Rune Ideas (2014 or earlier)Grund RunesGRUND - is the Ground of BeingWEG - is the Waves of movement that travel across the face of GRUND HAP - is a happening, an event, an activity, a process CHOOSING is the exercise of the will to choose between alternatives that are visible to a being. (CHOOSING fundamentally affects the WEG) DOING is the influence of a being on what is outside that being as well as the influence of the outside world back upon the being. BLOOMING is the flourishing of life The BLOOMLAW is the law of good connection between things so that BLOOMING occurs. The law of good connection between things rests on the intrinsic nature of the things being connected (a round peg fits best in a round hole) and is thus the same as the Natural Law. Deedrun and BondingDEEDRUN (or DEEDFLOW) is the way that the deeds of one person or being affect other people and things which in turn affect more people etc. It is the the chain of influence or the flow of DOING .We distinguish between CHOOSING and DOING, where CHOOSING is always conscious choice, but DOING is the sum total of our influence on other people whether consciously chosen or not. In fact most of a person's DOING happens automatically without any conscious choosing. BONDING is the way a person is connected to something or somebody else so that they are affected by that other thing. Thus there is a strong association between BONDING and DEEDRUN. The most basic kind of BONDING is the bond between a Soul and living matter. Having physical bodies we are all of us Bonded to a particular place in the material universe. Consequently we are affected by what happens in our particular place, but not immediately by what happens in another place. We can easily see and hear what happens near to us but not what happens far away. We are affected by physical activity in proximity to our bodies but not that which is distant. While alive we are always bonded to a place . Nevertheless we can change the place we are bonded to by moving to a different place. Another kind of bonding is that we have with our gods. Here we might consider gods as a kind of culturally transmissible being which inhabits our minds. If we worship a particular god which has a meaning in a religious tradition then we are opening ourselves up to the cultural lore associated with that god. Another kind of bonding is bonds between people. Where people are emotionally bonded to each other then what happens to one person is of interest to the other. We are also bonded in a different way to people we consider have high status and are our leaders. We are more likely to listen to these people and act upon their suggestions. Bonds between people are not just down to our emotional attachments but also to our physical relationship to them. If they are in the same room as them then we are in a way bonded to them because we can't help noticing what they are doing and saying and what is being done to them. Our material technology also affects bonding. If one person can tell a story in a television studio and have millions pay attention then all those viewers become bonded to the story-teller. Bonding has a crucial influence on Deedflow and thus the Weg or movement of the Grund. The nature of the Weg dictates the HAP - or happenings - and these may be good or bad for us - full of joy and pleasure or else pain and distress. DEEDWAY is a way of doing things - especially what we might call our culture. GOALDREAM - is an ideal we are seeking to attain. Creative activity typically depends on the formulation of a Goaldream . If we don't have an image in our minds of what we are seeking to achieve then our doings will be aimless and we will not get anywhere. The NornsNorns are the powers that shape the course of our world. Norns work hand in hand with the Oslords (or Oswights) which are the divine powers. Norns however are closer to our everyday reality than the Oslords.It is the Norns who weave the WEIRD - the happenings of our lives. Norns are very open to persuasion by the actions of the neatwights - the physical beings like individual people. However the Norns have no morality of their own and will produce a bad HAP or happening as easily as a good one. We can distinguish at least four kinds of Norns. 1. The GREAT NORN or WORLD NORN fills the world and controls everything that happens in the world. The World Norn is the Great Architect who shapes the environment of every living being. Right from conception - the physical environment, the physical and non-physical genetic material, the opportunities people have and the course of their growth and development and activity are all ultimately influenced by the Great Norn. 2. KINGNORNs are human centres of power in our ordinary everyday sense. KINGNORNS shape the human society. KINGNORNs are driven by GOALDREAMs (their objectives) and wield influence by SPELLCRAFT (rhetoric and story-telling) which influence people's understandings , by judicious offering of gifts (money) which panders to their desires and needs and by the use of physical force which causes fear or physical restriction on action. 3. NEATNORNs are personal norns attached to individual NEATWIGHTs - individual people and living beings. A person's NEATNORN is that person's presence in the world. The size of the NEATNORN reflects the size of the influence a person has in the world at large. Most people have a fairly small NEATNORN which carries little weight in the world outside their immediate circle of contacts. Some people however have larger NEATNORNs so that their personal wishes, actions or ideas have an effect on large numbers of other people. 