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Mythopoesis
By C.S. Thompson
Copyright 2010 Brass Window Books Cover Art: The Punishment of the Thieves by William Blake (1824-27) Back Cover Art: Hecate by William Blake (1795) Published by Brass Window Books 42 Green St. Bridgton, ME 04009
Printed in the United States of America http://www.brasswindow.com

This work is a selection from The Arrheton, a workin-progress examining every aspect of Mythorealism. So, what is Mythorealism? Mythorealism is a philosophy, a modern take on mysticism, mythology, art and literature. Mythorealism until recently was a family affair, confined to the rather unusual clan of which I am a member. The term itself was invented by my mother, the author and composer Lani Thompson. The metaphysical basis for our philosophy was supplied by my father, the late David Douglas Thompson, a composer and thinker. My brother Jason Thompson developed our metaphysical ideas still further. All of the other family membersincluding siblings and spouses- have contributed greatly to these ideas through conversation, and some of them may make formal additions of their own at some stage. However, it is no longer our wish to keep this philosophy private, or to "own" the concept of Mythorealism. It is my goal and my mission to present our ideas to the wider world, but also to invite other people to participate, helping to shape what Mythorealism is and what it becomes. If you are interested in myth and mysticism, poetry and philosophy, art and metaphysics, then please join in the conversation and create a Mythorealism of your own.

This work may be freely distributed as long as it is not altered in any way.

General Principles of Mythorealism Creed: "When myth incarnates in the waking world." Description: Mythorealism "encompasses facets of reality which aren't ordinarily perceived and brings them into the waking world. Reality is more than bones and blood. It is the spirit lurking behind stones and flesh... Myth stepping into Matter... The World being uttered..." (Lani Thompson) Caveat: One of the strengths of Mythorealism as a spiritual and aesthetic viewpoint is its lack of dogma. The single statement "when myth incarnates in the waking world" is our only creed, and nothing else within Mythorealism has higher status than a personal opinion. Any thoroughly philosophical examination of that central creed could lay equal claim to being a Mythorealist philosophy, even if it bore very little resemblance to anything here. The following principles are therefore not to be taken as an ideology, but simply as one of the possible expressions of a Mythorealist worldview. 1- There is a broad and in some respects unrecognized artistic tendency, operating in a variety of different media, the primary feature of which is the invocation of magic and myth- not merely the use of such themes as a story element, but the incarnation of a transcendent reality within the mundane sphere. 2- This tendency represents an unrealized but extremely powerful mystic impulse, an instinct 3

common to all cultures and peoples, which is now seeking a new mode of expression in the modern world. 3- The nature of this expression is distinct from all previous modes of spirituality, because it draws freely from a common heritage of world culture and tradition, while laying claim to no particular doctrine or identity. 4- The personal experience of this transcendent reality, which may be referred to as mythic resonance, is among the most fundamental of human experiences, providing a rich source of inspiration and insight. 5- Reason and the scientific method are valid and essential ways of understanding the material world. However, no perfectly rational understanding of the realm of myth is either possible or desirable. Understanding in the mythic realm is essentially ineffable, and its expression necessarily involves both contradiction and ambiguity. 6- It is equally misguided either to take myth literally or to dismiss it as meaningless, the fallacies of fundamentalism and of skeptical materialism. 7- The images of the mythic realm are symbolic and not literal, but they cannot be reduced down to anything merely psychological or merely physical. Mythic symbols are allegorical of something more fundamental, providing access to essential truths.

8- The experience of the realm of myth is most transformative when it is met at the source, experienced as an ineffable mystery, and confronted directly. All second-hand interpretations (whether anthropological, historical or psychological) are a step away, useful only intellectually but not fundamentally. 9- Any specific myth contains a mythic problem, or in some cases a complex of mythic problems. The nature of a mythic problem is a profound mystery, the solution to which is a transcendent insight, a transformative seeing-beyond. 10- The insight that can be attained through the experience of myth is suggestive of an ethics, providing a doorway to human excellence in every facet of life. Aesthetic Principles of Mythorealism 1- There is something more, a magical reality behind reality. This hidden reality is the realm of myth. 2- The task of the Mythorealist artist is to invoke this reality, incarnating it within the waking world. 3- The effect of this incarnation is a sense of mystery, the presence of the numinous embodied in art. This experience of numinous power is mythic resonance. 4- The presence of the numinous can be wonderful or horrible, but anything truly numinous is actually 5

both, wonder hidden behind horror and horror behind wonder. 5- Beauty without an element of horror is reduced to mere prettiness, and horror without an element of beauty is reduced to mundane fear. Neither prettiness nor mundane fear evokes mythic resonance. 6- What true beauty and true horror have in common is the element of awe, an element that allows art to transcend the personal. 7- The waking world is the exoteric and the mythic is the esoteric. Whichever element manifests on the surface contains the other element inside itself, the esoteric and the exoteric in opposition and unity. This principle is the balance of forces. 8- The balance of forces between the waking world and the mythic is always mirrored in other dualities. Whether Appolonian and Dionysian or classicism and romanticism, the great forces of horror and wonder or the celestial and the infernal, great art maintains a balance of forces and honors both aspects of any duality. 9- Invoking the power of the numinous and manifesting it in art, the Mythorealist artist can present a mythic problem, a fundamental unresolved dichotomy whose solution contains an insight. Buried within the story is an illumination. 10- Neither the mystery nor the illumination are intellectual in nature, therefore they cannot be 6

planned out intellectually. They must manifest spontaneously, unfolding out of the realm of myth as if uncaused and unsought-for. Ethical Principles of Mythorealism 1- Just as there are two realities (the waking world and the mythic realm) so there are two complementary principles, which can be described as the human law and the sacred law. The human law is the social contract, the general agreement between human beings as to righteous behavior. The sacred law is a spontaneous response, a sense of awe and reverence before the numinous power, which carries an implication of divine command. 2- Ethical principles appear to vary greatly between cultures, but this is less true than it appears to be. Local variations are caused by specific circumstances and should be respected as such, but once these are accounted for a pattern emerges: the rights of those who are considered fully human are remarkably consistent. What is essential to recognize is that all are fully human. 3- The essential right of a human being is to always be treated as an end and never as a means. This has implications in both realms. Recognizing anyone we deal with as a human being, we must treat them ethically. Recognizing the divine in them, we must treat them reverently. 4- Ethics, therefore, has two levels- the social and the mystical. It is necessary to follow a set of rules within the social sphere, but these rules are only 7

made meaningful by the sacred reverence that underlies them, the honoring of the divine in all. Without the magic, they are empty. 5- The ethical ideal is thus a balance of forces, a rigorously honorable surface and a mystical interior; stoicism on the outside and mysticism on the inside. This can, under the right circumstances, become reversed. 6- The ethical balance of forces can take on a number of shapes, manifesting a variety of understandings. Shifting fluidly between points of view is called ringing the changes, allowing the seeker to obtain the benefits of all philosophies and all spiritualities. The ideal is to steal the light, regardless of where it might be found. 7- Honorable behavior is a difficult burden, and the sacred law is a mystery. To achieve one and understand the other, self-cultivation is a necessity. 8- The process of self-cultivation is a forging of the spirit, an intense confrontation with the deepest mysteries. This also manifests a balance of forces, which has been expressed historically in a number of forms. 9- The resolution of a mythic problem can produce a transcendent insight, transforming the seeker utterly and preparing the way for still greater journeys.

