THE NINE WORLDS OF YGGDRASIL Cosmogony, or the idea of the cosmos, how it came into existence, its beings and interatctions, constitutes a fundamental step to try and apprehend ancient worldviews. Basically, the Teutonic cosmos is arranged into Nine Worlds contained in the Tree Yggdrasil. The World Tree Yggdrasil defines the organic structure maintaining the shape of this nine-faceted cosmos and holds the worlds in the proper relationship to each other. The worlds are connected by the multiple roots and branches of the tree; there are roads which may be travelled between them and the channels through which the forces of each world pass to interact with the others. At the foot of the Tree there is a well of the purest waters. Below are the Nine Worlds of Yggdrasil. ASGADHR The highest of the Nine Worlds is called Asgardhr, "enclosure of the gods". In the Prose Edda, Snorri Sturluson describes this inner gardh (enclosure) as being built in the centre of Midgardhr, the hallowed space within the enclosure of human society. Asgardhr´s place above the horizontal plane shows shos its speration from the elemental worlds: it requires either the aid of a valkyrija in crossing the bridge Bifrost or exceptional strengrh of purpose and will to reach Asgardhr by any other means. Bifrost is composed of air, water and fire, burning with purifying flame. It is warded by the god Heimdallr, the personification of the hallowed air/water/fire triad and father fo the kin-bindings between gods and humans. The crossing of this bridge is only for the initiated: its fire guards Asgardhr against the thurses (unintelligent personifications of brute force), and neither the warriors who come to Valhalla nor Thor, least spiritually refined of Aesir, can cross it, but must instead force their way through the rivers surrounding Asgardhr. "Thund roars and fish live/ in the flood of Thiothvitnir. / That river´s current seem too strong / for the throng of the slaughtered to wade... Kormt and Ormt, and the two Kerlaugs, / these Thor shall wade each day / when he fares to doom at the ash Yggdrasil. / The bridge of the Gods / is all ablaze with fire / and the holy waters seethe" (Grimnismal 21.29). The river Thund (the noisy) represents the passage through the waters of death. Only the strongest of soul can force their way upward to Valhalla. While strength and determination are enough for the warrior, it is the goal of the magician/sorceress to gain the valkyrija´s aid and be abl to cross over Bifrost. Within Asgardhr are the halls belonging to the various gods, described in detail in the Grimnismal. A knowledge of these dwellings is good both for the clues they provide to the nature of the gods and for invocational precision. These halls are Thrudheimr, the dwelling of Thor, Ydal (Yew-dale) plains for Ullr, Valaskjalf for Odhinn, Sokvabekk for Saga (possibly a hypostasis of Frigg) and Odhinn, Gladhome where Valhalla is built, Thrymheimr for Skadhi, Beidhablik for Baldr, Himinbjorg for Heimdallr, Folkvangr where Freya keeps her half of the battle-slain, Glitnir for Forseti, Noatun for Njord and Vithi, where Vidar dwells. It has also been suggested that each of the twelve halls represents a different sign of the Zodiac/month of the year, beginning with Thrudheim as Capricorn, since the Teutonic year starts on Mother-night (Dec 20-21). Colours associated with Asgardhr are gold, silver and white. ALFHEIMR Alfheimr is the dwelling of the Light Alfar. It is close to Asgardhr, being listed among the halls of the gods (though not numbered maong the twelve). A frequent refrain in Eddic poetry is "How fare the Aesir? How fare the alfs?" (Voluspa 47). Alfheimr is ruled by Freyr and characterized by the higher aspect of light and air. It is the realm through which the flows of energy from Asgardhr are often transmitted to Midgardhr. In this world, the highest energies of the realm of humans mingle with the lower energies of the realms of the gods. It is the highest realms which can be reached from Midgardhr without the necessity of making a crossing. The colours associated with Alfheimr are yellow, light blue, light green and white. MIDGARDHR - THE MIDDLE EARTH The central world of all is the Earth as we know it, our Physical Plane. This world brings together and melds the might of all the other worlds and is connected to them by the roots, branches and trunk of the tree Yggdrasil. This world represents the element Earth, which in Teutonic thought, encompasses all the other elements. The Earth of Teutonic Tradition also incorporates the workings of spirit as received directly from Asgardhr by way of Bifrost (the Rainbow Bridge) through Alfheimr. It is essential that the magician be bale to maintain his/her feet grounded in Midgardhr and preserve the middle world´s balance of power within him/herself. Magickal living is about being functional in all worlds and it is in Midgardhr that all workings of High Magick should have a part in completion. SVARTALFHEIM As Alfheimr, the dwelling of the Light Alfar, overlaps the highest reaches of Midgardhr, so Svartalfheim, the dwelling of Black Alfar, interpenetrates the subterranean