4. MANNORNs are also personal norns. A Mannorn is the action or DOING of the world upon a person. Every living individual has their own Mannorn which creates the immediate world around them. Everything which impinges on a person - sights and sounds, physical feelings, availability of food, presence of people to engage with, and opportunities for activity are all down to that person's MANNORN. Of course the MANNORN does not decide what to do arbitrarily but is affected by the DOING of the person concerned as well as by the people around them, the actions of the KINGNORNs and ultimately by the GREAT NORN. The OslordsOslords are the divine spirit-beings. By divine we mean abstract. By spirit-being we mean a being that has movement and activity but no obvious physical body that we can see. Oslords are the purest kind of spirit-being defined by abstract characteristics.The Oslords are the divine powers - the abstract powers invisible to the eye but known by the effects they produce. RIGHTLORD The Rightlord is the most important of the Oslords. The Rightlord seeks to regulate situations so that they create the best possible conditions for living beings. The Rightlord has perfect knowledge of the pre-existing circumstances and perfect knowledge of the Natural Law or BLOOMLAW which originates out of the intrinsic nature of things themselves. The Rightlord is also known as TIEW. Tiew is the power which sparks the radiant fire of living joy. The Rightlord is also known as WIZDER. Wizder is wisdom - the good patterns of thoughts and action which have been developed out of a long process of imagination-testing out and feedback and which have become established in the mind. REDELORD The Redelord is the Advising and Guiding Lord. The Redelord guides and transforms us so that we become instruments of the Rightlord. The Redelord may be seen as WODEN or else as a trio of WODEN, FREYA and BALDER. Woden is especially the one who encourages and cajoles us to face reality. Freya is especially the one who speaks to our emotions and feelings. Balder is especially the one who helps transform the character of our minds so that they can see the world the better. OTHER OSLORDS: THUNNER breaks through resistance and the enclosures of giants to free the waters which are the resources of life that we may have have a place in which to live. FRIGGER is the power which brings Love, Friendship and Care. INGFREY is the power which enhances the general prosperity by supporting the growth of what is helpful and retarding the growth of what is unhelpful. WODDER is the stimulating power - the father of all . In contrast to TIEW , WODDER is amoral and the stimulation may have good or bad effects. WODDER is also known as GREATWODEN and is distinguished from WODEN who is the righteous guiding power. BALDER is the being who purifies our minds and hearts that they engage most fully in the service of the whole undistorted by selfish impulses. Balder helps wake us from the dream we imagine to be the real world so that we see a true likeness of the essential reality (BEDOM). HODDER is the being who makes warriors of us that we can defeat those who harm us. Hodder is focussed on his immediate surroundings and is blind to the wider context. Thus Hodder may easily be turned to bad purpose unless guided by a right-seeing being such as Balder. December 4013 HE & September 4014 WightsFOUR KINDS OF WIGHTSA wight is just a being. There are lots of possible ways to classify wights. One way might be: 1. NEATWIGHT - (Neat means animal) - is a living being - the most concrete kind of being . 2. GOALWIGHT - a wight able to develop and pursue a goal such as a human organisation 3. SHAPEWIGHT - is a Wight identified by its ability to achieve or maintain a particular condition. For instance a placewight (housewight/landwight) maintains a particular place in a particular condition . 4. OSWIGHT or OSLORD - is a Wight identified by the kind of movement it generates. Oswights are the most abstract kind of Wights. For instance Thunner is an Oswight involved in breaking through resistance by the application of sudden force. Godly Threesome1. RIGHTLORD - The Righteous Spirit Lord - that which regulates the movement of the world so that it is beneficial for the flourishing of life. The Rightlord is also called TIEW.2. REDELORD - the Guiding Lord - that which guides and transforms us so that we become instruments of the RIGHTLORD in our dealings with the GREATNORN. The Redelord is also called WODEN. 3. GREATNORN - The cosmic decider of the course of the world. Everybody's fate is ultimately decided by the Great Norn. However we can influence the Greatnorn by our actions. The Great Norn is also called WYRDMAKER or WYRDSMITH. Worthy GoalsTHE FOUR WORTHY GOALS1. WYNHAP - WYN is joy or pleasure. WYNHAP is joyful activity. 2. EADWELL - EAD is prosperity. EADWELL is the source of prosperity. 3. ENDEBYRD - is the Good Order or Good Constitution of Society. 4. FREENESS - is mental freedom - the ability to see clearly and act with purity. |
Rune List (2014)N.B. This is a collection of ideas for runes, and is not meant to be authoritative teaching.Grund RunesGRUND - is the Ground of BeingWEG - is the Waves of movement that travel across the face of GRUND HAP - is a happening, an event, an activity, a process CHOOSING is the exercise of the will to choose between alternatives that are visible to a being. (CHOOSING fundamentally affects the WEG) DOING is the influence of a being on what is outside that being as well as the influence of the outside world back upon the being. BLOOMING is the flourishing of life The BLOOMLAW is the law of good connection between things so that BLOOMING occurs. The law of good connection between things rests on the intrinsic nature of the things being connected (a round peg fits best in a round hole) and is thus the same as the Natural Law. Deedrun and BondingDEEDRUN (or DEEDFLOW) is the way that the deeds of one person or being affect other people and things which in turn affect more people etc. It is the the chain of influence or the flow of DOING .We distinguish between CHOOSING and DOING, where CHOOSING is always conscious choice, but DOING is the sum total of our influence on other people whether consciously chosen or not. In fact most of a person's DOING happens automatically without any conscious choosing. BONDING is the way a person is connected to something or somebody else so that they are affected by that other thing. Thus there is a strong association between BONDING and DEEDRUN. The most basic kind of BONDING is the bond between a Soul and living matter. Having physical bodies we are all of us Bonded to a particular place in the material universe. Consequently we are affected by what happens in our particular place, but not immediately by what happens in another place. We can easily see and hear what happens near to us but not what happens