10- When the relative self falls away from us, we incarnate the source. When acting from within this divine reality, no rules are needed. Metaphysical Principles of Mythorealism 1- Perception occurs through the meeting of unlike things. In other words, there is no perception without contrast. 2- The perception of contrast occurs through an interaction, a relationship between the parties involved. 3- Therefore a thing cannot be known in and of itself, but only as part of a particular relationship. 4- Reality is what we experience or perceive. When we say that something is there, we mean that we are in some sort of relationship to it. 5- There are things we directly experience- things with which we are in a direct relationship- and things we experience only secondhand, with which we are in an indirect relationship. One can give only provisional assent to the reality of any indirect relationship. 6- A thing is judged to be real to the extent to which it is directly and fully experienced. Mere opinion, in other words, does not define reality- any description of reality must account for the available facts, for everything which is experienced.

7- Because nothing can be known in and of itself, there is no way to distinguish between opposing descriptions of a system when they do account equally well for the available facts. 8- All equally functional descriptions of a system are considered equally valid. 9- To shift fluidly between points of view is called Ringing the Changes. This refers to deliberately shifting between multiple viewpoints, considering none of them absolute, but participating in them all. 10- This allows one to benefit from multiple truths, and to more accurately approximate the world as a whole.

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I- An Introduction to Mythopoesis
1- A Mythology of Allegory The word "mythopoesis" means literally "myth making," and refers to the creation of artificial or private mythologies in the context of fiction or of highly personal forms of mysticism. One example would be the mythology created by William Blake for his Prophetic Books. Mythopoesis is also the name I have chosen for a mystical practice, designed to incorporate the insights of Mythorealist philosophy into a spiritual life. The reason for my use of this word is the nature of the practice itself- the deliberate creation of new mythic stories, either derived from gnosis or designed to induce it. This work describes the set of practices I refer to as Mythopoesis, in the context of an invented "mythology of allegory" which functions as a framework for the practice itself. The invented mythology I use for this allegory is in itself a mythopoesis, but its only purpose is to provide a symbolic framework. The practice of Mythopoesis as a form of mysticism is intended to allow you to access gnosis directly, not to treat
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this symbolic framework as a new doctrine in its own right. It is not intended to become a new system of dogmatic occultism, of the kind I have criticized elsewhere. As such, the system itself is only a tool, and like all tools it is intended to be used and then set aside. The allegory and symbolism used here is of no importance; but your gnosis is. The mythopoesis presented here is derived largely from Relationship Theory, as re-interpreted through the Neo-Platonic tradition of Western mysticism as well as my own imagination. For an exploration of the basic principles of Relationship Theory, see The Modern Gnosis. For a complete and very detailed description of every aspect of the Theory, see Form is the Illusion. If you are interested in exploring Relationship Theory in considerable depth, read Form is the Illusion, and everything in this work will take on an additional layer of meaning for you. If you are primarily interested in the mythopoetic aspects, you might prefer not to read Form is the Illusion at all, as everything found there in an intellectual and analytical form is found here in a mythopoetic and allegorical form.
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Nevertheless, a very basic understanding of Relationship Theory will help you get more out of Mythopoesis than you otherwise could. Relationship Theory is comprised of Ten Principles, Ten Laws and Six Corollaries, some of which will overlap or repeat themselves for reasons which will be explained in Form is the Illusion: The Ten Principles: 1- Perception occurs through the meeting of unlike things. In other words, there is no perception without contrast. 2- The perception of contrast occurs through an interaction, a relationship between the parties involved. 3- Therefore a thing cannot be known in and of itself, but only as part of a particular relationship. 4- Reality is what we experience or perceive. When we say that something is there, we mean that we are in some sort of relationship to it. 5- There are things we directly experience- things with which we are in a direct relationship- and things we experience only secondhand, with which
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we are in an indirect relationship. One can give only provisional assent to the reality of any indirect relationship. 6- A thing is judged to be real to the extent to which it is directly and fully experienced. Mere opinion, in other words, does not define reality- any description of reality must account for the available facts, for everything which is experienced. 7- Because nothing can be known in and of itself, there is no way to distinguish between opposing descriptions of a system when they do account equally well for the available facts. 8- All equally functional descriptions of a system are considered equally valid. 9- To shift fluidly between points of view is called Ringing the Changes. This refers to deliberately shifting between multiple viewpoints, considering none of them absolute, but participating in them all. 10- This allows one to benefit from multiple truths, and to more accurately approximate the world as a whole. The Ten Laws:

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1- Interactions are the reality, form is the illusion. 2- The simpler the concept, the more complex its ramifications. 3- The seeds of the solution are buried in the question. 4- Always ring the changes. 5- Never ignore serendipity. 6- Include laws and models that are contradictory. 7- Apply negative feedback. 8- Dynamic tension is required for control. 9- All forces are infinite. 10- The strongest chains have the most subtle links. The Six Corollaries: 1- Perception requires contrast. 2- Contrast occurs through interaction. 3- Interaction necessitates change. 4- Change is bound by balance. 5- All paths are eventually cyclical. 6- Equivalent explanations must be considered simultaneously and equally valid.
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Using this set of twenty-six interrelated concepts, Relationship Theory attempts to model the underlying archetypal patterns of Relationship itself, allowing us to understand how everything changes, why things change the way they do, and how they are likely to change in the future. The basic model used in this process is called the Zed Tree. Every zed tree begins with a starting point, known as zed naught, which can represent anything at all. When zed naught is differentiated into component parts for examination, it splits into a positive force and a negative force, or zed plus and zed minus. Each of these then subdivides into a positive and a negative force, a process that ultimately describes all the interactions in the universe. By examining the zed tree model, we can observe certain patterns and tendencies that recur consistently, including the tendency for the forces involved to become their own opposites over time, and the tendency for the overall pattern of changes to recur cyclically with every four levels of the zed tree, reversing the negative and positive polarizations with each iteration. The nine "zed forces" or
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elements that have been observed in the zed tree are as follows: Action- the primary actor in the situation, this actor's environment, or his primary action in the situation under consideration. Equivalent to zed naught. Gain- any positive element in any possible duality, such as the gaining, open, light or obvious qualities in the situation. Loss- any negative element in any possible duality, such as the losing, dark or hidden qualities in the situation. Direction- the process by which something becomes more like itself, or develops or moves in a particular direction. Because the development in a specific direction of any item in a set involves the selection of that item, this element also implies both selection and, by extension, randomness. Wavering- any influence toward change or transformation, in which the change has not yet been completed. Because waves repeat the same pattern of change in a recurring cycle, this element can also be called "Cycle."

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Strength- any scenario in which the positive or negative elements of any possible duality have strongly manifested. Metastability- any scenario in which something is under an opposing influence but remains essentially itself. As the process of the zed tree continues, however, any metastable item will eventually change. Failure- any scenario in which the positive elements of any possible duality have become negative over time. Improvement- any scenario in which the negative elements of any possible duality have become positive over time. You don't need to understand the reasoning behind this list of nine elements in order to practice Mythopoesis. The nine elements are part of Relationship Theory, and if you would like to understand why they are the way they are, you will find the explanation in Form is the Illusion. Otherwise, all you need to do is to accept them as the building blocks of this particular system. It's important to bear in mind that these words are used in a specialized sense
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without any of their usual connotations"Failure," for instance, is not bad, nor "Improvement" good. These elements can combine with each other to form thirty-six "operators" or "transformations," representing combinations of the archetypal forces underlying all Relationship. For the purposes of Mythopoesis, I have created a set of mythopoetic names for the same elements. These names were chosen arbitrarily for their symbolic value, and are graphed here in the form of a zed tree:
Earth Water Water Wind Day Night Earth Fire Moon Sky Fire Sun Water Water