regions of the earth. In this realm are found the mysteries of earthly manifestations, represented by the matchless smithcraft of the dwarves. Svartalfheim contains the lowest frequencies of Midgardhr and the highest of Hel, the Underworld, standing in the same relationship to Hel that Alfheimr does to Asgardhr. This realm can be reached with ease from Midgardhr often inadvertently, as described in a number of tales. The colours of Svartalfheim are dark brown, gray and red gold. JOTUNHEIMR The most characteristic world of utangardhs (wild/unordered space, outside of human society) is Jotunheimr. This land is the dwelling of the thursar, rises and etins (various types of giants), the children of Ymir. It is frosty and rocky, lashed by violent winds and storms. Jotunheimr is located in the East, the direction (rougly) from which the Teutonic peoples have migrated; the Anglo-Saxon Rune Poem describes the ancestor-hero Ing faring forth from the East. Jotunheimr is the land of primeval ancestry. Thorsson mentions that "to go into the East" is a term used to describe the act of faring into the realm of preconscious forces (Erdred Thorsson, Runelore). It is inhabited by beings of great wisdom, such as the etin Vafthrudhnir, from whom even Odhinn can learn, by the giants and by the semi-sapient brimthursargar or ice-giants who continually seek to break and destroy the walls of the ordered world. It is these beings specifically against whom Midgardhr has been walled off and against whom Thor wards us; they characterize one aspect of the foes dwelling outside the gardh. Jotunheimr is the turbulent world of the elemental Air which, through its endless seething and struggling, both breaks down and fertilizes. Its nature is seen in the shattering, icy might of the wind from the east. The colours of Jotunheimr are red and grey. VANAHEIMR Jotunheimr is blanced by Vanaheimr, which is characterized by peace and plenty. The Vanir are gods of fertility, riches and joy. Vanaheimr represents the world of water, its nature being shown by the life-bringing and gentle winds from the West. As well as ruling over fertility, the Vanir are also described as the Wise Vanir, and are noted for their powers of foresight. Seidh magick is the power used and taught by the Vanic Freya. It is characterized by the journeying of the spirit and the power of prophecy. While the Vanir are not without their warlike aspects, they are not generally considered gods of war, but of peace, prosperity and harvest. The Vanir are also gods of death and Vanaheimr, the watery world of the West, may be associated with the final far-faring, the ship voyage of death. The colours of Vanaheimr are dark green, dark blue, brown and red gold. NIFLHEIMR/MUSPELLHEIMR Niflheimr and Muspellheimr, the worlds of primal ice and primal fire, are set respectively in the Northern and Southern parts of the utangardhs (limits outside human reality) through which their mights are filtered and mixed to bring about the forces working through Midgardhr. Both worlds and their inhabitants, beings of pure forces of fire and ice, would be endlessly destructive if released onto the worlds of the innangardhs. As the High One (an Odhinnic hypostasis) syas in Gylfagynning, "there is nothing in the world that can be relied upon when the sons of Muspell are on the warpth" (Prose Edda, page 40). Muspellheimr is ruled by Surtr, who will meet Freyr in battle at Ragnarok. The colour of Niflheimr is black, and the one of Muspellheimr is red. HEL The lowest of the Nine Worlds is Hel, ruled by the goddess Hel, mistress of the chthonic mysteries. As Asgardhr is at the crown of Yggdrasil, Hel is at its base. Like Asgardhr, Hel cannot be reached directly from Midgardhr - one must "ride over a bridge", or travel between worlds with the aid of one´s fylgia (usually a totem or sacred animal or Soul Companion and Guide). The bridge to Hel crosses the river Gjoll and its guarded by the giant Maiden Modgudh. As Bifrost is fiery and narrow, the bridge to Hel is icy and wide. Hel is also called Niflhel, meaning Misty Hel or Dark Hel, which refers to the Goddess´ primary aspect of concealment. Hel borders very closely on the world Nifheimr; it is located down and to the North, and it is the implied location of the venom-filled halls, on Na Strand, and home of the dragon Niddhogg, embodiment of the concealed powers of destruction/transformation. Hel is the hidden root to which all things sink, as allthe waters wend their way to Hvergelmir, and from which all things rise again. Although the realm of Hel is described as horrible in parts - the lifeless, lightless, joyless dwelling of the dead - it is written elsewhere that Hel is brightly bedecked to welcome Balder after his death. This dual nature can be seen in the figure of the goddess Hel hersefl: She is half a beautiful woman and half a corpse, her concealment both that of the womb and that of the tomb. Hel receives those souls who cannot struggle through to Valhalla, but in time, as her name Mother Holle suggests, she bears them forth again. The colours of Hel are black, dark green and dark brown. What follows is a