far away. We are affected by physical activity in proximity to our bodies but not that which is distant. While alive we are always bonded to a place . Nevertheless we can change the place we are bonded to by moving to a different place. Another kind of bonding is that we have with our gods. Here we might consider gods as a kind of culturally transmissible being which inhabits our minds. If we worship a particular god which has a meaning in a religious tradition then we are opening ourselves up to the cultural lore associated with that god. Another kind of bonding is bonds between people. Where people are emotionally bonded to each other then what happens to one person is of interest to the other. We are also bonded in a different way to people we consider have high status and are our leaders. We are more likely to listen to these people and act upon their suggestions. Bonds between people are not just down to our emotional attachments but also to our physical relationship to them. If they are in the same room as them then we are in a way bonded to them because we can't help noticing what they are doing and saying and what is being done to them. Our material technology also affects bonding. If one person can tell a story in a television studio and have millions pay attention then all those viewers become bonded to the story-teller. Bonding has a crucial influence on Deedflow and thus the Weg or movement of the Grund. The nature of the Weg dictates the HAP - or happenings - and these may be good or bad for us - full of joy and pleasure or else pain and distress. DEEDWAY is a way of doing things - especially what we might call our culture. GOALDREAM - is an ideal we are seeking to attain. Creative activity typically depends on the formulation of a Goaldream . If we don't have an image in our minds of what we are seeking to achieve then our doings will be aimless and we will not get anywhere. NornsNorns are the powers that shape the course of our world. Norns work hand in hand with the Oslords (or Oswights) which are the divine powers. Norns however are closer to our everyday reality than the Oslords.It is the Norns who weave the WEIRD - the happenings of our lives. Norns are very open to persuasion by the actions of the neatwights - the physical beings like individual people. However the Norns have no morality of their own and will produce a bad HAP or happening as easily as a good one. We can distinguish at least four kinds of Norns. 1. The GREAT NORN or WORLD NORN fills the world and controls everything that happens in the world. The World Norn is the Great Architect who shapes the environment of every living being. Right from conception - the physical environment, the physical and non-physical genetic material, the opportunities people have and the course of their growth and development and activity are all ultimately influenced by the Great Norn. 2. KINGNORNs are human centres of power in our ordinary everyday sense. KINGNORNS shape the human society. KINGNORNs are driven by GOALDREAMs (their objectives) and wield influence by SPELLCRAFT (rhetoric and story-telling) which influence people's understandings , by judicious offering of gifts (money) which panders to their desires and needs and by the use of physical force which causes fear or physical restriction on action. 3. NEATNORNs are personal norns attached to individual NEATWIGHTs - individual people and living beings. A person's NEATNORN is that person's presence in the world. The size of the NEATNORN reflects the size of the influence a person has in the world at large. Most people have a fairly small NEATNORN which carries little weight in the world outside their immediate circle of contacts. Some people however have larger NEATNORNs so that their personal wishes, actions or ideas have an effect on large numbers of other people. 4. MANNORNs are also personal norns. A Mannorn is the action or DOING of the world upon a person. Every living individual has their own Mannorn which creates the immediate world around them. Everything which impinges on a person - sights and sounds, physical feelings, availability of food, presence of people to engage with, and opportunities for activity are all down to that person's MANNORN. Of course the MANNORN does not decide what to do arbitrarily but is affected by the DOING of the person concerned as well as by the people around them, the actions of the KINGNORNs and ultimately by the GREAT NORN. WightsFOUR KINDS OF WIGHTSA wight is just a being. There are lots of possible ways to classify wights. One way might be: 1. NEATWIGHT - (Neat means animal) - is a living being - the most concrete kind of being . 2. GOALWIGHT - a wight able to develop and pursue a goal such as a human organisation 3. SHAPEWIGHT - is a Wight identified by its ability to achieve or maintain a particular condition. For instance a placewight (housewight/landwight) maintains a particular place in a particular condition . 4. OSWIGHT or OSLORD - is a Wight identified by the kind of movement it generates. Oswights are the most abstract kind of Wights. For instance Thunner is an Oswight involved in breaking through resistance by the application of sudden force. Worthy GoalsTHE FOUR WORTHY GOALS1. WYNHAP - WYN is joy or pleasure. WYNHAP is joyful activity. 2. EADWELL - EAD is prosperity. EADWELL is the source of prosperity. 3. ENDEBYRD - is the Good Order or Good Constitution of Society. 