Wind

The last concept you need to understand from Relationship Theory is that of information physics. The number of elements in a complex relationship set is its "information mass." When some of the elements in a relationship set change, the number of changed elements is the "information energy." Every time such a
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change occurs, we have one unit of "information time." When two relationship sets contain few or no elements in common, they are considered to be far away from each other in "information space." When they have a number of elements in common, they are considered to be close to each other in "information space." This is all the basic information about Relationship Theory you will need in order to approach the practice of Mythopoesis. 2- The Seven Levels of Dreaming and Waking The purpose of Mythopoesis is to attain gnosis, and to mature and develop spiritually as a result of that understanding, striving toward the highest level of understanding, which is mystic union with the Source. To begin your practice of Mythopoesis, you should acquire a journal. This journal is where you will document your own journey in search of gnosis, a private diary for your own reference rather than for any future publication. The name for this journal is the Book of Dreams.
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Every time you make an entry in the Book of Dreams, you should attempt to describe the last night's dreams, and mark them as level 1-7 according to the classification system described below. You should also document your practice of any of the methods of meditation or "recollection" found in this book. These need not be practiced in any particular order, nor do you ever have to do all of them. Some of them are, however, much more advanced and complex than others, and you may not want to attempt those before gaining some experience. Whenever you decide to work with one of these methods, remain focused on that method until gnosis of some kind has been attained, either a dream or a waking experience of at least level 2. Once this has occurred, you may then continue with that particular practice or move on to another one. (Some of the exercises are exceptions to this general rule, and are not designed to lead to gnosis directly. All such exceptions will be noted.) Any deliberate method of prayer or meditation is in the category of "recollection" or level 1, but it may very well lead to something more. Whenever you record your practice of one of these
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methods, you should mark it from level 1-7 to indicate the quality of the experience you had as a result. You should also record any spontaneous experiences that do not occur as a result of deliberate practice. If you are being honest with yourself, "1" will be the number you record most often, at least for some time, but as time goes by other numbers will make more and more frequent appearances in your journal. You will also experience more fertile periods, in which you taste gnosis of some kind frequently, as well as fallow periods when you do not. In this case, your task is to absorb and integrate your previous experiences. The experience of gnosis in this practice may come in two forms, as an experience in the waking world or in the world of dreams. The following classification system, although rough and imperfect, will help to distinguish the nature of particular experiences, beginning with the seven levels of dreaming: 1- A mundane dream. 2- A mixed dream. 3- A night wandering dream or mythic dream.
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4- A mythic dream of the Mysterium. 5- A vision. 6- An epiphany. 7- A dream of Agnosia. The first level is that of an ordinary dream, with no apparent mythic or magical content. The second level is primarily an ordinary dream, but contains some symbolism or message from the realm of myth. A second level dream contains a mixture of the mundane and the mythic. A third level dream is distinctively magical, a dream whose primary purpose or nature is of a sign from the realm of myth. Second and third level dreams are the most common type of mythic dream, and will occur at some point to most people in the world, regardless of their level of mystical practice or insight. Such dreams will occur more frequently to a small minority who can be described as seers, or night wanderers according to another terminology. Dreams of the second level and above often present the dreamer with mythic problems, fundamental spiritual issues in symbolic form. The resolution of the mythic problem can involve a story or a
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mystery, which may play out over many dreams and in some cases many years, and which may even involve more than one dreamer. What is needed in such cases is to understand the story, to come to terms with the mythic problem, and eventually to resolve it. The dreaming mind first sees glimpses of the realm of myth in the second level dream, and receives symbols and messages from that level clearly in the third level dream. When the mind rises beyond itself and actually enters into the realm of myth, the result is a dream of the fourth level or higher, involving the experience of the Mysterium. The sensation we describe as the Mysterium is the experience of the numinous within the dream state, the power of the realm of myth. The Mysterium is not merely an emotional state or a disposition- it is profoundly physical, with a vivid quality that sets it totally apart from ordinary dreaming. The sensation has been described as a rushing feeling or an electrical current, a sensation similar to intoxication, or of flying through open space. It is a distinct feeling and a very
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powerful one, and if you are at all uncertain that you have experienced it, then you probably haven't. The Mysterium first appears at the fourth level, a rare and powerful mythic dream of unusual significance. There are four primary forms that this experience can take. When the experience is spiritually positive, it can be described as the Mysterium Fascinosum, while a negative experience is either the Mysterium Tremendum or Mysterium Horrendum. According to Frank Barron in his work Creativity and Personal Freedom: "The fasinosum is a feeling of joy, gratitude, pleasure, or onrush of grace, at catching a glimpse of the Ultimate, or numen; the tremendum is a reaction of awe, horror, fear, or a feeling of being overwhelmed." When both the Tremendum and the Fascinosum are experienced at the same time, the experience is described as the Mysterium Tremendum et Fascinans, a term which derives from the writings of Rudolf Otto, although the usage here is somewhat different. The Fascinosum may be experienced as a visitation by entities of the light- such beings as angels and
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benevolent deities. The Tremendum may be experienced as an attack by darker entities, demonic figures, malevolent ghosts and so forth, in which case it falls into the category of the Mysterium Horrendum. However, it is equally possible to experience either state as a pure spiritual force without a specific mythic symbolism. It is important to understand that there is no moral judgment in these distinctions. The mystery of the Absolute can be experienced as either the Tremendum or the Fascinosum or both, so it would be a major error to conceive of either experience in terms of good or evil unless that is the expression of the particular myth involved in the dream. Those who practice mythic dreaming or night wandering can be divided into Darkseers and Lightseers. There is no moral distinction between darkseers and lightseers; they are differentiated solely by what they tend to see. A lightseer is more strongly inclined to experience the Mysterium Fascinosum, while a darkseer will more commonly experience the Mysterium Tremendum, although this is not an absolute rule.
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A fourth level mythic dream is one in which the Mysterium is felt distinctly, but the overall experience is best described as a dream rather than a full-fledged vision. For instance, a dream of a haunted house in which one meets with a powerful entity, resulting in the sensation of the Tremendum or Horrendum, is a fourth level dream. When the experience is so intense and vivid that it can in no way be considered a mere dream, but would have to be described as a vision, then it is of the fifth level. For instance, a dream in which the Mysterium becomes so intense and powerful that the dreamer has the sensation of operating on a completely different level of reality is a fifth level dream or, more accurately, a vision. A sixth level mythic dream or vision is what is known as an epiphany, a vision of truly life-changing significance, involving a significant new insight. The distinction between the sixth level and the fifth is in the effect on the dreamer's life- a sixth level vision will cause permanent changes, the nature of which will become apparent in the weeks, months and years that follow the vision. The dreamer who
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has had a sixth level dream will never be the same again as a result of the experience, which will frequently involve the symbolic resolution of a mythic problem- a reordering of one's entire existential reality. Research into the neurobiology of mystical states suggests that the brain actually forms new neural pathways as a result of such an experience, literally restructuring itself in response to the epiphany. The changes involved in a sixth level dream are in no way subjective, and should result in a new orientation to the world and one's life. A seventh level mythic dream or vision would be a dream with no duality, pure awareness without images or identitythe Divine Darkness as it is described by Pseudo-Dionysius. A first level dream occurs at the level of the mind alone, while the second through sixth levels involve an increasing involvement with the level of myth. The seventh level leaves myth behind and reaches upward to the Absolute. The seven levels of waking gnosis can be categorized as follows: 1- Recollection.
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2- Numinosity. 3- Ecstasy. 4- Rapture. 5- Vision. 6- Revelation. 7- Forgetting. Any sort of deliberate prayer, meditation or spiritual exercise, whether discursive or contemplative, is level 1. Level 1 is the only level that can be reached entirely by your own efforts. The exercises of the first level are designed to encourage gnosis to manifest, not to command it in the manner of a sorcerer. All of the other levels are in the nature of a gift or grace, a gift that can come from more than one source, thus requiring a fine degree of spiritual discernment. The "Examen," which will be explained below, is designed to facilitate this discernment, but the principle is simple enough: "by their fruits you shall know them." Any mystical encounter that leads you in a direction away from human ethical values must be regarded as spiritual poison and rejected whole-heartedly; such wisdom is infernal, and mystics who pay heed to it walk a dark path. Spiritual and moral
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corruption are the end-result, and in extreme cases, madness. If your gnosis compels you to neglect your moral obligations, to behave in a way that most reasonable people would consider dishonorable, or to neglect compassion, then its nature is demonic. True gnosis brings you closer to the Source, not further away from It. The experience of a numinous presence in the waking world is level 2, whether the experience is intense or relatively subtle, and whether the numen is experienced as the Tremendum, Horrendum, Fascinosum or Tremendum et Fascinans. Although the terminology used is the same as that of a fourth level dream, the meaning is different. In mythic dreaming, the Mysterium refers to the physical and direct experience of magical power; whereas the same term in the seven levels of waking gnosis refers to the numinous feeling as described by Rudolf Otto in The Idea of the Holy: an uncanny or eerie feeling of dread, awe and fascination in the presence of a supernatural or holy power or presence. The third level of waking gnosis is that of Ecstasy. Once again this term
