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TEUTONIC MAGIC - Awaken Video

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thought to be omens of death and disaster. The horse is also the vehicle of travel between the worlds: It<br />

may be that the stick of the gandreid was sometimes a sort of hobbyhorse, and a number of folk tales<br />

have survived in which a witch turns a stick or reed into a horse and rides it to "meet with the deviL" the<br />

Christian term for the myrkreid (dark-ride) or kveldreid (night- ride) of the seidhr-worker.<br />

The use of the horse in divination and as the vehicle of godly wisdom is discussed under ehwaz.<br />

RAVEN<br />

The raven is the bird most associated with Odhinn. It is the bird of battle, and for one to be followed by<br />

ravens on the way to war is a good sign, because it means that one will feed them well. Ravens flying<br />

overhead or croaking is a sign that Odhinn has heard one's prayers or accepted one's sacrifice and will<br />

help one. The raven was often embroidered on magical banners-an Anglo-Saxon account says that the<br />

Norse flag was of plain white silk, but a raven appeared on it in wartime. When the army was to win the<br />

day, its beak was open and wings fluttering, but when they were to lose, it sat still and its feathers<br />

drooped. The Jarl Sigurdhr of the Orkney Islands had a raven banner which his mother had made. This<br />

banner was so enchanted that whoever it was borne before would win the battle, but the standard-bearer<br />

was doomed to die. Sigurdhr won many fights with its aid, but at the Battle of Clontarf (1016), after two<br />

men had been killed under the banner, he was forced to take it up himself and so lost his own life and the<br />

battle.<br />

The raven is a bird of cunning, wisdom, and trickery as well as of war. Odhinn's ravens Huginn and<br />

Muninn have been spoken of often-they are the bearers of Odhinn's mind, who often fly before his chosen<br />

to show them their way. The deceptive nature of the raven appears often in later Germanic folklore, and<br />

Grimm says that the raven seems to combine within himself the folklorish characteristics of wolf and of<br />

fox, melding the greed of one with the other's cunning.<br />

WOLF<br />

The nature of the wolf has been somewhat discussed under the chapter on the vargr. The wolf is the fylgja<br />

of a ferocious person, usually a warrior or a witch. Witches ride on the backs of their wolffylgjur, using<br />

serpents for reins.<br />

The wolf is the embodiment of fury and chaos, which is seen in all its forms in Odhinn. As a being of<br />

woe, the nature of the wolf is shown in the Fenris-Wolf, the epitome of brute wildness. Coupled with this,<br />

however, one should consider the fact that it was lucky to meet a wolf when setting out on any<br />

undertaking, just as it was lucky to meet a warrior. The wildness of the wolf is also its great strength.<br />

WYRM (first printed as The Northern Dragon, Northways 1, 1)<br />

The word wyrm is the original Germanic-based term for a serpent or dragon, draca being adopted from<br />

the Latin draco at a very early time.<br />

When the dragon appears in Teutonic legend, it is nearly always as a frightful menace which must<br />

be slain by the hero. Sigurdhr's victory over Fafnir is his deed of daring "which soar(s) highest the<br />

heavens beneath."18 In the case of Beowulf and Wiglaf, the dragon is the only fitting end for the aged<br />

Beowulf, who is clearly too great a hero for any man's sword to cut down, while Wiglafs role in the right<br />

raises him to the position of Beowulf’s heir (the king lacking any heir of his own body). The hero is<br />

raised up by his vktory over the dragon, but these are heroes who are already exceptional in some way.<br />

Beowulf has already proved himself mighty against the out-dwellers, and indeed has a few traits of the<br />

out- dweller himself (see Chapter 19, Grendel). Sigurdhr is the son of a shape changer, lineage which<br />

gives him added strength in dealing with the dragon. The hero who holds this might, who stands at the<br />

border of the gardhr, is the one who is closest to the great workings of Wyrd.<br />

The rewards which the wyrm holds for the hero who slays it also write its own nature forth. The first of<br />

these is, of course, the gold which is the embodiment of the dragon's vast magical might (see fehu; note<br />

that the wyrm is said, when set upon a pile of gold, to grow to the exact size of the treasure), as is its<br />

power of breathing fire or fiery venom. The hoard is concealed within a mound, which in Beowuif is<br />

unquestionably a burial mound. In the story of Fafflir, while no burial has taken place, the hoard is an<br />

inheritance, Sigurdhr's first plan being to win back that portion of Hreithmar's gold which Fafnir had kept<br />

from his brother Reginn. Not only is the power-hoard hidden, but it comes specifically from the "past"-the<br />

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