4. FREENESS - is mental freedom - the ability to see clearly and act with purity. The OSWIGHTS The Oswights are the divine powers - the abstract powers invisible to the eye but known by the effects they produce. Some of the Oswights are: THUNNER who breaks through resistance and the enclosures of giants to free the waters which are the resources of life that we may have have a place in which to live. FRIGGER who is the deity of Love and Care. INGFREY who is the good lord who supports the general prosperity. MITRER who is the being who binds (MI) us one to another. Mitrer is the deity of Friendship and Association and of Civilization. SIBBER is the being who creates bonds of siblinghood (brotherhood and sisterhood) thus binding us into a family. WODDER is the stimulating power - the father of all . In contrast to TIEW , WODDER is amoral and the stimulation may have good or bad effects. BUDDER is the divine being who wakes (BUD) us from the dream we imagine to be the real world so that we see a true likeness of the essential reality (BEDOM). BALDER is the being who purifies our minds and hearts that they engage most fully in the service of the whole undistorted by selfish impulses. HODDER is the being who makes warriors of us that we can defeat those who harm us. Hodder is focussed on his immediate surroundings and is blind to the wider context. Thus Hodder may easily be turned to bad purpose unless guided by a right-seeing being such as Balder. (as at December 4013 HE) Deedway and Goaldream DEEDWAY is a way of doing things - especially what we might call our culture. GOALDREAM - is an ideal we are seeking to attain. Creative activity typically depends on the formulation of a Goaldream . If we don't have an image in our minds of what we are seeking to achieve then our doings will be aimless and we will not get anywhere. -May 4014- |
Heathen Runes (2012-3)A few word definitions... A few Runes: |
Rune List (2013)N.B. This is a collection of ideas for runes, and is not meant to be authoritative teaching.GRUND Grund (previously Grond) is the ground of being, the ultimate foundation of existence. Grund is the Space-Time fabric within which is everything that exists. A part of Grund is the Weird Mother who sees the deeds of the soul of the world - calculates their effect according to the weird law - and creates the world anew . She creates what is wonderful or what is terrible according to the law. She is merciless yet there is hope to get a good result for she is not arbitrary. Saints and Heroes Zarathustra is the philosopher who penetrates to the depths of existence and creates new ways of thinking to help his fellow man. Cyrus the Great is the Good Emperor who plays his part in maintaining the World Order for the flourishing of all giving each people the freedom to govern themselves and maintain their own laws and religion. Socrates who champions reason as a virtue and the route to happiness. Saint Jesus the Good is the sophist who has direct knowledge of the divine and deep understanding of the world. He teaches us to see the real nature of people and deal with them as is right and not respond to conjured illusions or follow blindly the dictates of rigid legalism. Saint George the Brave is at the frontline of the battle for what is good and life-promoting against what is destructive of life Saint Edmund the Martyr is example to us of one who will defend the cause of the good principles of life even unto death Alfred the Wise - who deserves to be called a saint - is the Good King leading his people and bringing Good Order to his country. Lady Elswith - wife of Alfred - provides the living support necessary for the work of the Good King to unfold and works alongside him in serving the people. Known after her death as a saint and "the true and dear lady of the English". Robin Hood hides in the depths of the forest but fights to take resources from those who have more than they should and distribute it to those who have less but deserve more. BLOCKQUOTE> A few word definitions... Weird - what has happened. Weirdlaw - the law of cause and effect Realgood - what is of intrinsic value, what brings happiness Rightness - a state of good order Rightlaw - the law of good relationship - also called the natural law because it follows from the intrinsic nature of things Goodmind - the mind which naturally inclines to do what is best. Wisdom - the good patterns in the mind and in the world which encourage the deeds which lead to realgoodness. Bloomlaw (or Bloomway) - the law (or way) of flourishing - probably the same as the Rightlaw Deed - action, what a person does, what influence a person or being has on the world, also what influence the world has on them. Os - breath, spirit, movement, vibration Wod - wind, motion Weg - motionweight, momentum, persistent process, self-sustaining activity (NB Maybe Os, Wod and Weg are the same) Vril - energy, especially vital energy Orlay - a person's starting point in life - the circumstances they were born into - their inheritance. The starting point of any activity. Heathendom is the realm of small communities and economies. Tun - a heathen village or settlement Bury - a fortified tun or sheltered living space - especially one protected in all directions - buried underground. Guild - a heathen brotherhood or fellowship for worship and mutual support A few Angloheathen Runes: |
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Sophic Runes - as at June 4012
MONOS - The World, The Universe, The Cosmos, Existence
MONOGEN - The Primal Source, the source of the MONOS
ORLAND - The Primal Substrate - the essentially unchanging matter within which everything moves
GATLAND - The physical realm
MANLAND - The mental-spiritual realm
ARTALOGOS - The law of joining, the natural law, the cosmic law
WOD - momentum, whether physical (GATWOD) or psychospiritual (MANWOD),
VRIL - energy as a motive force (with the power to change momentum) whether physical (GATVRIL) or psychospiritual (MANVRIL)
KARMA - soul-action - the conscious creative action of a living soul or living being, the conscious choice of path
USHTA - spiritual light, the free-flow of spiritual energy, happy vibration, joy, radiant happiness
DUKKA - disruptive, distorted flow of spiritual energy, disintegrating vibration, unhappiness, suffering
VAL - what is of value to life
VALIFORM - that structure of reality which is of immediate intrinsic value to life
VALIGEN - that structure of reality which is the cause of the production of VALIFORM
DRAMA - Action - any influence across a boundary, the influence a being has on the outside world, the influence the outside world has on a being
DRAMAFLOW - the chain of influence from one being onto another and then another
DRAMACOURSE - the flow of influence across a particular boundary over time
VIVA - a living being - also BION
VIVATOM - the seat of a living being, the essential centre of feeling and movement.
URVAN - the actions of a living being over time taken as a whole. The URVAN is the person as an activity in the world, and thus is what a person is as far as the outside world is concerned.
