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Soul lore- The lore of the soul psychology is a complex but fundamental aspect of the esoteric studies.

The ancient tuetonic peoples possessed a soul lore as complex and precise as any in use today, in fact, it is not untrue to say that in many regards, it's more precise and developed than the mode used in psychology today. Much of the world can be rediscovered through an investigation of the words the ancients used to describe as the should and it's many processes. Groups of people develop highly refined words when they describe either something they understand well or place a value on so that they are able to make fine distinctions. The inuit people of our north, for example, have dozens of words for snow and white. Besides the soul, another idea that dominates germanic thought is that of fate or wyrd. It can not be fully understood wen viewed as a separate concept from that of the soul ; for it describes how these soul bodies work within us

Soul Bodies- It is a popular misconception that the "soul" and the "body" are separate. Although in the natural state they are intimately bound together, though either Galdr or Seithe, They may be separated. Without this esoteric approach, such a separation would only occur at death. What follows the 9 psychological constructs that the should is made up from 1- The physical body - The physical body itself ( Lik) is made up of several components. The "enfi" represents the " appearance" "movement" or "(laeti- spark/breath of life) and " litr " which is good health and complexion- ( Midgaard) 2 - The Hamr- This shape substance is closely related to the ilk. It gives the plastic foundation or the subtle matrix to the physical reality. However it can be brought under the control of the will " Hugr" and cause the first subtle, and then more substantive forms to take shape in accordance with the will. This is the power of imagination. Taken to its extreme for us it can cause "materialization" of imaginary beings " natural or non natural " Into which the consciousness can be projected. Old Norse literature is full of such descriptions.Most typically, the vitki lies as if asleep or dead and in another location he is able to materialize an animal shape in which he can fight or stalk his enemy. ( Svartalfheimr) The Odhr- THis, the faculty of ecstasy is the fit of the Hoenir. This is as much an experience, a state of mind as anything else. It is the the faculty - emotionally, almost

physically experienced of rising up and out of the normal state of consciousness into a high level of energy and enthusiasm. Odhr is the same root as found in the name Odhinn. ( It must be remembered that it is by his power that magical forces are manipulated. THis is the active agent directed by the will. It is the power over which Odhinn rules. Ljosalfheimr The Ond- Closely longed with the ecstatic faculty is the vital breath, which is the fit of Odhinn. ( Remember the triad of Odhinn- Hoenir - Lodhurr actually represents a triform Odhinn. The "Ond" is the divine spark the all pervasive vital energy on which all life is based, and is the foundation of the rune work. The concept is similar to the indian "paranoia" and even the work itself is related to sanskrit atman ( spirit, self). It is the bridge to the higher levels of being. ( Asgard) The Hugr- The mind is a complex entity indeed. It is actually made up of three entities : (1) Volition (2) perception (3) cognition. This is the seat of the will and as such, it has the power to assimilate other aspects of the psychophysical complex to itself. This is why the term " Hugr" is often used in Old Norse literature when other aspects might have been expected. It seems to "take over" the personalities of advanced runecasters. Because their evolution comes more and more under conscious control. By this faculty, persons do analytical thinking of a conscious sort. It is synonymous with left brain functions - ( Muspellhemir) The Minni- Intimately linked to the " mind" is the "memory" These are the two psychic aspects represented by Odhinn's ravens : Huginn and Mininn ( Mind and Memory) This is faculty is indeed memory, but it is much more than what we common;y associate with the term. It is more than the simple recall of past events ; it is the storehouse of all mysteries, the great rune-hoard. This is why in the "griminismal: ( st.20) Odhinn says of the relative value of Huginn and Muninn : " The whole earth over, every day hover Huginn and Muninn; I dread lest Huginn droop in his flight yet I gear me still more for Muninn. A coordination of the mind and the memory faculties is what gives "intelligence" The mind processes external stimuli ( including that received from memory) where as memory ( Minni) reflects on its own infinite material. Minni is analogous to the right brain. ( Jotunheimer) The Flygja - The fetch is in many respects the bright side of the sahe. In Men the fetich is seen as female and in woman it is male. Actually, there are three fetches, or "

