples of 
the use of Helm designs in practical sorcery as used by 
Icelandic magicians. 

UTHARK: Nightside of the Runes, by Thomas Karlsson, 
published by Dragon Rouge 

Karlsson's book is based upon an interpretation of the 
Elder Futhark in which the rune order is slightly changed 
(most significantly, fehu is now the final rune and uruz is the 
first in the sequence), based upon a variant reading in one 
source. It is a mastery work, and he tells the tale of the runes 
with great power and magical insight. He is also the head of 
the Draconian Order named Dragon Rouge, so the book is 
very pertinent to the interests of this present curriculum. 

Helrunar, by Jan Fries, published by Mandrake of Oxford 

This large book is an absolute delight, a down'n'dirty 



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/EGISHJALMUR 

manual of practical, hands-on runework, with a strong 
emphasis on the darker side of magical lore and process, 
represented by the Goddess Hel. Very highly recommended 
for honing your skills and getting you out of your armchair. 

Magic of the Norse Goddesses, by Alice Karlsdottir, 
published by Runa-Raven Press 

This book is a study of some of the lesser known 
female Deities of the JEsir, expanding upon what little is 
known of Them from surviving tales through an analysis of 
the meaning of Their names coupled with the author's own 
Initiatory insights. 

Practical Magic in the Northern Tradition, by Nigel Pennick, 
published by The Aquarian Press 

As with all of Nigel Pennick's books, this title takes a 
very broad view, adding custom, craft and folklore into the 
mix of directly magical and mythological material in order to 
trace out the major themes of Northern belief. It is a 
worthwhile process, adding much flesh to the bones. 

Witchdom of the True, by Edred, published by Runa-Raven 
Press 

This is Edred's account of the Vana-Troth, the 
religion and magic of the Vanir, specifically of the twins Frey 
and Freyja. It reveals the authentic cultural roots of that 
which is now known as witchcraft, and is a good introduction 
to seith. 

Wiccan Sex Magic, by Inga Steddinger, published by Runa- 
Raven Press 

This booklet expands upon the themes of Witchdom 
of the True, most particularly in the field of sexuality and its 



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^EGISHJALMUR 



magical functions, a subject which is dear to the heart of 
many Draconian practitioners. 



Northern European Mythology. Philosophy and Lore 

Introduction to the Germanic Tradition, by Edred, published 
by Runa-Raven Press 

This little booklet gives a concise overview of 
Northern cosmology, soul lore, God lore, culture, ritual 
practices and runes and is thus a very handy reference tool for 
those new to this field of study. All of the basics you will 
need are covered here. 

Valknutr: 9 Lays of Power, by Valgard, published by 
Eormensyl Hall 

This remarkable little book, which focuses upon the 
Seal known as the Valknutr, the Knot of the Slain, which 
binds and unbinds the worlds, is the work of one of the 
founding members of the Order of Apep and is a masterpiece 
of extrapolating magical patterns. 

Runarmdl /, by Dr Stephen E. Flowers, published by Runa- 
Raven Press 

This book, written by the Magus of the Word Runa, 
is a record of series of open public lectures he held in Texas 
after Uttering the Word, explaining its origins, purposes and 
usage. 

Green Runa, by Edred, published by Runa-Raven Press 

This is the first of a series of collected works which 
gather together Edred's published writings and articles whuch 
have appeared in various periodicals over the years. As such, 



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/EGISHJALMUR 

it is a goldmine for those wishing to obtain greater insights 
into the minutiae of the Northern tradition. 

Blue Runa, by Edred, published by Runa-Raven Press 

The second volume in the series of collected writings, 
this one contains more material of very great value for the 
student. 

Black Runa, by Dr Stephen E. Flowers, published by Runa- 
Raven Press 

The third volume in the series reprints exclusively 
documents which were produced by Dr Flowers during his 
time as Grand Master of the Temple of Set's Order of the 
Trapezoid, an esoteric group which focused upon the magic 
of runes, Germanic romanticism and the concept of angles 
and other-dimensional realities. Plenty here to interest the 
Draconian Initiate. 