MANAH - the mental and spiritual body or activity or aspect of a person , a person's manifestation in the MANIC REALM
PSYCHE - that part of MANAH which is habitual , perpetuating itself mechanistically, and shapes the character of a person
TANU - the physical body of a person, their manifestation in the GATIC REALM
LUX - light of understanding, the visibility of the linkages of cause and effect
BUD - awakeness, the mental-spiritual conformity to reality
GEURVAN - The world-soul, the world-being
ASHURA - The divine lord - the regulator activity
MAZDA - the divine wisdom - the wisdom which permeates the world and shapes its ongoing progression
BRAMMER - The 'Source in the World' - the creative being in the world
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Updated June 4012 HE
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Sophic Runes
GE - The World, The Universe, The Cosmos, Existence
BRAM - The Source, The Promoter, The Creator
ORBRAM - The Primal Source, the source of GE
BRAMMER - The 'Source in the World' - the creative being in the world
ORLAND - The Primal Substrate - the essentially unchanging matter within which everything moves
GATIC REALM - The physical realm , or GATLAND
MANIC REALM - The mental-spiritual realm, or MANLAND
GEURVAN - The world-soul, the world-being
ASHURA - The divine lord - the regulator activity
MAZDA - the divine wisdom - the wisdom which permeates the world and shapes its ongoing progression
DRAMA - Action - any influence across a boundary, the influence a being has on the outside world, the influence the outside world has on a being
KARMA - soul-action - the conscious creative action of a living soul or living being, the conscious choice of path
DRAMAFLOW - the chain of influence from one being onto another and then another
DRAMACOURSE - the flow of influence across a particular boundary over time
VIVA - a living being - also BION
VIVATOM - the seat of a living being, the essential centre of feeling and movement.
URVAN - the actions of a living being over time taken as a whole. The URVAN is the person as an activity in the world, and thus is what a person is as far as the outside world is concerned.
MANAH - the mental and spiritual body or activity or aspect of a person , a person's manifestation in the MANIC REALM
PSYCHE - that part of MANAH which is habitual , perpetuating itself mechanistically, and shapes the character of a person
TANU - the physical body of a person, their manifestation in the GATIC REALM
USHTA - spiritual light, the flow of spiritual energy, joy, radiant happiness
LUX - light of understanding, the visibility of the linkages of cause and effect
BUD - awakeness, the mental-spiritual conformity to reality
VRIL - energy, especially spiritual energy
WOD - momentum, especially mental-spiritual momentum,
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The Bram Runes (4011)
Bram
Bram is Existence - the totality of what is. Bram can be made sense of in many ways. Bramstand is what is constant and unchanging about Bram, while Bramflux is what is changeable. Bramhood describes the ultimate source of the manifestation of Bram from which comes Bramland - the territory of Bram and the Brambeing or Bram Giant called Brammer which inhabits this territory. Bramlog is the memory of Bram - the trace that Brammer leaves in the Bramland apart from itself.
Urvanic and Tanic Realms
The Bramland can be usefully divided into two realms which we call the Urvanic and Tanic realms. The Urvanic realm is the arena of the spirit and mind, while the Tanic realm is the arena of physical matter. The Urvanic realm appears to us to be composed of multiple private enclosures - each the private thinking space of a living being. The Tanic realm by contrast is a single Common Realm. There is communication between the Urvanic and Tanic realms so that activity in one can affect the activity in the other but there appears to be no direct communication between the activity in the different enclosures of the Urvanic Realm. Rather the Tanic realm is the medium for communication between the different enclosures of the Urvanic realm.
Bios and Bions
Bios is Life - the manifestation in the Bramland where activity in enclosures of the Urvanic realm takes control of a part of the territory of the Tanic realm. A Bion is a living being - the activity connected with one such Urvanic enclosure. A Bion is comprised of multiple aspects. The Soul is the seat of awareness, feeling and movement. The Urvan or Essential Flux is the movement within the Urvanic realm. The Psyche is that part of the Urvan not immediately caused by the creative soul but is the ongoing activity built up from the momentum of past actions and experiences of the soul. Manah or Mind is a part of the Urvan typically involved with making sense of the world and relating to it. The Body is that part of the flux of the Tanic realm under the direction of the Urvan.
Ushta, Lux and Karma
Ushta is Spiritual Light - the flow of energy within the Urvan we call Radiant Happiness or Joy.
Lux is the Light of Understanding that comes when the Manah or Mind is able to grasp the nature of the world so that it is one with it.
Karma is the movement of the Soul which are also the actions of the Soul.
Essens and Drama
An Essen is a Being - an inhabitant of the Bramland which has apparent character and integrity. A Bion is an Essen and the Brambeing is also an Essen. There are also many other seminatural and supernatural Essens such as associations of Bions, natural processes and divine beings
Drama is action and is the influence that one Essen has on another Essen. Dramacourse is the flow of drama across a particular boundary between different Essens over time. Dramaflow is the flow of drama from one Essen to another Essen and perhaps a long chain of further Essens. Soul Drama is Karma or the conscious actions of the Soul. Urvanic drama is the flow of influence across the boundary between the Urvanic Realm and Tanic Realm from the former to the latter and is a product not only of soul-drama but also of the momentum of the psyche. Tanic Drama is the reverse influence. Bionic Drama is the actions of a living being through its body. World Drama can refer to the influence of the World on a particular Bion.
Ashura and Ashurons
One way of understanding the activity of Brammer the World Giant is as the consequence of the imperfect expression of Ashura - the Divine Being. The Ashura is the source of all patterning of activity - i.e. of causing the activity of Brammer to conform to an ideal type. Ashura has within it multiple beings called Ashurons. Ashurons are divine beings which are partial expressions of the Ashura.
Spentons and Angrons
Spentons are beings that promote the flourishing of life. Angrons decrease the flourishing of life.
Mazda, Artalogos, Artavista, Asha
Mazda is Wisdom about the nature of the environment and what is needed to produce the best outcome for the flourishing of life. Wisdom includes knowledge of the Artalogos or law of the joining of things. Artavista is the best joining of things one to another.
