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TEUTONIC MAGIC - Awaken Video

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19: OUTDWELLERS<br />

The concept of the innangardhs and the utangardhs has been somewhat discussed under Nine Worlds of<br />

Yggdrasil (see Chapter 1). The innangardhs is the realm of ordered space, social structure, the human, and<br />

the known; the utangardhs is the realm of disorder, the unhuman, the uncanny, and the unknown. It is the<br />

wild world of the forest and the outlaw. It is also the realm into which you fare to gain wisdom and<br />

magical power as does Odhinn. Magic is, indeed, by nature characteristic of the utangardhs, as ordered<br />

religion is of the innangardhs. Those wights which are specifically characterized as "outdwellers" are<br />

those whose beings are strongly contradictory to the ordered nature of the innangardhs. However, you<br />

should never forget that not only are parts of the vitki's own being - such as the fylgja and even the<br />

valkyrja in some aspect closely akin to the outer world, but the most powerful mediator between the<br />

realms is the vitki her/himself.~ Hastrup further points out that only one who is him/herself a part of the<br />

utangardhs can effectively deal with its uncanny wights, as seen in the Grettis Saga in which Grettir is the<br />

only human who can deal with the malicious trolls and ghosts troubling more ordered folk, precisely<br />

because he is an outlaw and thus sib to these beings.2 Likewise, a number of the greatest Teutonic heroes<br />

bear markings or come from families which tie them to the powers of the utangardhs, and it is precisely<br />

from this that they derive their uncanny might, even as the gods must often turn to the jotuns for mates.<br />

THE VARGR<br />

Perhaps the most characteristic inhabitant of the utangardhs was the wight called the vargr. This term<br />

means wolf," though it. has a more brutal connotation than the standard ulfr; it was also used colloquially<br />

to mean "outlaw," which may have been its original sense. Etymologically it is connected to u-argr,<br />

"restless,"3 which should at once lead the mind back to Odhinn. The heaviest form of outlawry was called<br />

skoggangr ("forest-going"); one who had been outlawed was a forest-man or an outlying man, the latter<br />

term being used for any wight who lived outside the bounds of society, whether as outlaw, robber, or<br />

uncanny being. The term utilegja ("lying out") is also related to the sitting-out of seidh-magic4 (see<br />

Chapter 14). The outlaw, being outside of the gardhn had ceased to be human; he is "wod-freka<br />

werewulf"-the fury-greedy werewolf- in the laws of Canute wulf-heafod (wolf's head) among the Anglo-<br />

Saxons.<br />

It is obvious that the vargr (outlaw) is closely related to and frequently the same as the vargr<br />

(ravening wolf). He is, in fact, often a skin-changer or a berserker. (The vargr is almost always a he in the<br />

stories-although women often have wolf-fylgur, they ordinarily ride on their backs rather than putting on<br />

their skins, and only one vague poetic reference to a female berserker exists.)5 The Volsunga Saga<br />

describes how Sigmundr and Sinfjotli become outlaws for a time, when Sigmundr wishes to test the<br />

strength of his son, and how the two of them find a house in which other outlaws are sleeping with<br />

wolfskins hung over their heads. The Volsungs steal the skins and put them on, turning into wolves, and<br />

go forth from there to kill some more travellers. By putting on the skin of an animal in company with the<br />

proper ritual, one can either fare forth in its shape or draw the fylgja-mind into oneself to become a<br />

berserker. Those who do this are called eigi einhamir, "not of one skin." This is a trait which is passed<br />

down through family lines, so that one sees genealogies such as Bjorn, son of Ulfhedhinr (Wolf-skin-coat,<br />

another name for a berserker) son of Ulfhamr (Wolffiide/shape) son of Ulf (Wolf) son of Ulfhamr who<br />

could change forms.6 Unfortunately, those who received this heavy gift of Odhinn's in the latter<br />

generations were (and are) usually untrained and unable to control it; the ability to control it usually came<br />

through initiation into the secret cults of the Germanic warrior-band.<br />

The berserker is not always an outlaw, but he is always outside the bonds of society, and the rules of<br />

the innangardhs do not bind him as they bind other people. It was not uncommon for berserkers to roam<br />

through the land, challenging peaceful farmers to holmgang (ritual single combat), which the victim could<br />

only escape by forfeiting all he had to the challenger. The berserker was a fearsome opponent: he<br />

characteristically gnawed at the edge of his shield, frothing at the mouth In his battle-trance he had the<br />

mind of the creature which was his fylgja, usually a wolf or a bear. His strength was several times greater<br />

than normal, he did not feel blows, and those berserkers who were especially skilled in trance and battle-<br />

148

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