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TEUTONIC MAGIC - Awaken Video

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Odhroerir (ansuz), so he gained the awareness of the workings of Wyrd, of his own ability to alter it, and<br />

the knowledge of what should come of his workings from Mimir’s Well (perthro). Perthro has also been<br />

interpreted as the grave-mound, which, as Bauschatz points out, is closely bound in thought to the Well of<br />

Wyrd, as both contain the concealed might (“treasures”) of the past.<br />

Literally the ur-layer or proto-layer of Wyrd; used to describe the weird which has been written in the<br />

Well. In later usage, the word alog was used for a spell, particularly a curse, implying the relationship<br />

between the working of magic and the Well of Wyrd.<br />

Perthro can be used for all manner of divinations and for an understanding of all the workings of Wyrd<br />

through the worlds, including an awareness of synchronicity and an understanding of the entire pattern of<br />

universal evolution.<br />

In workings of woe, perthro can be used for intensifying the woe-bringing effects of Wyrd in<br />

another’s life, or for awareness of another’s actions.<br />

Perthro is the rune by which you can gain the wisdom and the awareness to use the runes without<br />

unknowingly destroying yourself or another. It gives you the capability to “think runically”~to see the<br />

workings of the forces of the runes in daily life and to under- stand how to use them in a setting which<br />

seems to have changed greatly from the time that first learned and wrote of them.<br />

Ritually, perthro represents the cup of runecasting and the several-fold process of self-checking by<br />

runecasting, which should go with any active use of runic magic.<br />

Used with other runes, perthro receives them and sends them out into being. It is the passive<br />

complement of the active uruz in the context of the Well.<br />

Perthro can be used to tap into the wisdom of Mimir’s Well and to recover knowledge about the runes<br />

themselves that has either been forgotten or was never learned by humans. It is the rune of meditation.<br />

Astone which works well with perthro is layered onyx, the pattern of which shows the layers upon<br />

layers that determine the shape of weird. The onyx has often been thought of as a stone of ill-luck; in fact,<br />

it embodies orlog, the effects of which are often woe-bringing and need the willed resistance of nauthiz to<br />

alter or mitigate. By meditating on the layered pattern of this stone, you may come to a better<br />

understanding of the workings of Wyrd and the structure of that-which-is.<br />

Pertliro: Meditation<br />

You are inside a hall, sitting on a circle of rough wooden benches with a group of long-haired,<br />

bearded warriors. The fire burns in a pit in the center of the hall, the smoke rising out of a hole in the<br />

thatched roof. Pale winter daylight shines through the hole. Your cloak wards you from the bitter cold<br />

behind, and the fire warms you from the front, aided by the thick ale you drink from your horn. The other<br />

warriors are garbed similarly, wearing heavy cloaks but light tunics and breeches. A dice-cup is passing<br />

around the circle, each man shaking it until he makes either a good throw and can pass it on or a losing<br />

cast, in which case he must strip off one of his heavy gold bracelets and pass it with the cup. You know<br />

that this game can keep on until one man has lost everything he owns, even his freedom if that is his<br />

weird.<br />

When the cup gets to you, you rattle it for a long time, the dice inside clicking against the wood like<br />

bones. You sense when it is time to cast the dice. You let them falL knowing that whatever your weird, it<br />

is already written. Two of the dice show sixes; the third has become no longer a die but a strip of roughhewn<br />

wood on which the rune perthro is graven. As you stare into the rune, it grows and grows until your<br />

sight is wholly overwhelmed by its dark and mysterious might.<br />

Slowly the rune fades from around you, and you find yourself standing at the foot of the great<br />

evergreen Yggdrasill, looking down into the Well of Wyrd. The three black-hooded women beside the<br />

Well ignore you completely, their shadowed faces turned away from you. They dip their hands into the<br />

water and sprinkle a layer of muddy white clay onto the treQ the touch of their water healing the tattered<br />

bark. It seems to you that Yggdrasill grows a little as they do this, the branches and needles stretching out<br />

just abit farther and the gigantic roots beneath your feet thickening by a layer.<br />

The air shimmers and you suddenly see that the tree and the world around you are only figures on a<br />

vast tapestry that these women weave, the whole quivering at each touch on the thread which they turn<br />

and shape skillfully through the layers of weaving. The tapestry shimmers and fades; they are splashing<br />

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