brief examination of the Ætts and the Runic houses. It is also recommended that one study the information in Thorsson and Gundarsson as well as the other material listed in the bibliography. It may also be useful to use the outer ring as a calendar and track the Sun’s daily progress. The 1st Ætt, NiflheimR, represents the pre-formative state, containing within it the potential for what is to come. It is water and mist before it congeals and forms into ice. The state is contraction and magnetism; in-gathering, internal focusing of powers. It is analogous to anti-matter, a black hole. It is an area which may be likened to a “cosmic deep-freeze”, an area where energies, forces and resources of all kinds are stored until needed. NiflheimR can also be said to represent the earliest stage of consciousness in the individual, before the complete assimilation of the parts of the psyche is even begun. It is ørlög in its primal state, prior to any imprinting by the current life-cycle. In Nordic Astrology it represents the Self free from the effects of outside influences. What influences are gathered in NiflheimR and how they are organized will affect the life course of the individual. The influence of the planets in NiflheimR define the most basic characteristics of the Self and may be seen as an expression of the concept of SjalfR- the self. It is the beginning of self-awareness and self-consciousness. It is how the planetary energies are channeled through this Ætt which define the self. The 1st Runic house of this Ætt is Fehu. The main meaning of Fehu in NiflheimR is initiating energy; the fire which releases the potential of the forces gathered in NiflheimR. The idea of mobile wealth is expressed in the idea of putting one’s resources in motion. The inertia and restrictive nature of this Ætt must be overcome by the expansive energy of Fehu. This Runic house covers the period from 12/21 to 1/5, the 1st 15° of the zodiac, starting at Midwinter. The 2nd Runic house, moving downward to the first Rune of the second row, is Hagalaz, the Rune of Change. The sudden application of volatile energy is what must be used to release the energies trapped in NiflheimR. Hagalaz provides the means to escape from the restriction of this Ætt in order to progress to the formative realm of Svartalfheim. Hagalaz also represents the seed-form of moisture in the form of a snowflake or hailstone, which may seem to be disruptive, but always contains within it the seed of new life. It completes the cycle of the breaking of the old and the nurturing of the new. This house covers the period from 1/5 to 1/21. The 3rd Runic house is Tiwaz. This represents the process of judgment in the cyclic process of rebirth. The definition of one’s ørlög comes from the applied rationality of Tiwaz and makes it clear. It completes the work to be accomplished in the first Ætt of NiflheimR and prepares the individual for the process of formation that is to come next. Tiwaz will also define the role which one is expected to fulfill in relation to one’s society. It rules from 1/21 to 2/5. The whole sum of the Runic houses contained in NiflheimR is: the magical force of Fehu expressed in the universal wholeness of Hagalaz brings the victory of Tiwaz, thus releasing the potential contained in NiflheimR. This Ætt runs from Winter Solstice or Yule to Horning or Disting on 2/5; it is the second half of Winter. The 2nd Ætt Svartálfheim is the realm of the formative aspect of being. The shape (HamR or Hyde) is formed in this Ætt, as all things in Midgard have their original shape or form in Svartálfheim. It is the realm where the beginnings of the feelings or emotions are formed. The means of work or labor may also be formed here, especially as work relates to ørlög. Svartálfheim is a realm in which agreements may be made regarding the course of one’s life. One will owe a debt to the “dwarves” for the manner in which they have forged the weapons one needs in order to achieve victory. The manner in which the forces are defined in this Ætt are not easily changed. The training and educational processes are at work here as well. The planets which are in this Ætt will define how these building blocks of the self will manifest themselves in one’s actions in Midgard. One may be predestined to play a certain role in affairs; the means of that action will be defined by the energies that flow through Svartálfheim. Images are formed here which have the power to bridge the gap between the spiritual and physical worlds. That which may be crystalized in the imagination in the opposite realm of Ljusálfheim may be materialized in Svartálfheim. The first Runic house in this Ætt is Uruz, the Rune of primal formation and organic structuring, of the vital power of the will. It shows the need for strength in the formative processes taking place. Uruz is an earthy power and once initiated becomes a force which has great inertial energy. Care must be taken in putting this force into motion. Without the applied force of Uruz, the formative process will be weak or incomplete. This is the mighty engine which will drive the work of completing the tasks of