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covers a very wide range of potential experiences. Any significant shift in your ordinary consciousness, such that your perception and personality is temporarily disordered by the intensity of your encounter with the numen, can be regarded as Ecstasy. The external manifestations of Ecstasy may include a sense of euphoria or an intense feeling of supernatural horror, involuntary movements and gestures, "speaking in tongues," hysterical laughter or tears, a dissociative fugue state, and any number of other (and often contradictory) expressions. It is extremely important to realize that these external manifestations are psychological (or in some cases neurological). They are simply the reaction of the mind and the body to being spiritually overwhelmed, and they are not in themselves mystical nor indicative of any special insight. They are, in other words, "side effects." The actual insights of gnosis are both more subtle and more powerful, and they can manifest without any of these external signs or markers, which will actually tend to decrease in frequency as you develop in your practice. "Quiet Ecstasy" is not only a reality; it is probably preferable.
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The fourth level is Rapture, which refers to a sudden and unasked-for onslaught of Ecstasy while not engaged in any spiritual practice. You might be walking down the street or standing in a nightclub; you might be doing your shopping or at the office. With little or no warning, you are suddenly Ecstatic, either in a relatively quiet form or with all of the side-effects described above. The experience of Rapture is invasive and inconvenient, and often difficult to cover up or disguise as social necessity might require. The fifth level of waking gnosis is that of Vision, which can take at least three distinct forms. A "sensible" or "corporeal" vision is something you actually see with your own eyes (or in some cases something you physically hear, in which case it is called a "locution"). Traditionally, the sensible vision is viewed with some suspicion, perhaps because its extreme and unbalanced nature lends itself to the demonic. The "imaginative vision" is seen not with the physical eye but the mind's eye; this is traditionally viewed as being spiritually safer and more likely to be legitimate. Although the imaginative vision
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does occur in the imagination, it is far more than a "visualization." If the mental picture involved is not a more intense experience than what is described above as Ecstasy or Rapture, then it is not a Vision but simply a form of Recollection. Level 5 night wandering dreams would also be considered imaginative visions. The third type of vision is the "intellectual" vision, which does not even involve a mental image but includes the profound certainty of a spiritual presence. This is considered the highest type of vision in traditional mystical practice, but despite its relatively quiet and subtle qualities it must be a more significant experience than that of Rapture to qualify as a Vision at all. The sixth level is Revelation, and any of the other levels can lead the mystic into it. Recollection, Numinosity, Ecstasy, Rapture or Vision may suddenly lead directly to an insight, a profound and lifechanging new understanding, after which the mystic will never be the same again. Frequently this will involve the solution to a mythic problem, but not in every case. The sixth level is gnosis proper, for which all the other levels are mere preparations. The Vision described at the end of When
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Myth Incarnates and the Rapture described at the end of The Balance of Forces (both sections of The Modern Gnosis) are examples of Revelation, the former in the dream state (in which case the Revelation is technically an "Epiphany") and the latter in the waking. The seventh level is called Forgetting, and it involves the complete union, insofar as possible, of the mystic with the numen or Source. All concepts, words and dualities disappear; there is no distinction between Self and Other, and there are no ideas. All of the other levels are partially ineffable, but level 7 is completely ineffable or nearly so- "he who knows does not say and he who says does not know." If a dream or experience appears to have qualities of two different levels, mark both of them down in your journal when describing it. For instance, a dream with some mundane elements and some mythic elements is ordinarily a level 2, but a dream in which one encounters the Mysterium is a level 4. A dream involving both mundane elements and the Mysterium can be described as a "2-4."
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3- The Mythic Ascent This essay is borrowed from Prayers for Nothing, because it provides some background for the material to follow. Although the term "God" is used in this essay, I have used other terms such as "The Source" for most of this book, in order to avoid some of the connotations most people in our society are inclined to attach to the word "God," including that of an old man in the clouds, which has nothing to do with how I use the word. Any culturally, religiously or psychologically specific concept or interpretation of the Source would be seen as one of the Emanations from the Source in this system rather than as the Source Itself. Any set of visual images associated with such an Emanation (God as an old man in the clouds, for instance) would be seen as an "Icon," a mythic construct or image used to help the mind access one of the Emanations. An Icon can be a path to the Source but is not the Source. "God" as conceived of by any religion or any person is not really God as such, but can still be a pathway to God as such. Here is the essay
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from Prayers for Nothing: Some people look out at the universe and find it empty and meaningless- a place with no spiritual significance, a dead mechanical process. This sort of person will openly state that life is meaningless; that there is no purpose or genuine effect to any of our choices. Such people live in a dead world without color or sap in it, and the main source of their personal suffering is this very fact. Despite this, or perhaps because of it, they find spirituality intolerable- living as they do in a world of despair, they find joy itself offensive and painful, as if a blind person were to name sight a delusion. This sort of person looks out at the world and sees nothing there. He recoils from that nothing in despair and revulsion, or else blots it out with apathy- and he reviles anyone who does not do the same. The spirit-filled response to the universe is to look out upon its beauty, its complexity and its inherent magic, and say, "God is here," whether or not the word 'God' is actually used. The difference between this and the first sort of response
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is the same as that between health and sickness. The universe we live in is a breath of the divine. The awareness of this fact is, in itself, God. God is a way of seeing, a stance taken towards the world. This stance contains both joy and fear, because those things which are truly beautiful inspire awe mixed with terror. And for that reason there are two types of atheists- because some atheists also take this stance, see the universe with sanctified eyes, and are exalted spiritually in the same way. They simply do so without using the word 'God.' And for the same reason, there are two sorts of spiritual people (although this is an over-simplification). Those to whom their faith is a living flame are exactly as I have described them. But there are many for whom it is only a formality, an empty if respectful nod in the direction of custom. There is no exalted joy or sanctification in their creed; there is only obedience. There is no wrestling with the awe of eternity and its unequivocal claims on us; there is only shame. It is a willful rebellion against this obedience and this shame that inspires most atheists.
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Taken outside of the realm of the sacred, the claims of the spiritual are simply ridiculous. But when atheists refer to such claims as ridiculous, they are battling a paper dummy. Because the claims of the spirit do not relate to literal fact, and should never be contested on this mundane level. They refer to what is Beyond. If you have never felt the breath of the Beyond, this will only be meaningless to you. But if you have, you will understand. The scriptures and the sacred texts are indeed the Word of God. But that need not reduce them to an historical account of certain events which occurred in spacetime. The events of Myth occur in Eternitythey neither occurred in space-time nor are they bound by it. God created the universe and everything in it, but not as an architect creates a house. So if God is spoken of as a Divine Architect, this is True in a way and yet not factual. To insist on viewing it as factual is actually to reduce it, or rather to reduce our understanding of it, hemming in our ability to see the divine behind fences of our own creation. We deny the Eternal when we seek to measure it by the temporal.
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By this I do not simply mean that all scriptures are metaphorical. I mean that they are superessential, or that they hint at that which is superessential. In that sense they are metaphors, but not in the common sense. This is not a case of one thing from the universe of space and time standing in for another, but of something utterly beyond time and space which is evoked for us by a poetic image. Myth is a case of the Eternal becoming incarnate in the temporal through the medium of our sense of poetry. When we awaken to its mysteries, its magic transforms us, and in that moment it incarnates within us. We become signposts on the road to the Infinite. When we trap our understanding of the eternal in the temporal, then we degrade and reduce it. When we allow the eternal to become manifest in our understanding, then we shine with its brilliance. The path to this brilliance, however, is a dangerous one. There is a reason that the great spiritual traditions of the world require a teacher, someone who can lead you where theyve already been. In the words of a modern Sufi named Mushtaq Ali: "There is an old Sufi saying No one can lie to you
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like you. The Teacher's job is to point out to you when and how you are lying to yourself. There is another old Sufi saying, The one who attempts the path without a guide has Shaytan for a guide." Unfortunately, those who attempt the path with a guide all too often have Satan for a guide as well, for who can claim that real masters outnumber false prophets? For whatever reason, and wisely or unwisely, most of us will probably walk the path on our own. Mushtaq Ali goes on to quote Mohammed Shafii: "The path is unknown, the night is dark and the road is full of danger. Dangers include preoccupation with selfishness, false visions, misinterpretations of mystical states, arrested development, fixation in a particular state, appeal to various drugs to create false mystical experiences and not infrequently overwhelming anxiety and insanity." These are significant risks, but they are not the only ones. At any point along the way, our narcissistic human natures can lead us from the path, causing us to mistake a deadly spiritual trap for genuine understanding. This danger has been recognized for many centuries. A Scottish
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folk ballad from the Middle Ages describes the confusion:


