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TEUTONIC MAGIC - Awaken Video

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eing can be described as the lich(body) enlivened by hamingja-force and possibly hamr, but without any<br />

of the conscious aspects of the soul. The true draugr does not recognize people who were known to it in<br />

life, nor, with only a few exceptions, can it speak. The Egill's Saga tells how Skallagrimr's corpse was<br />

taken out through the broken wall, apparently so that if he should walk after death, he would come to the<br />

wall and not the door-the blind movement of the undead's instinct. Although no overt connection appears<br />

between the berserker or skin-changer and the undead in Germanic myth, as in Slavic countries where it<br />

is thought that a werewolf will become a vampire after death, precautions are frequently taken to prevent<br />

anyone with uncanny powers from walking: the corpses of witches are often staked down with runecarved<br />

sticks, heads cut off, and so forth.<br />

The Grettis Saga describes Grettir's fights with two wights who are said to be draugar, although they<br />

differ from the usual walking dead in their level of awareness and mental activity. The first is Karr the<br />

Old, who has characteristics of both draugr and Dokkalf. Although he is clearly described and seems to<br />

act as an undead, his hauntings are carried out for the sole purpose of increasing his son's holdings, and<br />

his son's wish is enough to act as a warding for others. Grettir slays this wight by cutting his head off and<br />

clapping it alongside the draugr's thigh, a traditional means of laying these beings.9 The second, Clam, is<br />

the mighty and vicious draugr of a mighty and vicious man who was slain by an unnatural being on the<br />

first night of Yule. His body was found, blue and swollen, but so heavy that it could not be moved, which<br />

is one of the usual traits of draugar. Glam walked for two years, more in the autumm and winter and less<br />

in the bright seasons, slaying men and destroying farms, and finally Grettir came to grapple with him.<br />

Grettir eventually overcame Glam by wrestling, but when their eyes met by moonlight he was horribly<br />

dismayed (compare with the eyes of the sorceror). The saga says that there was more fiendish craft in<br />

Glam than in most other ghosts, giving him the ability to speak to Grettir. Glam cursed Grettir so that he<br />

should never grow in strength, that he should always be an outlaw and alone, and that he should always<br />

see Glam's eyes before his own, which left him with a hideous terror of being alone in the dark.10<br />

Glam is an exceptional draugr, as he seems to have become undead by his own will and strength,<br />

thus retaining something of a mind and the power to curse. In most cases the draugr is mindless, seeming<br />

to be accidentally created when the hamingja for some reason or other remains with the body. Otherwise,<br />

the lich is sometimes animated by a sorceror for the purpose of working woe, and the hamingja filling it<br />

might be that of the sorceror or of a sacrifice. This is not to be confused with Odhinn's practice of carving<br />

runes to make the dead speak, or of summoning up ghosts; those works are concerned with the actual<br />

mind of the dead person, and any other parts, body or soul, are incidentals which make communication<br />

between the living and the dead easier. When the consciousness of the dead person is willingly present, it<br />

is usually in the setting of disir, Dokkalfar, or other well-wishing barrow wights. However, disturbmg the<br />

dead or angering them is very dangerous, and even a magical circle is not always warding enough when<br />

you have called an unwilling ghost up to Midgardhr. In workings with the undead, runic magic was more<br />

often called upon to prevent their workings or to keep them from doing harm than to create them.<br />

JOTUNS<br />

The term jotun is used in English as a general description of the descendants of Ymir. These beings<br />

embody the proto-forces of the universe before it was divided into utangardhs and innangardhs. They are<br />

thus chaotic by nature and belong to the world of the utangardhs now. In general, it can be said that they<br />

embody the raw forces of wild nature.<br />

The jotuns are loosely divided into three separate races, although these frequently blurred, especially<br />

under the demands of the Norse poetic form. Nevertheless the functions and nature of these beings can be<br />

clearly seen, even though the terminology has broken down. In Runelore, Thorsson classifies them as<br />

etins (ON jotunn,jotnar), which he writes forth as ageless, non-evolving beings of great power, wisdom,<br />

and magic; rises, the characteristic "giants" of legend; and thurses, the unintelligent antagonists of<br />

conscious- ness and order, which are further divided into rime-thurses and firethurses. Risir commonly<br />

dwell in mountains and cliffs, rime-thurses among the rocks in cold, icy places. lilsir sometimes mate<br />

with humans, and the hero Starkadh was the grandson of such a pairing. The gods frequently mate with<br />

etins and risir, and none of the Aesir are without some trace of the blood of the jotun kindred.<br />

The nature of etins and risir varies as drastically as the nature of any other highly conscious class of<br />

being. Some, like Aegir and the wise etin Mimir, are helpful to the gods; others, like Utgardsloki and<br />

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