life. The period covered by the operation of Uruz in Svartalfheim is from 2/3 to 2/28/95. The second Runic house in this Ætt is Naudhiz, the Rune of need. It informs us of the necessity of duty. It offers resistance to the work done, which leads to strength. The need-fire of the higher will must be lit; distress and discontent must be overcome. Unless one is aware of the needs of duty, what is being formed in this Ætt will become an unbearable burden. It is the cleansing and transformational power of fire. This Rune operates in Svartálfheim from 2/19 until 3/5/95. The third Runic house is Berkano, the Rune of Birth. This indicates the passage of the pre-formative through the formative into the life experience. It is the force of liberation and becoming; it is the harbinger of Spring when all of nature is reborn. It is concealing vessel of protective force. All that has been formed is now ready to be brought forth. This Rune operates from 3/5 until 3/20/95. The sum of the Runic forces at work in the Ætt of Svartálfheim may be expressed as The Power of Uruz empowers the Need-fire of Nauthiz and makes way for the Birth of Berkano, completing the process of Formation by Transformation. This Ætt includes the first half of Spring, from Horning or Disting on 2/5 to the Vernal Equinox or Ostara on 3/20. The third Ætt of the year is assigned to the realm of Jötunheim between Ostara (the Vernal Equinox) on March 20th and Summer Finding (Walpurgis) on May 5th, the second half of Spring. It is a realm of constant motion, seeking to test whatever it meets. Forces of dissolution and destruction are at work. This is the realm where what has been formed will be tested. It is a catalyst for change and evolution; it is the reactive power of destruction necessary to evolutionary change. One must be prepared to take chances and risks in order to progress through life. Here is disorderly growth, the wildness of Spring, when random chance favors the well-nurtured. It is sometimes dangerous , but often energizing and exhilarating to throw caution literally to the winds of chance and see what happens. The consciousness of the individual is now interacting with the world around him. This tension between the inner and outer worlds is the primary means of achieving the Jungian goal of individuation or self-realization. The tension of the subjective self in opposition to the objective universe is the vessel in which the creation of consciousness is realized. One has no choice except to change when subject to the forces of Jötunheim. The energies of the planets will be enervated and challenged by the gigantic forces of this realm. The action of the gods is modified accordingly, and they behave in unexpected ways. Any self-delusion that has occurred during the previous stages of growth will be challenged in Jötunheim. The operation of the Runes in Jötunheim is as follows: The first Runic House is Thurisaz, the Rune of directed force. It is armed with this Rune, the hammer Mjölnir, that one may successfully tame the wild forces of Jötunheim. When threatened, this is the force which defends. It does not come from Thor as an external source; it comes from within and is empowered by making the magical link with Thor. Thus one can tame and control the wild forces of this realm. It rules from 3/20 to 4/5. The second Runic house is Isa, the Rune of Concentration. When buffeted by the wild forces of the Jötir, at may become necessary to retreat within and refocus the inner force. Thus one gains control by self-control, the concentrated self, unity of being and the ego-consciousness. Difficult situations are overcome with inner resources, an unused source of power and energy. It is centering and pulling inward, as in meditation; the strengthening of the vertical axis internally within the self. Rules from 4/5 to 4/20. The third Runic house is Ehwaz, the Rune of Harmony. Thus having passed the trials of the Jötir, one is now ready to form relationships with others, both personal and business. One’s success in this house leads to the recognition that one may not be required to always act alone. One learns the value of partnerships, teamwork, mutual trust and harmony. The awareness of the transcendental aspect of the union of opposites as an erotic union is manifested. Rules from 4/20 to 5/5. The sum of the Runic houses operating in Jötunheim is: Force applied to Stasis creates the Harmony which causes Change. This taming of the elemental forces of nature represents the next stage in the transformational process of self-realization. The 4th Ætt corresponds to Asgard, the realm of higher consciousness and the force of spirit entering matter. It is the source of divine inspiration- the house of the Önd. It is a divine state of being, the synthesis of the memory of divine existence and the faculty of the intellect. From Asgard flows the motivation for the transformational process. Here are matters of honor, positive influences from past states of existence, and the working of ørlög. The self-consciousness may find that it is receiving inspired revelations, although more in the abstract than in crystallized ideas. The