following spirits" In human form, in animal form, and in geometric form. Each image has it's own function.. The one in human form is attached for the duration of life and can be passed on from generation to generation, each along genetic lones, or through willed projection. The animal shaped fetich is usually in a form sympathetic to the character of the person to whom it is attached. It can be separated from the Vitki may also project his conscious will into the fetch in order carry out magical workings. A geometrical shape os often seen by those with "second sight" It goes out in front of a person of great power. The Flygja is the repository of all the actions of the person to whom the entity was previously attached. It can be the source of great power but also of tremendous responsibility and even hardship. This entity is the storehouse of Orlog - it can protect and it can doom. The fetich is closely related to and sometimes the same as the Valkryja or dis entity. ( Vanaheimr) The Hamingja - The "luck" of a person is extremely complex and in many ways, is closely linked to the fetch. Hamingja, which is linguistically derived from "Hamr" (I.E. Ham-gengja), one who can go abrupt in another shape is essentially a power concept analogous to polynesian "mana". It has some Antropomorphic symbols and is conceived of as (1) Luck (2) Guardian spirit ( symbolically derived from that lick and (3) Shape shifting ability ( which is it's original meaning). A wide variety of consciously willed actions develop this magical power. It can be transferred from the one person to another ( although it's effects are only temporary unless it is attached to the fetch wife). The Heingja is the collective might and main of the person. It is fed by and feeds the fetch-wife with power so that during a man's lifetine we can speak of a Hamingja -flygja complex that works in harmony. ( Hel)

Sal- The soul usually comes into play after death. This is where some of the physical aspects congregate offer death. It is like a blank tape, recording all of ones actions. It is the passive space into which one grows while alive.

Of the structures that appear in the figure on the preceding page include the the " Ego" or " I" concept and the "magical ego" or " persona". The I ( ek) is linked to, or identical

with the name or names of the individual. On the Odinic path the worker- as he or she develops stronger links with the fetch and strengthens the power of the other psychic aspects- forms magical " I" concepts allied with the fetch. These alternate personae are usually of the same gender as the natural body. Each of the personae has a name and can be invoked with the right formulae. It is in these self shaped magical forms that the runester carries out rune work. The magical personae can be quite numerous but each embodies a part of the whole psychophysical complex each is a hyper aware entity. Ultimately, it is in these concepts that the essence of Odinism is to be understood. This also gives a key to understanding Teutonic heroic mythology and each of the rune staves speak to at least one of these realms. The 9 worlds+The 9 fold soul Asgard- Abode of the Flygja and house of the Ond. Element= salt, colour = purple Ljosalfheimr - The abode of the thought and memory. Element = Yeast, Colour= Orange Midgaard- The ilk, body. Element = Earth, colour = Green Svartalfheimr- The hamr, Shape. Element = Iron, Colour = Brown Hel- unconsciousness. Element= Venom, Colour = Black Nifelheimer - A type of black hole. Element = Ice, Colour= White Muspellheimr- The ultimate energy state. Element = Fire, Colour = Red Vanaheim- Fruitful balance. Element= Water, Colour = Blue Jotunheimr- Reactive power of destruction. Element = Air, Colour = Yellow.

The Elements and The Worlds. Iron: Primary synthesis, Hot/cold, Hard, Dynamically penetrating, inert matter.

Salt: " Stuff of life" Organic, maintainer of form Yeast: Dynamic " livingness" organic movement, growth, health. Venom : Latent dissolution, corrosiveness, organic dynamism, Negative destruction neccasery for reshaping FIre: Total expansion, all vibrations, heat, light, dryness, port energy, dynamic. Ice: Total contraction, non vibration, coldness, darkness, port matter- Dynamic. Water: Stillness, evolutionary being, wetness, matrix for form--Static. Air: All pervasiveness, formless space, warm, matrix for consciousness --static. Earth: All potential, manifestation, final elemental synthesis.

The Nine Worlds: Asgard- Realm of the unconscious that is and of itself complex with many enclosures and halls within it, among them Valholl. The abode of the Flygja and house of the spirit. Ljossalfheim- Broad expanse of light which also contains other sub planes The abode of mind and memory - the inlet. Midgaard. Middle earth.Material manifestation in the make up of man, this is the body, but also the all potential of the self. In Midgard, ALL the worlds meet! Svartalfheimr- Abode of the Hamr. A " subterranean " world of darkness where shapes are forged, home of the emotions. Hel- Realm of the instils. ABode of stillness and inertia- unconsciousness. The final resting place of the soul of the non erulian

Nifelhiemr- Realm of the mist becoming ice, abode of contraction and magnetism. The force of anti matter, a point constantly pulling in on itself like a black hole. Muspellheimr- Realm of the fiery sparks, abode of expansion and electricity. The force of pure energy constantly expanding away from itself. Vanaheimr- Realm of organic patterning and coalescence - water. Abode of forces in fruitful and static balance. Jotunheimr- A Realm of constant motion, seeking to oppose and give resistance to whatever it meets. Force of dissolution and deception. Reactive power of destruction ( necessary for evolutionary change!)

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