TEUTONIC MAGIC - Awaken Video
TEUTONIC MAGIC - Awaken Video
TEUTONIC MAGIC - Awaken Video
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concealed layers of that-which-is, which lie dark until a further turning awakens them. As Bauschatz<br />
points out the dragon only flies forth when disturbed by some deed which brings into the play the greatest<br />
turnings of Wyrd, coiling and layering in secret for years and coming forth at the point in becoming when<br />
the entirety of that- which-is is to be shifted.19 This can be seen in the figure of Nidhhoggr who lies at the<br />
very roots of the World-Tree, hidden in the deepest layers of that-which-is, and who does not take flight<br />
until the end of Ragnarok when all is reshaped (the tie between the burial mound and the Well of Wyrd<br />
can be seen in the rune perthro and its triad, kenaz-perthro-ingwaz).<br />
In both Beowuif and the Sigurdhr story, a great deal of thought is given to the act of bringing the<br />
hoard forth from its place of hiding, which is to say, bringing the power forth from darkness so that the<br />
living may make use of that inheritance which they have won from the deeper layers of that-which-is. The<br />
corpse of the Beowulf dragon is then tossed off a cliff and into the sea, showing its return to the hidden<br />
layers, even as Nidhhoggr must sink back after his moment of flight.20 It will be noted that the dragon of<br />
Teutonic folklore is as often a creature of water as of earth; this is another means of showing the<br />
understanding of the dragon as the power dwelling beneath that which one can see. Water is, like the<br />
grave mound, the holder of the gold/power of those who have lived before; it is, further, an even clearer<br />
sign of the Well of Urdhr and its springing water which, through the layers of that-which-is, shapes thatwhich-is-becoming.<br />
The second reward which the dragon holds for the hero is the shaping of this inherited hoard in<br />
wisdom. Fafnir warns Sigurdhr of the weird which he will win if he takes the dragon's gold and answers<br />
questions about the workings of the worlds. By drinking Fafnir's blood and eating his heart, Sigurdhr<br />
gains the knowledge of things hidden, which is one of the greatest parts of the dragon's being. Only when<br />
he has claimed this inherited wisdom can he learn the secret of the sleeping Sigrdrifa (see Chapter 18,<br />
Valkryjur) and work the next great turning of his weird.<br />
As the embodiment of hidden might, the dragon is also present in the pathways of power which flow<br />
beneath the skin of the earth. Lore showing this side of the dragon's being is particularly rich in England<br />
and other parts of Britain where the patterns of power have been marked with such care, but the Norse<br />
certainly knew about this might and its use. The clearest showing-forth of the dragon or serpent as the<br />
great flow of earth-power is the Midgardhr's Wyrm which girdles the globe. Thorr's struggle with it in<br />
Hymiskvidha shines forth as the shape of the tales in which a heavenly wight binds the earth-dragon to its<br />
task of holding the world together either by pinning it down or by slaying it, As Thorr's power comes<br />
from the meeting of Odhinn's wind-might with the earth his mother, he is most well-matched with the<br />
Wyrm. The dragon/serpent flow is a pathway for those who know how to use it; witness Odhinn's taking<br />
of snake-shape to enter Hnitborg and reach the Odhroerir-mead. These paths are, like the wyrms of the<br />
story, a source of power and wisdom for the strong and a danger for the weak and unwary, holding the<br />
roots of the world together or gnawing at them in the same buried darkness.<br />
The chief open uses of the dragon were on weapons, as the prow of the longship, or in intertwined<br />
ornamentation; the coiled, rune-etched wyrm is a well-known sight to the learner of Teutonic lore. The<br />
wyrm coiled on the hilt of the weapon to strengthen the wearer's hand, and ran up and down the blade so<br />
that it would be mighty and deadly in battle, As the ship's prow, the dragon worked in several ways: it<br />
showed the ship safely through the dark paths of the waters; it brought the force of the dragon's fiery<br />
strength and bravery into those warriors who used it as their battle-sign; and it aided in wreaking fear and<br />
woe in those it was used against. It will be marked that the dragon's head had to be removed before<br />
coming into sight of land, and this was perhaps done in order not to frighten the landvaettir, but moreover<br />
because the dragon in the open was the sign and agent of a great upheaval in the land-a weird unwanted,<br />
when one hoped to return to a peaceful home. The use of the rune-carved wyrm on a memorial stone<br />
showed the power of the person remembered and of the deeds done which, though hidden in the layers of<br />
lives, would still work upon the worlds and be reachable to those who know how to draw forth might<br />
from hiding. The wyrm further hints that secrets are held in the actual writings which only those who<br />
know can read and learn, thus shielding the mysteryand gaining the added might of concealment.<br />
The wyrm has sides of being which make it sib to the workings of several gods. As the keeper of<br />
secret wisdom, it is a part of odhinn's mysteries-the god takes the form of a serpent and shares names with<br />
the wyrms at the roots of the World-Tree. The use of the wyrm in runic writings has been spoken of, and<br />
the understanding of the dragon-paths is needed by the vitki. The relationship between Thorr and the<br />
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