March 4011 ZHE
Some Ideas for RunesRUNESRunes are the ‘secrets of existence’. They are mental pegs which help us make sense of the world. Often runes come in sets . Pantheons of deities are a kind of runeset. SOME PAGAN RUNES WIGHTS The word ‘wight’ just means a ‘being’. The concept of a wight is based on the perception that there are movements in the world which conform to a regular or meaningful pattern. A wight is a mental construct for whatever is the cause of that pattern. Some Examples of Types of Wights: soulwight – a living creature manwight – a person (from Old English Man – a person) placewight – keeps a particular place being the kind of place it is soccerwight – causes people to associate with each other (or bandwight) makerwight - causes things to be produced from raw materials breakerwight – cause things to break up – undermines their internal dynamic steererwight – what influences or governs multiple beings so that their different activities fit together to achieve some purpose tellerwight – what causes understandings of the world to travel from person to person goldwight – orders people’s perceptions of how much gold or money they have and other people have and how money is created and destroyed and transferred from one to another (or moneywight) garthwight – controls the building, placement and destruction of walls which are barriers of communication and influence between people. Garthwights build garths or enclosures within which holistic (i.e. self-contained and complete) activity can happen. Giants are wights which are large in size compared to us. These include the giant processes or activities of the natural world which continue regardless of their effect on humans. Similarly the movements of the human world which happen on such a large scale that they are not responsive to individual needs are also giants. The Demiurge is a kind of giant that is responsible for shaping the nature of people (and by extension other creatures also). A Natural Demiurge refers to anything that shapes the world, while otherwise a Manic Demiurge (manic=with a mind) is a conscious seat of activity which shapes the growth and nature of people. A Demiurge can be more or less good or bad. MORE PAGAN RUNES A band is an association of people. A sibband is an especially strong band whose members (siblings) have loyalties to each other sufficient to enable them to live together. A Sib-Band is a Sibling-Association - a group of people who have made a covenant of peace with each other and have agreed to treat each other like brothers and sisters. A soccerwight is the imagined being which brings individual people together into association with each other and shapes the nature of their interaction. Frith is the peace or harmony of the band. A frithweaver works to keep the good frith. A Meet is a meeting . This is where people come into each others awareness – so that they are open to receiving mental influence from each other. A Beatmeet is a meeting that happens on a regular basis so that it forms part of the ongoing expectation of its participants. A Moot is a meeting for discussion An Openmoot is a meeting for discussion without a pre-arranged agenda so that participants are able to bring issues of concern to them to the attention of the rest. |
Runes 4007CENTER>
Primal Runes
Zurvan Endless Space & Time. The featureless substance of existence , the substrate in which life plays out.
Ash Life/Breath/Spirit - the creative feeling living spirit which chooses its own actions and influences the weaving of the cosmic fabric.
Mat Matter/Material - what is dead and operates mechanically.
Manah Mind - The complex of spirit and matter which is the source of activity and feeling.
Karma Deeds - The willed movement of the spirit, volition, intention. The cause of creative activity.
Lay or Orlay Primal (laid-down) law the accumulated consequences of past activity which has left its impression. The character of the world. Layers of orlay are being continually laid down according to our actions forming the basis for future events..
Weird is our path through life. Each moment the web of weird is spun out of karma and orlay creating our reality.
Usta Light - The flow of spiritual energy that comes from understanding and is felt as happiness.
Pleroma Fullness - The variety of types and forms of spiritual energy.
Arta Truth and Right. The natural law, the moral path. The right-ordering of the spiritual aspect of the world.
Dreg Error - is process that is not in accord with Arta.
Spenta Life-Expanding spirit or activity
Angra Life-Decreasing spirit or activity
Ashura Spiritual Lord - The Good Cause or Good Force which acts according to Arta.
Mazda Supreme See-er or Wise One Perfect and Righteous Wisdom in action.
Agni Fire - The presence or happy consequence of Ashura in the world.
The Aeonic Heptad
Spentamain Life-Loving Mindset The mentality which desires life to expand and flourish.
Humanah Good Mind A mind with clear sight and right concern.
Artavy Righteousness - Artavy is the impulse to acting according to Arta and the needs of life. A righteous person who possesses Artavy can be called an Artavant.
Aramaity Piety - Divine-Respectful Attitude or Service. Loving attitude. The spirit which brings good thoughts, good words and good deeds.
Hukasatra Good Dominion - The Rule of the Ashura.The state of existence ordered according to Arta.
Harverty Healthfulness - a state of well-being whether of an individual or a community. With Harverty all the energy forces coming from within or without are in a happy balance so that life flourishes and people are filled with purpose and joy.
Amorty Eternal Good Status the state of being in communion with Ashura Mazda in eternity.
More Zoroastrian Runes
Angramain Life-Hating Spirit - the spirit which desires life to decrease, suffer and die. It is the opposite of Spentamain.
Akamanah Bad Mind a mind not capable of doing what is right. Opposite of Humanah.
Dregvy Wrong - is opposition to Arta and means Deception , Manipulation or Wickedness. An deceiving, manipulating or wicked person can be called a dregvant.
Daena Vision A vision or understanding of Arta. Religion or Conscience.
Chisti Perception.
Urvan Soul
More Germanic Runes
Wight or Being is a process going on in the world, with material and usually also spiritual aspects.
Wall is a barrier to activity.
Garth or Enclosure is a place separated off from mutual influence with what is outside.
Aspects of Human nature
Sight is a persons mental model of the world.