religious and the spiritual become part of the self-awareness. The action of the planetary energies are seen as clearly divine in nature rather than purely mechanistic; these forces are informed and driven by actual intelligences. It is this realization which elevates the soul to divinity and leads to the empowerment of the archetypal god forms within the self. The first Runic House is Ansuz, the Rune of Inspiration. This is the ancestral sovereign power of the mind and consciousness, the power of the use of symbols for the transformation of consciousness. This also is the house of word power, synthesis and the workings of the intellect. It is the inspiration to emulate the Odinic model of self-transformation, the operation of communications as an Odinic process. It rules from 5/5 to 5/22. The second Runic House is Jera, the Rune of Reward. As the height of Summer approaches, one becomes aware of how what is nurtured now will reap a bountiful harvest. One may especially expect rewards for work already accomplished. Synchronicity and timeliness become important to the work being done. We are reminded of the importance of the entire cycle of the yearly harvest, the turning of the Great Wheel. Jera rules from 5/20 to 6/5. The third Runic House is Mannaz, the Rune of the Self. It is the Rune of the divine structure of intelligence in the human psyche. One is aware of the horizons on human existence. This is the energy of self-realization and individuation. the incorporation of divine elements into the soul. At this stage, one is already preparing for death and is unafraid. Mannaz rules from 6/5 to 6/20. The sum of the Runic houses in Asgard are as follows: the divine Inspiration of Ansuz facilitates the Harvest of Self-realization empowering the consciousness ; a high spirituality is nurtured in the self, expressing the divine. This Ætt covers the period from Walpurgis on 5/5 to the Summer Solstice on 6/21, the first half of Summer. The Ætt from Summer Solstice to August 5th is assigned to the Realm of Muspelheim, being generally the hottest time of the year. In this realm, we find the idea of expansion and growth, as opposed to the contraction of its opposite NiflheimR. It is the cosmic fire, the state of light, heat, action. The first Runic house is Raido- Journey. This is a good period to travel, to put plans in motion, to combine the expanding energy of Muspelheim with the motion of Raido. from 6/22 to July 5th The second Runic house is Eiwaz- Defense. This rune operating in Muspelheim energizes the powers that bring protection and defense and expands those qualities. A mystical initiation strengthens and empowers. 7/5 to 7/22. The third Runic house is Lagu- Growth: Life energies are expanded during this period, the passing of a test, the growth of vitality and the unconscious; the matrix of the action. 7/22 to 8/5. The summation of the action of the Runes in Muspelheim is Travel on the vertical axis of the Tree to nurture Growth. The Grimnismal Houses are BreidablikR (Baldur) 6/22 to 7/22 and Himinbjorg (Heimdahl) till 8/22. The 6th Ætt is under the rulership of the realm of LjusalfheimR, the home of the Light-elves, ruled by FreyR. This is the time of the approaching harvest, with the emphasis on the intellect and the crystallization of abstractions into clear thoughts. It is the time of the manifestation of inspiration. The first Runic house is Kenaz, the rune of Creativity. Carrying the torch of discovery into the realm of the elves will bring great inspiration and enlightenment. Now is the time for realization of ideas. 8/5 to 8/22 The second Runic house is Perthro- Luck and good fortune. Luck is the ability to capitalize on opportunity, and now is the time to be alert for new possibilities. Cast the dice and let the LjusalfR guide you! 8/22 to 9/5 The third Runic house is Ingwaz- Completion: the cycle of conception, gestation and birth are complete and the new life is brought forth; think upon the mean to facilitate outcomes and results. 9/5 to 9/23 The summation of the Runes in LjusalfheimR is The Torch of creativity illuminates the source of good Luck in order to bring forth new Life. The Holy Houses from the Grimnismál for this period are: Breidablik/ Balder- 6/22 to 7/22; Himinbjorg/ Heimdahl from 7/22 to 8/22; and FolkvangR/ Freya from 8/22 to 9/23. The 7th Ætt corresponds to the realm of Vanaheim, the time of Harvest, the result of ordered growth. It is the abode of fruitful and static balance- constant growth, eternal well-being, peace, pleasure and comfort. It is the realm of organic, personal and cosmic cycles. The first Runic house of this Ætt is Gebo- a Gift. The operation of this Rune in Vanaheim exemplifies the process leading to harvest, the idea that in order to receive the gift of the harvest, one must have give in kind to the process. The quality and quantity of that which is harvested at this time is a direct outcome of what has been put into the process. This enhances the ability to give and receive power; through sacrifice, one achieves a binding loyalty between gods and humans. This Rune riles from 9/23 to 10/6. The Second runic house in