"O see ye not yon narrow road, So thick beset with thorns and briers? That is that path of righteousness, Tho after it but few enquires. 'And see not ye that braid braid road That lies across the lily leven? That is the path of wickedness, Tho some call it the road to heaven."

Let no one imagine that these dangers are hypothetical. The philosopher Schopenhauer suffered terribly from his inner demons. As Nietzsche wrote, "He was absolutely alone, with not a single friend; and between one and none there lies an infinity." Schopenhauer has been described as "gloomy, cynical and suspicious... obsessed with fears and evil fancies." As for Nietzsche, his decline was still more terrible. He went incurably insane and lapsed into dementia, spending his final years as a pale ghost of his former self. The price of bad philosophy is not merely the holding of a questionable opinion. Very often it is the soul of the philosopher. We must be careful to avoid the trap of
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pseudo-spirituality- philosophies that make you feel better about who you already are, or that cater to your darkest and most paralyzing fears. Both traps can be equally addictive in different ways. Youll be drawn to lessons that feed your ego instead of challenging it, and even when you study useful things, youll draw the wrong conclusions. Instead of selecting the lessons that could provide the balance of forces you need, youll select only those which build up your favorite imbalances. There is a fad for a particular kind of pseudo-spirituality, in which one conceives of oneself as a heroic character in a private legend, and in which the goal of the quest is worldly success. This may appear to resemble what I am talking about on the surface, but its spirit in fact is totally different- the wishful thinking of a socalled dream, that deals only with this world and the things of this world. To call something like that a legend is to prostitute the term. What I am talking about is beyond the self, is a service to something beyond the self, or else it is nothing. When you yearn for one of the things of this world it turns to ashes in your hands. If you are lucky, the world denies it to you,
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exposing it for the fraud it always was. My goal is therefore not worldly success, but a transformation. I aspire to purify and forge the spirit, to polish it until it gleams like steel. I aspire to incarnate the sacred. But if we are to proceed alone, we must do so carefully. Like any traveler on a dark and dangerous path, we will do better if we have a roadmap, a lantern to light our way, some extra supplies. I call this roadmap the Balance of Forces. At its most basic level, this is a simple principle: to be a stoic on the outside, and a mystic on the inside. In all my dealings with the external world, I seek to apply a rigorous discipline, a self-control and imperturbable spirit that is never shaken, always calm. A spirit that is quiet and reverent, respectful and dignified. But this spirit is only the surface, for it is complemented by its own opposite. Beneath the calm exterior is a spiritual intoxication, the mystic's absolute surrender to the love of God. Like a man throwing himself from the top of a waterfall, or a starship crossing the event horizon and plunging into the black hole, the man of the Balance of Forces holds nothing back. He lives in the heart of the
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fire in everything he does, and the love of God burns and consumes him. He lives in a constant state of ecstatic awe. Of course, the opposite of this core principle is equally valid- to be a mystic on the outside while remaining stoic on the inside. To fall to one's knees in ecstatic prayer and yet remain serene within. The principle is essentially the same from either perspective. While this is the simplest expression of the principle, it is not the only one. The Balance of Forces manifests in every pair of opposite qualities, one of which will be apparent on the surface while the other is hidden. One way to express this creative tension is in this phrase: the esoteric and the exoteric in opposition and unity. There is an opposition, for example, between physical disciplines and mental disciplines. The two are rarely united in a single person. But the devotee of the Balance of Forces will manifest both, and whichever of the two is apparent at any time, it will be complemented by its hidden opposite. To study classical poetry or calligraphy, for example, as well as a martial art. The mental discipline and the
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physical discipline oppose and complement each other, contributing to the Balance of Forces. There are any number of such oppositions, dynamic pairs of esoteric and exoteric which may be cultivated. There is no need for a standardized list, no need for a doctrine, but here are a few examples of the variations that are possible: 1- The Positive Way and the Negative Way: The divine is served through overt acts, such as daily prayer and the earnest seeking of an ethical life. The divine is also sought in the surrender to silence, through meditation and apophatic theology. 2- The Ecstatic Way and the Ascetic Way: A Spartan life divorced from materialism is the way of asceticism. The state of euphoric ecstasy is achieved in celebration. 3- The Martial Way and the Literary Way: mastery of a physical discipline, such as a combative form, and of the arts of poetry, philosophy and scholarship. The purpose of all of these things is to cultivate a balance, a harmonious and integrated development of all our faculties. Imbalance is one of the gravest dangers of
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the solitary seeker, surpassed only by narcissism in its destructive potential. I do not personally claim that I have avoided that particular trap- only that I give thought, by principle, to its avoidance. One principle in which I strongly believe is thisthe solitary seeker must never permit himself to be seen as a spiritual teacher, nor permit anyone else to become his disciple. The solitary seeker is exactly that, and must either submit to discipline and abandon that path, or walk it steadfastly alone with no pretense to becoming a guide. His ideas can be presented in literary form, but that is all. They are private visions- personal gnosis- and if they should move and inspire a reader then all is well. Because the same reader can reject any aspect of this vision and seek out his own. Therefore, for what it is worth, I present the following, which has proven to be of some use to me: the Mythic Ascent. It begins with the absolute and transcendent first cause of all, which may be personalized as God or seen in an abstract manner as the Way or the Divine. The Way produces from itself an emanation, an echo if you will of its perfect music. Like all echoes, this emanation is an
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imperfect copy, but it is still transcendently beautiful, still sacred and mysterious. This emanation is the realm of Myth: the gods and saints and angelic figures of our human mythologies, including all of our limited conceptions of God Himself. These in turn produce another emanation: the realm of the Mind, including both our reason and that which is above it, the place from which springs poetry and dreams, the dark sea of the subconscious. Just as the realm of Myth is an imperfect echo of the first cause, so the realm of our Mind is an imperfect echo of the realm of Myth. The realm of Mind has an echo as well, and that is the realm of mundane reality, the realm of the World. So from God is born the realm of Myth, and from Myth the realm of the Soul. From the Soul is born the realm of the Body, where we live and breathe. The ascent back up from the World to God is achieved, not linearly, but by an increasing ability to live in harmony on all these levels. From the realm of the World, one has flashes of insight into the realm of Mind. As one achieves these with increasing clarity and frequency, one has insights through the Mind into that which lies beyond it, the realm of Myth. And
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from that realm one may occasionally even glimpse the power of God. As one progresses upward in understanding, the ability to see with clarity into each higher level becomes progressively greater. Conversely, if one is stagnating, this ability decreases, providing the seeker with a warning sign to heed and profit from. The most important point for one's spiritual and mental health, is that no higher level should be accessed deeply unless one is at harmony on the level below it. To have visions of the ream of Myth, for example, while one was out of harmony in the realm of the Mind, would in all likelihood result in outright insanity. Lesser glimpses of the realm of Myth, however, can actually clarify and harmonize the Mind- so the key points here are balance and caution. Do not drink deeply from the water of life until you are prepared for its potency, but one part of that preparation is to sip from it with caution. If one has in fact ascended upward to a higher level, but some form of disharmony manifests on a lower one, then one must immediately return and attend to it, restoring harmony on this lower level before ascending again.
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We must begin, therefore, on the level of the World, and our first goal must be to harmonize and purify ourselves within that realm. Here, all that is out of harmony must be corrected and transcended, beginning first of all with that which is closest and dearest to us- our relationships with other people. Is there anyone with whom we are not in harmony, anyone with whom we are at conflict? What is the nature and quality of our relationships with our family members, with our romantic partner, with our friends and colleagues? To the greatest extent possible we must achieve external harmony, in all our relationships with our fellow humans, and with all other beings, if this is possible. The World is our home and the place where we confront each other, and all our work in the higher levels is ultimately for its benefit. Too many spiritual seekers engage in damaging and destructive relationships, focusing only on their spiritual development while ignoring how they actually treat other people in daily life. While you are seeking to harmonize your external relationships, you must at the same time harmonize your internal life,
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seeking the clarity and calmness with which to proceed. This includes a commitment to a stoic mindset, an immovable acceptance of all that happens to you. This is the first Balance of Forces to achieve in the ascent: External and Internal Harmony. To achieve these you must begin to move upward, for while one's relationships are the essence of the World, achieving harmony here requires an internal clarification, a development that is of the Mind. In that sense the Balance of Forces I have just described as External and Internal Harmony could also be described as the balance of the World and the Mind. One way to cultivate this balance is through one of the other approaches described above- The Martial Way and the Literary Way. The mastery of a physical discipline teaches us much about conflict and harmony, and the arts of poetry, philosophy and scholarship begin the task of expanding the Mind. In clarifying and harmonizing one's relationships with others, one will inevitably discover one's own moral failings, and will be forced to move deeper into the Mind to address this problem. The lack of harmony in one's relationships is
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the result of a flaw, an attachment or addiction to some illusion- in fact, a whole complex of such attachments. To combat these illusions, we must cultivate the virtues, of which there is also a Balance of Forces. The virtues in question have been described in various ways. The classic list of the Cardinal Virtues, for instance, would be Prudence, Temperance, Fortitude and Justice. In the words of St. Augustine:
Temperance is love giving itself entirely to that which is loved; fortitude is love readily bearing all things for the sake of the loved object; justice is love serving only the loved object, and therefore ruling rightly; prudence is love distinguishing with sagacity between what hinders it and what helps it.