Mindlay is the stored result of past experience, a source of personality.
Emotion is energy aroused in reaction to something happening in ones Sight.
Lust is desire in any of its forms. It is energy aroused to achieve some object.
Need is a state of worsened well-being or performance due to a lack of something.
Will is a persons attempt to move in a particular direction.
Some Types of Lust: Securitylust, Adventurelust, Freedomlust, Expansionlust, Powerlust, Communitylust, Exchangelust, Immersionlust, Expressionlust, Recognitionlust, Acceptancelust, Statuslust, Orderlust, Possessionlust, Creationlust, Nourishlust, EroticLust.
Some Types of Emotion: Anxiety, Fear, Disgust, Hate, Pity.
Wights
Wights are one of the major themes of Anglomazdaism. A wight is a being , a something that exists in the world, apparently organised and active, transforming what is in its reach from one form to another.
Creature-Wights are ordinary living creatures, a complex of mind and body.
Man-Wights are human beings.
Nature-Wights are processes of the environment which may include the actions of creatures but with no central organising mind.
Place-Wights are wights associated with a particular place. Usually they are the processes that keep that place being the kind of place it is. Traditionally distinguished between House-Wights and Land-Wights.
Social-Wights are processes that guide the association of creatures, so that they are open to each others mental contents, and can act in co-ordination with each other.
Personality-Wights are forms of human personality, of character and memory, which manifest across more than a single person. God-wights are wights that are worshipped. Seemingly god-wights are close to personality-wights. Worshipping a personality-wight makes it more likely that you will imitate that personality and thus that the personality-wight becomes active within you.
Provider-Wights provide the material necessities of life.
Reporter-Wights transfer information about what is happening in one place to other places.
Speller-Wights are communicators, actors, poets, story-tellers, teachers, propagandists etc. They use their ability (e.g. through the use of their body, their speech etc) to affect the SIGHT of others in a calculated way to produce an effect.
Money-Wights manage the perception that persons have that they can make demands on others for transformations of value, or that they are beholden to make transformations of value for others.
Strong-Wights are able to make physical changes in the world against possible opposition.
Governor-Wights seek to manage the activities of all the relevant wights in a place so as to produce a desired overall effect.
Governor-Regulator-Wights seek to keep the nature of a place or of a society the same.
Governor-Transformer-Wights seek a wholesale change of the nature of a place or of a society into something different.
Miscellaneous
Personality-Wights Some important types:
Indra: Puts self first but usually inclined to be helpful. Rooted in the world and engages with it. Strong and capable in worldly matters. Tendency to take the world as he finds it, and not look beyond the obvious and immediate. Thus open to deception by the cunning.
Sarosh: Loving, Sensitive, Listens, Intelligent, Wise, Selfless, Righteous, Honest, Buddha nature.
Satan: Satan has a thoroughly evil nature and makes a virtue of causing suffering and death to others.
Lucifer: Lucifer is wise like Sarosh, but has something of Indra self-centredness, which has turned dangerous as Lucifer realises he can meet his desires best by deceiving others. Satanic Lucifer is Lucifer who uses the services of Satan to extinguish his human feeling towards others so that he can manipulate them without concern for any suffering caused. Arguably however Lucifer is not always Satanic. In this case he may deceive and lord it over others but still try to minimize suffering.
One day a selfish spirit discovered the Fire of Mazda burning unguarded and took some of the fire to light his private torch of wisdom. Since then he has been known as Lucifer the Light-Bearer. With his flaming torch he can see clearly into the Divine world and understand what it is that motivates man, and how it is that men achieve their objects. Lucifer has no feeling for the well-being of others and uses his knowledge with criminal ruthlessness to satisfy his craving for power. Lucifers element is the planet Venus.
Note that Satan is historically associated with concept of Angramain (Ahriman). In some streams of Zoroastrian and Christian thought the concepts of Dreg (Error/Sin) and Angramain (Life-Decreasing/Hating Spirit) are fused so that Satan becomes the cause of all Evil in the world.
Various
Giants are wights or processes at work in the world which dont care for our well-being and may often be detrimental. Perhaps the original giants were big animals that predated upon and eat humans. A Demiurge is a kind of human giant.
Demons are personalities or spirits that are inclined to cause harm.
Moloch is a god who demands absolute obedience regardless of moral considerations.
Solomon is a human symbol of great wisdom in the service of power. Solomon creates corrupted religions to deceive people, and hobble them, preventing them pursuing their self-interest or the common good with full effectiveness. Solomon seeks to use giants and demons for his own purposes, but is also himself possessed by a demon. The Solomonic Magi model themselves after Solomon.
Jabulon is a false god who pretends to be Mazda. He seeks that people worship and obey him like Mazda. However his commands are the invention of those who lead his church, and do not conform to Arta.