Vanaheim is Algiz, Protection. This Rune in Vanaheim re[resents the idea of the safety that comes from controlled growth in an orderly environment. The reach upward to the gods for inner strength is grounded in the rich harvest of Vanaheim. It is the Yew tree growing upward out of fertile ground. Do not grasp this Rune; become it. This sacred force is protected by divine power, divine inspiration and the empowerment of inner archetypal god-forms. It is protection by means of self-realization. Algiz rules from 10/6 to 10/22. The third Runic house in Vanaheim is Dagaz- Change. This is the Rune of transformation and Synchronicity. The way this operates in Vanaheim is an expression of the completion of the great cycle of the year and the inner personal reflection of that cycle. The outcomes of the harvest are the result of the interaction of opposites throughout the year on both an inner and outer level. It is the completion of the transcendent unity of human and godly awareness. It rules from 10/22 to 11/5. The sequence of Runes in Vanaheim may be summed up as follows: Orderly Growth: what is Exchanged (G) for inner Strength (Z) to bring abut Change (D). The Holy Houses of the Grimnismal for this period are: Glitnir- Forseti, from 9/23 to 10/23 and Noatun/ Nordh, from 10/23 to 11/23. The final Ætt of the year is associated with the realm of Hel, and the rulership of the Goddess Hela. It is the approach to the lowest ebb of the annual tides, the darkest and coldest of times. Remember that the Goddess of this realm had been portrayed as warm and vibrant in the upper part of her body, but cold and dead below- thus the inherent duality of the concept of death. Within every death there is the promise of rebirth and new life. The realm of Hel represents the function of instincts and intuition, the pre-formative level of human activity. It is a place of inertia and stillness. It is analogous to the so-called ‘lizard brain’, the hypothalamus. The lowest realm of the dead is Niflhel, a place totally devoid of light and energy which is seen as the final resting place of the non-Erulian. Influences from past existences are passed on in the form of “Ørlög” or karma. The first house of this realm is ruled by the Rune wunjo, which means “Joy”. At this time of year, we experience the joy that comes from the act of completion, the reward for work well done. Kith and kin join together in fellowship and celebration. Wunjo represents the idea of putting what is valuable into cold storage to be brought forth and used in the future. As if to compensate for the unpleasantness of the season, we make an extra effort to create and share joy. This Rune rules from 11/5 to 11/22. The second house of this Ætt is ruled by the solar Rune sowilo. During this period we concentrate on what is most needed, the warmth of the sun. We light the fires of the winter season and are uplifted by celebrations of our successes. We are reminded of our hopes, goals, and find the guidance to pursue these ideas. The descent into the realm of darkness is lighted by the flame of hope and honor. We are prepared to pass through the ordeal which will lead to rebirth of the light of our inner spirit. The third house of this Ætt is ruled by the final Rune of the cycle, Othala, It is the Rune which represents our ancestral wealth- home and homeland- our spiritual as well as material inheritance. From Othala, we get our sense of belonging to the group and the nourishment which comes from that source. It is the source of the strength and inspiration we need to get through the ordeal of the final dying of the light, leading to the rebirth of life and light at midwinter Solstice. What better time of the year than now to gather together the family: kith and kin, and celebrate! The ordeal of passing through Hel to be reborn is a demanding rite of passage that will require the utmost courage and commitment. The enemy is inaction; passive waiting for matters to resolve themselves is the worse choice. The Holy houses from the Grimnismal in this Ætt are: Noatun/ Njord until 11/22, and Landvidi/ Vidar from 11/22 till 12/22. This completes the examination of the annual cycle Ætts, Runes and Houses. The purpose of this work is to try to develop a system of Nordic Astrology which will be useful to all heathenry. The system begins with the assumption that the position of the stars and planets in the sky may provide us with a means of interpreting our “Ørlög” and, as with Runic divination, to find the means to take a hand in the process of living out our individual “doom” or fate. When free will comes to grips with predestination, the solution is in the acts and works of the individual; how will you play the hand which has been dealt to you? There is much more to be done. We must develop a set of correspondences between the traditional planetary tutelages and the Norse/Teutonic pantheon. Then there are the mechanics of setting up and interpreting the horoscope itself. The main ideas to keep in mind are that this system is based on the actual positions of the stars and planets overhead, not the misnamed Zodiacal houses of popular Astrology which no