There are also the Chivalric Virtues, which traditionally include courage, justice, mercy, generosity, faith, nobility and hope. But the virtues of the reason are the external aspect, the virtues of the more accessible and understandable regions of the Mind. The other half of this Balance of Forces is found in the mythic, the experience of inspiration, vision and gnosis.
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Inspiration is what happens when the realm of Myth first makes its sacred presence felt within the Mind. Art, poetry and music derive their power from this manifestation, but the unstable personal lives of so many artists are a testament to its perilous nature. If the power of the realm of Myth is glimpsed in inspiration, but the inspired artist has not yet achieved tranquility, the result is dangerous. Paranoia, instability and emotional turmoil, leading sometimes to mental collapse, are frequent results. Vision is the word I use for our glimpses of the Otherworld- by which I mean the world of Myth, the realm of the Powers. Such things as sacred dreams belong to this category, but so do demonic nightmares, obsession and possession. The realm of the Powers contains darkness and light, wonder and horror; and even the wonder is perilous. The risk, once again, is to drink too deeply of this well without achieving harmony. But from these visions and inspirations one can reach the state of gnosis, esoteric wisdom and insight into the true nature of our reality. The Balance of Forces between the virtues of the reason and the power of
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myth- between such things as Prudence, Temperance, Fortitude and Justice on the external side of things, and inspiration, vision and gnosis on the internal- is called the Balance of Reason and Inspiration. In order to harmonize all of these aspects and achieve this Balance, one must travel so deeply into the mind that one leaves the realm of Mind behind, entering or at least seeing into the realm of Myth. A number of seekers will ascend this far, and almost everyone will achieve some glimpses of it. But living continuously on this level is extremely difficult, so far is it from the everyday World and so many are the World's distractions from it. Therefore very few people will ascend beyond it, and most will have to be content with achieving these heights temporarily, before being called back to repair some disharmony at a previous stage. There is, nevertheless, a way to go further. Having entered through gnosis into the realm of the Powers, the seeker now must achieve another Balance of Forces. The shining, terrifying and wonderful realms of Myth contain many images, a multiplicity of glorious images, in fact.
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There is light here, and there is darkness. There are gods and monsters in this place; there are angels and devils. Celebrating and honoring them in their mysterious beauty, the seeker must still gaze beyond them into what lies beyond. Not multiplicity, but total unity; not light and darkness but a shining blindness; not gnosis but agnosia- not wisdom but unknowing. He must pass, in other words, from poetry into silence. In the penultimate stage the Balance of Forces is between Gnosis and Agnosia, but in the final stage the Balance itself disappears, because one has at last reached the Void. Only a few of us will reach the ultimate heights. Most of us will spend most of our time at the level of the World and some of our time at the level of the Mind. If we are lucky we will glimpse the level of Myth, but from those dizzy heights we will be forced to retreat, because some disharmony at a previous level requires our attention. To remain in the realm of Myth when there are disharmonies at a lower level is to invite madness. But our experiences at any higher level need not be lost to us, because we can bring back whatever insights we can carry with us.
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Here is the purpose, in my view, of Mythorealist art. This term simply means 'when myth incarnates in the waking world,' but from the point of view of the soul's ascent, this incarnation serves a sacred purpose. Whether in the form of poetry or painting or fiction, music or any other art, our glimpses of the realm of Myth are brought back to the World, shedding their light and their darkness on all that they touch. I realize that the structure I have just described is rather complicated, so I will recapitulate in the form of an outline: The first level is the World or the Body, and the first task in the ascent is to achieve harmony on this level, both in one's external relationships and one's internal state of mind. The Balance of Forces needed for this ascent is that of External and Internal Harmony. Internal harmony leads us into the Mind or Soul, which is the second level of the ascent we must pass. Here we must cultivate the virtues of the reason, such as Prudence, Temperance, Fortitude and Justice. We will also begin to experience the powers of the mythic, which include inspiration, vision and gnosis. The Balance
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of Forces needed at this stage is that of Reason and Inspiration. When gnosis is achieved, we enter the third level- the realm of the Powers, the place of Myth. If we can remain at this exalted level, we must go still further, achieving the Balance of Forces between Gnosis and Agnosia. Agnosia, if it is achieved, leads us up to the Void, to God or the Way or whatever you wish to call it. At this fourth and final level of ascent there is no Balance of Forces, because there are no separate forces to be balanced- there is only the One. This system does not involve a rejection of the World and the Body. The lower levels of existence are actually essential, if we are to get anything useful from our glimpses of the higher levels. Any particular system of culture and ritual- any particular religion, if you will- represents the level of Myth after it has been filtered through the level of Mind and then enacted through religious ritual in the level of the World. This enactment then leads the celebrants upward in the ascent through the Mind, bringing them to the level of Myth again. The seer is like a scout who goes on
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ahead, then returns for those he has left behind, to bring them back with him. Without the structure of a particular mythology and a particular ritual, without the meaning to a particular communitywithout a context- the power of Myth can only be accessed in an unstructured way, and one will not be able to achieve the specific goals implicit in such a structure. It is in order to create such a structure that I make use of this way. It has been observed, throughout the centuries, that disharmony itself is what attracts the flashes of insight from the higher levels. The emotional intensity of a disordered mental state appears to draw down power from the realm of Myth, leading to those flashes of dangerous vision for which the seer may be spiritually unprepared. But this by no means implies that a mind in harmony cannot attain to the same vision, and attain to it with less peril and greater clarity. The spiritual experience, of any kind, is a relationship with the Beyond, with that which cannot be expressed in words or contained in logic. It is a relationship with the unknowable. It is through the ascent towards Myth that we
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can touch this mystery, cultivating the reason and then transcending it through poetry, cultivating poetry in turn and then transcending that through silence. 4- The Examen Every time you set out to practice Mythopoesis, it is important to first ask yourself the following questions. If the answer to any of them is "yes," then you should put off any mystical practice until you have restored harmony in your life in that area to the greatest extent possible under the circumstances: 1- Is there anyone with whom I am not in harmony, anyone with whom I am in conflict? 2- Are my relationships with my family members, romantic partner, friends or colleagues lacking in mutual respect, care and profound engagement? 3- Is there any condition in my life which I fundamentally cannot accept? 4- Have I acted recently in any way contrary to the virtues of the reason? 5- Have I acted recently in any way contrary to the chivalric virtues?
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II- Foundational Practices of Mythopoesis