Misc Rune ListN.B. This is a collection of ideas for runes, and is not meant to be authoritative teaching.WIGHTS The word ‘wight’ just means a ‘being’. The concept of a wight is based on the perception that there are movements in the world which conform to a regular or meaningful pattern. A wight is a mental construct for whatever is the cause of that pattern. Some Examples of Types of Wights: soulwight – a living creature manwight – a person (from Old English Man – a person) placewight – keeps a particular place being the kind of place it is bandwight – causes people to associate with each other makerwight - causes things to be produced from raw materials breakerwight – cause things to break up – undermines their internal dynamic steererwight – what influences or governs multiple beings so that their different activities fit together to achieve some purpose tellerwight – what causes understandings of the world to travel from person to person goldwight – orders people’s perceptions of how much gold or money they have and other people have and how money is created and destroyed and transferred from one to another (or moneywight) garthwight – controls the building, placement and destruction of walls which are barriers of communication and influence between people. Garthwights build garths or enclosures within which holistic (i.e. self-contained and complete) activity can happen. Giants are wights which are large in size compared to us. These include the giant processes or activities of the natural world which continue regardless of their effect on humans. Similarly the movements of the human world which happen on such a large scale that they are not responsive to individual needs are also giants. The Demiurge is a kind of giant that is responsible for shaping the nature of people (and by extension other creatures also). A Natural Demiurge refers to anything that shapes the world, while otherwise a Manic Demiurge (manic=with a mind) is a conscious seat of activity which shapes the growth and nature of people. A Demiurge can be more or less good or bad. SPEELING is an activity that someone can do to influence the Noia of another person. The word is related to German Spiel (Play/Act) and English Spell (as in 'cast a spell'). Speeling relies on the fact that it is human nature to be influenced by the behaviour of other people. If others tell us a story about something then we are naturally inclined to take in what they have said and make it part of our own thinking. Generally we use the word speeling to mean conscious acts of communication where we are trying to shape the thoughts of others. This might be for good purposes as a parent or teacher or just to get them to do what we want them to. For speeling to work it requires that people are open to it, that they listen in a naive way innocent of potential trickery so that they take the speeling at face value. Speeling can be used to 'cast a spell' over a person so as to lock-in some particular way of thinking , which prevents them from thinking and seeing in a free way. Soulcraft is a conscious practice to shape the situations we face and so the experiences we take from them in order to develop the character of our soul. Most obviously this could be to set up situations where we are challenged to action so that we stretch ourselves and perhaps become more capable in some way, or we get to face our fears and become more courageous. Mindcraft is the conscious development of the mind. The mind will develop naturally from the situations it encounters in normal life, but a more conscious programme or efforts of some kind can help the process along. Usually this will require that those who are more developed help those who have travelled less far. From October 2009: A band is an association of people. A sibband is an especially strong band whose members (siblings) have loyalties to each other sufficient to enable them to live together. A Sib-Band is a Sibling-Association - a group of people who have made a covenant of peace with each other and have agreed to treat each other like brothers and sisters. A bandwight is the imagined being which brings individual people together into association with each other and shapes the nature of their interaction. Frith is the peace or harmony of the band. A frithweaver works to keep the good frith. A Meet is a meeting . This is where people come into each others awareness – so that they are open to receiving mental influence from each other. A Beatmeet is a meeting that happens on a regular basis so that it forms part of the ongoing expectation of its participants. A Moot is a meeting for discussion An Openmoot is a meeting for discussion without a pre-arranged agenda so that participants are able to bring issues of concern to them to the attention of the rest. EntsThe word Ent just means 'a being'. Mazdaic Mithraism recognises different kinds of ents. They can perhaps be classified as being:
A Giant is a being usually much larger than a human which tends to act without concern for individual human welfare. A Devil is a being that undermines, weakens or injures another being. Soulcraft is a conscious practice to shape the situations we face and so the experiences we take from them in order to develop the character of our soul. Most obviously this could be to set up situations where we are challenged to action so that we stretch ourselves and perhaps become more capable in some way, or we get to face our fears and become more courageous. Mindcraft is the conscious development of the mind. The mind will develop naturally from the situations it encounters in normal life, but a more conscious programme or efforts of some kind can help the process along. Usually this will require that those who are more developed help those who have travelled less far. |
Wights Wights are one of the major themes of Anglomazdaism. A wight is a being , a something that exists in the world, apparently organised and active, transforming what is in its reach from one form to another. Creature-Wights are ordinary living creatures, a complex of mind and body. Man-Wights are human beings. Nature-Wights are processes of the environment which may include the actions of creatures but with no central organising mind. Place-Wights are wights associated with a particular place. Usually they are the processes that keep that place being the kind of place it is. Traditionally distinguished between House-Wights and Land-Wights. Social-Wights are processes that guide the association of creatures, so that they are open to each others mental contents, and can act in co-ordination with each other. Personality-Wights are forms of human personality, of character and memory, which manifest across more than a single person. God-wights are wights that are worshipped. Seemingly god-wights are close to personality-wights. Worshipping a personality-wight makes it more likely that you will imitate that personality and thus that the personality-wight becomes active within you. Provider-Wights provide the material necessities of life. Reporter-Wights transfer information about what is happening in one place to other places. Speller-Wights are communicators, actors, poets, story-tellers, teachers, propagandists etc. They use their ability (e.g. through the use of their body, their speech etc) to affect the SIGHT of others in a calculated way to produce an effect. Money-Wights manage the perception that persons have that they can make demands on others for transformations of value, or that they are beholden to make transformations of value for others. Strong-Wights are able to make physical changes in the world against possible opposition. Governor-Wights seek to manage the activities of all the relevant wights in a place so as to produce a desired overall effect. Governor-Regulator-Wights seek to keep the nature of a place or of a society the same. Governor-Transformer-Wights seek a wholesale change of the nature of a place or of a society into something different. The World Giant is the whole regulating process of the world - which can be called the Demiurge ("People-Craftsman") July 4006 |