longer have any relationship to the real sky. It is, of course, my intention is to write a book which will outline all of this in much greater detail. The finished work will include an appendix on calculating a horoscope, conversion charts and much more. I am investigating the attributes of fixed stars to see if there is another added level of interpretation that can be added. I'm still searching for the German Skylore book by Reuter, translated by Behrend. I'm also still/trying to figure out what the Hel Pennick is on about. I will include my own ideas on interpretations of the Ætts, Runes, Gods and the Grimnismal houses. But it seems obvious to me that most of you reading this already know everything you need to know to work out your own interpretations. I would very much appreciate hearing from any of you in Heathenry who try this system and your evaluation of the results. As I have admitted that I am more or less making some of this up, I can't in good conscience publish anything unless I am absolutely certain that it obtains valid results. I will have to finish the references and try 50 to 100 horoscopes and compare the results with traditional Astrology before I am ready to present this as a workable system. The more feedback I get from all of you, the better job I can do. I welcome correspondence with other Heathens on this exciting project. I am especially interested in working out the best set of correspondences for the Runes and the Realms; the 12 houses of Grimnismal, the qualities of the fixed stars and asterisms, the qualities of planetary forces, more lore on the 8 seasons of the Nordic-Teutonic calendar and more. I hope to hear from anyone who has more ideas to exchange on this project; but please remember: it must be sidereal, clockwise and Nordic! Book Hoard 1: "The Hermetic and Odian Traditions of Magic" E. Thorsson; Rune=Kevels Rune Gild newsletter , New Series, #2 Summer 1993 2: "The Stars and a New Way of Looking at them"; H.A. Rey; Houghton-Mifflin Boston 1976 3: "The New Instant Astrologer"; Eshelman and Stanton; Astro Press, Los Angeles 1976 4: "Sky Challenger: guides and Games for Star Gazers" Wentz and Friedman; U of Cal Berkeley 1978 5: "At the Well of Wyrd"; Edred Thorsson; Weiser, York Beach ME 1988 6: The 8 Realms are arranged around the outer ring; the 9th world,Midgard, is taken to be the point of view of the subject and the world around him. 7: "Runic Astrology"; Nigel Pennick; Aquarian Press, (G.B.) Thorsson SF 1990 8. "Toward a Germanic Esoteric Astrology, et al" Robert Zoller; Rune Gild 1985 (published privately by Author) 9. "Germanische Himmelskunde" O.S. Reuter; Jena 1934/ "Sky Lore of the North" translated by Michael Behrend; Bar Hill, 1987 10. "The Poetic Edda", trans Lee Hollander; U of Texas pr, 2nd rev ed 1990 11. "Leaves of Yggdrasil"; Freya Aswynn, Llewelyn, St Paul MN 1990 12. "Teutonic Magic"; K. Gundarsson; Llewelyn St Paul MN 1990 Sacred Numbers 02 = * 2 families of Gods and Goddesses - Aesir and Vanir (male and female, Asynjur and Vanijour respectfully) * 2 x 9 = 18 03 = * 3 Norns - Urd (past), Verdandi (the being) and Skuld (what is to come) * 3 sons of Bor * 3 classes of men * 3 roots of Yggdrasil (Irminsul), reaching into Urdabrunno, Huergelmer and Mimesbrunno. * 3 ancient poetic forms often based on triplicates * 3 progenitors of the 3 divine clans: Odin and his brothers, Vili and Ve - farthering the Ensi, Wanen and Alpa, respectfully. * 3 cycles of life: Past, Present and Future * 3 additional cycles of life: Birth, Death, Rebirth. * The 3 Armanic principal of the threefold cyclical process (3 elements in List's ideology) = These elemts can be divided into 3 categories: 'cosmological', 'sociological', and 'mystico-magickal'. Flowers states on page three of his translation that these might be categories of which the Master himself might have approved. * 3 x 3 = 9 * 3 + 9 = 12 04 = * 4 earthly elements: Earth, Air, Wind, Fire * 4 seasons: Spring, Summer, Autumn, Winter * 4 directions: North, East, South, West. 08 = * 8 female Goddesses: (from Skaldskaparmal) Frigg, Freyja, Gefrun, Idunn, Gerdr, Sigyn, Fulla and Nanna. 09 = * 9 Germanic words of the Edda are split into 3 layers: Miggard, Muspellheim, Niflheim, Asgard, Hel, Vanaheimr, Jotunheimr, Aflheim and Nidavellir. * 9 nights Odin hunf on the world ash tree Yggdrasil - sacrificing himself to himself and returning to 9 prodigious songs. * 9 songs of Odin: * 9 x 2 = 18 runes * 9 x 3 = 27 - 7 + 2 = 9 * 9 is the holy number of completion - Rudolf John Gorsleben * 3 x 3 = 9 * 9 + 3 = 12 * 9 is the highest single digit in the decimal system * 9 is the numerical value of the Wendehorn * 9 is the numerical value of the Is rune of the Armanen Futharkh. * 9 is LaVey * The 9th sign of the Zodiac is Sagitarious * 9 mothers of Heimo * The 9, also called the Nazgul, in J.R.R. Tolkien's epic Germanic fantasy series 'The Lord of the Rings' * 9 x 9 = 81 = 8 + 1 = 9 = 8 and 1 reversed = 18 (Armanen runes) 10 = * 10- steeds 12 = * 12 realms or halls in Germanic mythology (Grimnismal) * 12 days of Yule * 12 Gods (from Skaldskaparmal): Thor, Njord, Freyr, Tyr, Heimdallr, Bragi, Vidarr, Vali, Ullr, Hoenir, Forseti