1- Final Zed Naught Poesis:
The Source- a point beyond creation, Outside time and space. Invisible, unformed, eternal, Comes and goes without a trace. No affirmation nor negation, Blind, unseen and void, For which no "here" no "there" has meaning, Uncreated, Undestroyed. The great Abyss! A howling blackness, Moving now, As if to form All worlds that are Or ever could be, In a sudden storm. Its depths are thick and dark, yet moving, Veined with inward fire, Like strands of pure, condensed potential, Eros Free of all desire. A wave of Being goes forth from Nothing, With an awful roar, And leaves a tree behind it, flaming, On a dark and silent shore. 59

Mythos: At first there was only the Source, existing alone in pure Eternity, a state without before or after, without here or there. The Source was nothing and everything, none and all. And then it started to move, like sudden ripples on a flat, dark ocean. Producing the chaos of unformed Being from within its perfect simplicity, like a great Thought thinking itself, it exploded outward into multiplicity, shards of existence like broken crystal. When the terrible explosion of Emanation had faded out in unguessable distance, the only thing that remained behind in the center of reality was a burning tree, glowing on a silent shoreline against a background of almost infinite darkness. Logos: In Hyperaionia, or True Eternity, there is neither time nor space; whether considered as a physical fact or as a mental conception. Every moment is Now and every place is Here, and there is no differentiation of before and after or of this
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and that; there is no differentiation of any kind. Hyperaionia is a null point, a singularity. True Eternity is all things that are or ever will be, all things in potential and all possible universes, all things that are imaginary and even everything impossible. No affirmations can be applied to it, and no negations. Any word you can think of to describe it, it is not that thing. Any word is also inadequate, because it is that thing infinitely. True Eternity contains nothing relative, exists in relation to nothing, can be changed by nothing. If reality is defined as relationship, it does not exist, yet no existence is possible without it. True Eternity can be called the Source, the Monad, the Absolute, or Final Zed Naught. The Source Itself is beyond perception, because perception requires contrast. To know it is to not know anything; it is the state of Agnosia. When observed, therefore, it begins to emanate, to split from the viewpoint of the observer into one duality after another. Negation and affirmation become two distinct realities, and each of those split into two again, and into two again. The universe branches out, a process of differentiation and opposition
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we refer to as the Zed Tree. Mystery: How can anything observe the Source, considering that the Source is a perfect unity? How can the Source Emanate though It does not change? Praxis: The Cosmogony: Find a quiet place where you will not be disturbed. Sit down or lie down in a comfortable position, and meditate on the image of the Source emanating all of existence, leaving behind only the burning Zed Tree. Use either the poem or the myth found above under "Poesis" and "Mythos," or alternatively, meditate on the two riddles listed under "Mystery." If you prefer not to use any of these to help you focus, you can simply use your imagination, but concentrate on creating an extremely vivid mental image, complete with all five senses. Try to really place yourself inside the scene, as if you were present at the moment of creation- as, in a sense, you
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were. Continue with this meditation until you feel it is time to stop, or for a set number of breaths or a set time. 2- The Zed Tree Poesis:
The fiery spheres that hang like fruit From every branch are bright Like burning planets, fierce and orange, Lighting all the night And turning always, slowly turning, Casting glowing sparks While waves of change flow back and forth Through veins beneath the bark. The darkness of the void behind Reflects the orange light A glow of dim, yet rich creation, In an endless night. And all that can be heard is just A dull yet awesome roar, Like waves of time and space, advancing Up a silent shore. The sound of every change there is, In constant, roaring, flame. Producing every substance, essence, Mythos, logos, name. This tree exists wherever one Divides, producing two. Behind the thing itself, the Zed Tree Splits and branches through. 63