Red Runa, by Edred, published by Runa-Raven Press 

The most recent collection of articles and one which 
contains the controversial 'Contra Templum', which 
emphasises the importance of a true, organic, initiatory 
tradition with firm roots as opposed to a more subjective, 
eclectic approach to magic. 

Studia Germanica, Vol. /, by Stephen E. Flowers, published 
by Runa-Raven Press 

A collection of articles exploring some of the issues 
arising from Northern lore, such as the concept of rebirth, 
especially with regard to Sigurd, which is highly pertinent. 

The Rune-Poems, Vol. /, by Stephen E. Flowers, published by 
Runa-Raven Press 



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^EGISHJALMUR 

As the title suggests, this is a detailed study of the 
various rune-poems, their origins and their purposes. 

The Northern Dawn, Vol. /, by Stephen E. Flowers, published 
by Runa-Raven Press 

The first of a projected series in which Edred explores 
the very roots of Germanic culture and its unfolding, tracing 
how ideas and concepts and identity developed and changed 
over time. Very useful for those who like to be able to trace 
the origins of all that they do. 

Skaldic Number-Lore, by Robert Zoller, published by Runa- 
Raven Press 

This does precisely what it says on the cover: sets 
about analysing the numeric lore of Northern mysticism, as 
applied in the mythology and the runes. These numeric keys 
leave some people cold, but unlock many fascinating doors 
for others. But an understanding of the number symbolism is 
vital to all at the very least. 

A Source-Book ofSeidh, Ed. & Tr. by James A. Chisholm and 
Stephen E. Flowers, published by The Rune-Gild 

This book gathers together translations of every single 
passage referring to seith magic and its use from every 
existent source from the period, presenting as clear an 
understanding as possible from genuine sources of this type 
of magical practice. 

Grove and Gallows, by James Chisholm, published by Runa- 
Raven Press 

The ancient Germanic peoples weren't ones for 
writing much down, but some of their neighbours were. This 
book collects together a huge number of texts on the subject 



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/EGISHJALMUR 

of Germanic magic and religion penned by Greek and Latin 
scholars who had either borne witness or heard accounts. The 
sheer volume and scope of material allows a fairly persistent 
and authentic image to be formed, even allowing for 
occasional exaggeration, misunderstanding or ancient 
propaganda. 

A Concise Edition of Old English Runic Inscriptions, by 
Stephen E. Flowers, published by Runa-Raven Press 

A collection of the Old English runic texts and 
inscriptions, translated and annotated as appropriate. 
Valuable for those who wish to study how the Runemasters of 
old shaped and framed their letters. 

The Poetic Edda, tr, by Carolyne Larrington, published by 
Oxford University Press 

The Poetic Edda is of vital importance to appreciating 
the mythology which is so essential to this Work. It is 
available in several translations additional to the one listed 
here, some printed and some freely available online. 

The Prose Edda, by Snorri Sturluson, tr. by Jean I. Young, 
published by University of California Press 

The Prose Edda is the prose mythic account of the 
Northern Gods, from Their beginnings through to Ragnarok. 
A valuable account in its own right, it also provides a 
framework for the poems of The Poetic Edda. 

The Saga of the Volsungs, by Jesse L. Byock, published by 
Penguin Classics 

The saga upon which the initiatory model of this book 
is based. It will be very helpful if readers know this story 
inside out. 



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^EGISHJALMUR 

The Legend of Sigurd and Gudrun, by J.R.R. Tolkien, 
published by HarperCollins 

Tolkien was not just a writer of brilliant imaginative 
works, he was also a skilled linguist and Professor of Old 
Norse. Being enamoured of both poetry and the Saga of the 
Volsungs, he composed his own version of the tale as an epic 
poem in the style of the old skalds. The result is a treasure 
indeed. 