and Loki. * 9 x 3 =12 18 = * 18 Runes of the Armanen Futharkh. * 18 / 2 = 9. “The 18-Zahl of the rune row is several times justified, 18 = 2 × 9, the holy nine-number of the completion. the Indian Bagavat Gida contains 18 singing. humans make 18 breaths in the minute. The string lengths of two chromatic half-tones with same string thickness differ from each other around the eight-tenth length. Eighteen verses for the eighteen holy runes” - Rudolf John Gorsleben: Die Hoch-Zeit der Menschheit (The Zenith of Humanity) – 1930 All life developes for that from the division unity into the two, the Zwist, the polar, the opposite. An above and a down, a clockwise rotation of the northern world pole and an anti-clockwise turn of the southern world pole justify the doubling of the nine, thus the 2 x 9 = 18, apart from other, facts which can be THE FACE OF THE GODDESS Magickal kozmology presents a number of ways in which the world and the kozmos can be viewed allegorically. One such image, which appears in many mythological systems, is that of the kozmic being, on whose body the twelve signs of the zodiac are marked, and so correspond to the different regions of the body. In Rökkr kozmology, this primal being is Ymir, the androgynous giant that emerged from the void of Ginungugap, into which flowed the twelve-fold river of Elivagar; which corresponds to the twelve signs of the zodiac. However, another expression of this primordial being is in the face of the goddess, which is represented by twelve separate goddesses. This group of goddesses are those conventionally described as the twelve handmaidens, or aspects, of the Æsir mother goddess Frigg. Through the successive introduction of the Vanir, and then the Æsir, cults to northern Europe and Scandinavia, many of the aspects and the accessories of Hela were adopted by, and assimilated into the chief goddesses of the Vanir and Æsir religions; Freyja and Frigg respectively. Consequently, the twelve maids associated with Frigg at the time of the writing of the late Norse epics, were originally associated with Hela, whose characteristics and aspects can be clearly discerned in the twelve goddesses. Some of the twelve are the matrons of love and marriage, whilst others wield influence over such primeval concepts as history and a deep-flowing wisdom; which suggests that they are inherently ancient. The twelve handmaidens, their zodiac sign, and their role, are as follows: ZODIAC SIGN HANDMAIDEN PROVINCE Aries-Leiptr Vara Oaths Taurus-Fimbulthul Gefjon Virgins Gemini-Gunnthra Lofn Marriage Cancer-Gjall Fulla Treasures Leo-Ylg Hlyn Protection Virgo-Fjorm Syn Synods Libra-Svol Saga History Scorpio-Slidr Eira Medicine Sagittarius-Geirvimul Gna Messages Capricorn-Vid Vor Awareness Aquarius-Hrid Sjofn Love Pisces-Sylg Snotra Eloquence Each of these twelve goddesses governs a different part of the face and head, combining to form the single kozmic head of Hela Modir. •Vor (aware) is the goddess from whom nothing in the entire nine worlds can be hidden, and thus, her symbol is the evergazing eye of the goddess, which sees all and knows all. The eye is represented by the sigil known as the Earth Diamond, or Eye of Fire. •Hlyn protects all those people who cry out to the goddess for help, and she kisses away the tears of those that mourn. Because of this, she is symbolic of the ever-open ear of the goddess. •Gna who also appears as Ljod (a manifestation of Angrboda), is the personal messenger of the goddess. She rides through all of the nine worlds on Hofvarpnin (Hoof-tosser) with such speed that she personifies the refreshing breeze. Gna-Ljod is symbolised by the apple. Anatomically, she represents the tongue. •Snotra is the goddess who helps make people wise, prudent, and eloquent. Her symbol is the mouth. •Lofn is the goddess who will give permission when entreated (lof means permission), particularly in matters of marriage. She rules the nose. •Eira is the greatest of all physicians, and the matron of all women who choose that vocation. She is the ruler of the skin. •Gefjon (giving) is the goddess and creator of the island of Zeeland, and is attended by all those women who die maidens. She was accused by Loki of selling herself for a necklace, and so she rules the neck. •Fulla is a virgin goddess who looks after the jewellery of the goddess, and carries it in a casket. She has long golden hair, which flows free except for a golden band, which gives it the appearance of a sheaf of wheat. Naturally, she rules over hair. •Syn is the matron of meetings or synods, and she guards the gates of heaven. She rules over the brow, and the pituitary gland: the brow chakra. •Vara is the goddess who hears oaths, and punishes perjurers.; (contracts are called varars). She rules the top of the head and the crown. •Sjofn is the handmaiden who turns the thoughts of women and men to love. She rules the mind. •Saga (omniscience) is the goddess of history, for whom the Norse sagas are named. She lives within the crystal hall of Sokvabek (Sinking Beach), and offers the cool waters of the river Svol to drink. She is the ruler of memory.