Egils Saga, by P. Edwards, H. Palsson and Snorri Sturluson, 
published by Penguin Classics 

This saga is particularly interesting in its depiction of 
Runemaster Egil Skallagrimsson. It is a helpful account of 
the ways in which the runeworkers of old applied their craft 
in the course of life. 

The Penguin Book of Norse Myths, by Kevin Crossley- 
Holland, published by Penguin 

This book is a handy collection, discussion and 
retelling of the Norse myths, gathered together in one volume 
from their various sources. An excellent general reference 
work. 

Gods and Myths of Northern Europe, by H. Davidson, 
published by Penguin 

An excellent and scholarly account of the Northern 
Gods and the myths associated with Them. A masterly 
analysis of the mythic themes. 

An Introduction to Viking Mythology, by John Grant, 
published by Chartwell House 

A handsome coffee table book, profusely illustrated, 
which recounts the major Norse myths. An excellent 



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/EGISHJALMUR 

introduction for the beginner to the field of Northern magic. 

Lady With a Mead Cup, by Michael J. Enright, published by 
Four Courts Press 

A fascinating book which analyses the function of 
various people within the structure of the European warband, 
focusing most closely upon the woman who presented the 
mead to the warriors and the order in which she did so. A 
thorough examination of the ritual and principle involved, 
using the hall scenes from Beowulf bs a central example. This 
may not sound like immediately initiatorily relevant, but the 
book's themes are important ones. You'll have to keep your 
mind open and read between the lines. 

How to Kill a Dragon, by Calvert Watkins, published by 
Oxford University Press 

The title is a touch misleading, as this book is actually 
a study of Indo-European poetics and linguistic roots. 
Nevertheless, it does contain a good deal of insights into 
mythic poetry, including the Germanic, and does focus upon 
recurring themes of Dragon-slaying. A valuable read for 
those who like to look really deep into matters, but not for all 
by any means. The writing style is atrociously dry and 
impenetrable, you will pay with tears for every insight you 
prise from these pages. Yet I cannot deny its importance. 



Other Essential Reading 

Apophis, by Michael Kelly, editions published by Lulu, 
Blurb, and CreateSpace 

The core volume of the Order of Apep's teaching, 
which sets forth the Initiatory curriculum of the Seven Heads 



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^EGISHJALMUR 

of the Dragon, the same system and curriculum which is 
applied throughout this present book. Apophis is the parent 
volume of, and blueprint for, Mgishjdlmur. The two are 
specifically designed to be read side by side and used in 
tandem, each enhancing the other. 

Uncle Setnakt's Essential Guide to the Left-Hand Path, by 
Don Webb, published by Runa-Raven Press 

This book is every bit as essential as the title claims it 
to be. An introduction to magical philosophy and practice 
which covers all the bases. Those who follow its instructions 
properly will have a good grounding in Initiation. 

Lords of the Left-Hand Path, by Stephen E. Flowers, 
published by Runa-Raven Press 

A masterly overview of Left-Hand Path initiatory 
thought and practice through the ages, with particular 
emphasis upon modern groups and insights. 

Liber Null & Psychonaut, by Peter J. Carroll, published by 
Weiser 

Blows the cobwebs off the subject of magic, paring it 
down to the operant essentials and laying bare the mechanism 
of belief. Armed with this insight and a strong tradition (such 
as the Northern), you find yourself upon very firm ground. 

Fire & Ice, by Stephen E. Flowers, published by Llewellyn 

This book is an account of the magical rites and 
philosophy of the Fraternitas Saturni, a German magical order 
who allied themselves with Crowley's New ^Eon and 
resonated strongly with their Germanic heritage. A 
fascinating examination of a genuine Northern magical group 
of considerable prestige and power. 



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Paradox Games, by Waldo Thompson, Rune-Gild edition 

This book explores the paradox and its relation to 
Mystery. It is a valuable work and those who pay attention to 
its thought experiments will gain enormous insights into the 
ways in which the conscious and subconscious minds work 
and cross-reference each other. Essential for proper self- 
integration. 



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^EGISHJALMUR 



258