Mythos: On the branches of the Zed Tree there were burning globes like turning planets, rotating continuously and casting off sparks, and lighting the otherwise unbroken blackness of the primal Chaos with an orange glow. The Zed Tree itself was made up of nine elements, the forces from which the World would be constructed: Sky, Sun, Moon, Wind, Fire, Earth, Water, Night and Day. The roots and trunk of the Zed Tree were made of the Sky, and they contained the hero of every story and the hero's deeds, and the world and life in which the hero lived. Some of the branches of the Zed Tree grew to the right, and some of the branches grew to the left. Every branch that grew to the right was a branch of the Sun, and every branch that grew to the left was a branch of the Moon. The spheres on the Sun branches contained every story about gains, every story about things light and in the open, every story about up and in front and above, every story about reason and order. The spheres on the Moon branches contained every story about losses, every story about things dark and hidden, every
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story about down and behind and below, every story about intuition and chaos. Some of the spheres were of the Wind. Every story about direction was in the spheres of the Wind- every story in which good things became better and bad things became worse, in which things that were up went still further up or things that were beneath went still deeper beneath, every story in which things became more like themselves. Some of the spheres were of the Fire. Every story about change or transformation was in the spheres of the Fire, every story in which something good came under the influence of something bad, or in which something down started to come under the influence of something up, every story in which things stopped being completely themselves and began to change into something else. Some of the spheres in the highest branches were of the Earth. These spheres contained the seeds of every story in which something good became something wonderful, or something bad became truly horrible, every story in which something hidden disappeared completely or something moving upward went as high as it could go. They hung next to the spheres
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of Water. The spheres of Water contained every story in which something underwent change to some degree but remained essentially itself, retaining its nature through every transformation. There were also the spheres of Day and Night. The spheres of Day contained every story in which something bad changed over time into something good, or something down became something up. The spheres of Night contained every story in which something good changed over time into something bad, or in which something out in the open became something hidden. Not all of the spheres of the Moon or of Night were in any way bad- many of them actually contained wonderful secrets, although their nature was of the Moon. Not all of the spheres of the Sun or of Day were in any way good. Many of them were actually terrible nightmares, although their nature was of the Sun. Logos: The existence of the zed tree is a function of the mind, which could perceive nothing without differentiation and opposition. From the perspective of the
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Source, there is only the Source. But from the perspective of particular things, there is Self and Other, or there seems to be Self and Other. Every particular thing, however, is not a part of the Source, but the Source Itself- for if the Source is all there is, then how could it be otherwise? The difference between the two is simply one of perspective- reality undifferentiated is selfcontained and Absolute, while reality differentiated gives the Source a literally infinite number of eyes, each of which perceives in terms of Self and Other. Perception mandates particularity and this creates the universe. In order of logical priority (but not in physical time) the first level or stage of differentiation is in the concepts themselves, the primal patterns of differentiation and opposition. The nine forces that can be observed in these patterns can be described as the nine elements, and when the nine elements combine and interact with each other, they create the Transformations or Mysteries. The term "Mysteries" is used here in a different sense from the riddles or mythic problems you may encounter on your journey, which are also described as
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Mysteries. These Mysteries are the primal and archetypal patterns, the base relationships of which reality is constructed, and although they can be named, they remain ineffable. We also call them the Transformations, because they are the basis of all change. They exist within a state we could call Aionia, a lesser eternity beyond physical space and physical time, but definable in terms of information space and information time. This is what we might call the Realm of Myth. No particular entity or "zed" within physical time and space can directly perceive the Mysteries, because a thing must have an image in time and space to be perceived from within time and space. Therefore the Mysteries are perceived in terms of symbolic images and mythopoetic mental constructs. The Mysteries provide the archetypes from which all such constructs must be created, and although the Mysteries themselves are neither personally nor culturally conditioned, their symbolic images or "Icons" are. Every deity or hero of every religion is an Icon of the Mysteries, serving as a pathway to a particular Mystery, but not that Mystery in and of itself. There are
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an infinite number of possible Icons, most of which are not heroes or deities- the Mysteries provide the archetypes for every symbolic construct we use to understand the world, and thus for every possible mental process. The perception of a Mystery through an Icon is what is known as gnosis. These Icons, under certain conditions, can even be pathways to Final Zed Naught, the ultimate Mystery in which all Icons and Mysteries disappear. The total network of Icons for any particular entity is the realm of the mind, the realm of every symbolic construct and pattern with which that entity understands reality. The realm of the mind is a borderland, a nexus point between information space-time and physical space-time. All that remains is the observer, the only thing that exists strictly within space and time in the physical sense- the physical entity itself. These charts should help you to picture the system in your mind. Imagine each of them as the four levels of a zed tree: 1: The World
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The Realm of Mind The Realm of Myth The Absolute 2: Entities Icons The Mysteries The Source 3: Physical Space-Time Between Space-Times Information Space-Time Beyond Space-Time 4: Corporeality
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Temporality Lesser Eternity True Eternity Mystery: Does information space exist only within the mind, and if not, then where is it? Praxis: The Burning of the Zed Tree: Find a quiet place where you will not be disturbed. Sit down or lie down in a comfortable position, and meditate on the image of the Zed Tree burning on the silent shore, and of the nine elements or zed forces contained within it. Use either the poem or the myth found above under "Poesis" and "Mythos," or alternatively, meditate on the riddle listed under "Mystery." If you prefer not to use any of these to help you focus, you can simply use your imagination, but concentrate on
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creating an extremely vivid mental image, complete with all five senses. Continue with this meditation until you feel it is time to stop, or for a set number of breaths or a set time. 3- The Hanged Man Mythos: In the branches of the Zed Tree, a man was hanging, and bright lights glowed within his body like the lights within the tree, as if all nine of the elemental forces were contained within his frame. It was as if the hanging man was the Zed Tree, and the Zed Tree was the man. A sphere of energy, or naught point, glowed within his brow, containing the power of the Sky. Two shining lines of energy stretched down to his cheeks, on each of which there was a smaller sphere, or zed point. The sphere on his right cheek contained the power of the Sun, and the sphere on his left cheek contained the power of the Moon. Two lines of energy connected each of these zed points to the second naught point, which glowed within the hollow of his throat. It contained the powers of both Sun
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and Moon. Two radiant lines connected this second naught point to his right and left chest, where there glowed the zed points of Wind and Fire on the right side and Fire and Wind on the left. Two lines connected these zed points to the third naught point, which was in his solar plexus, containing the energies of both Wind and Fire. Two shining lines connected this third naught point to the final two zed points, which were located on the two sides of his torso. The zed point on the right contained the powers of Earth, Water and Night, while the zed point on the left contained Day, Water and Earth. Two lines connected these zed points to the final naught point, which was located in his navel. This naught point contained the energies of Earth and Water, Night and Day. The glowing energies of the naught points and zed points waxed and waned with the Hanged Man's breath, becoming brighter as he breathed in, and dimmer as he breathed out. With his in breath he drew the power of the Wind into his body from the branches of the Tree, and with his out breath he gave it back as the power of Fire. The nature of his breathing was Wind and
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Fire, and the unity of the two was called the Pneuma. Logos: The idea contained within this image is that of macrocosm and microcosm, an essentially Neo-Platonic concept often expressed as "As Above, So Below." The zed tree is simply a way of describing the process of differentiation and opposition, a process that underlies all relationships. The nine elements are not something invented, or a product of human imagination. They are simply one of several possible ways of describing the tendencies that are observed within this process. As such they have as much reality in their own way as the abstractions of mathematics, because these tendencies are something anyone can observe once the zed tree concept is understood, rather than something dictated as part of an arbitrary scheme. There are other, equally valid, ways of modeling the same information, such as the Chinese Eight Trigrams concept, which is very ancient. If the zed tree and its nine elements underlie all relationships then they exist in
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all things, from the processes of the body to those of the mind. Hinduism, the Bon religion, and other traditions speak of centers of energy within the human body, usually known as "chakras" in the West. Despite the popular use of this Eastern term, the concept was not unknown in the West even centuries ago. The German mystic Johann Georg Gichtel described a set of "force centers" in his Theosophia Practica of 1696. The chakras are claimed to have a physical reality, although this cannot be demonstrated conclusively in scientific terms. No such claim is made for the naught points represented in this system, which are conceived as existing within "information space" only. They are what we call Icons, in other words- mythopoetic images used for the purpose of accessing a higher, magical reality. We do not deny the possibility that there is some physical reality behind the chakra system, or the possibility of physical analogs for the naught points, but such possibilities are simply not our concern. The same is true for the concept of pneuma, a Western equivalent of qi or prana. If the concept of pneuma was
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borrowed from the East, then the borrowing happened in ancient times, but pneuma has been almost completely forgotten over the centuries so the details of the concept are no longer extant. We know that the Stoics considered the pneuma to be both the breath and the animating force of the cosmos itself. We also know that the Gnostics used the word "pneuma" to refer to the spirit. In any case, no claim is made in this system for the physical existence of pneuma except in the sense of the breath itself, although pneumatic meditation exercises will sometimes lead to the sensation of a powerful electric current moving through the body, which would be interpreted in our system as a type of Ecstasy. As a mythopoetic Icon, however, it represents the energies of Wind and Fire, and the concept of a vital energy that runs through the universe. Praxis: The Hanged Man: Find a quiet place where you will not be disturbed. Sit down or lie down in a
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comfortable position, and meditate on the image of the Hanged Man in the Zed Tree . Visualize the glowing spheres and lines of the naught points and zed points (or of the naught points alone if you prefer). Breathe in deeply as you do this exercise, and visualize the points glowing brightly as you do so. As you breathe out, you should imagine them dimming slightly. You can concentrate your mind on the meaning and associations of each of the points, or you can simply picture them as a mental image without thinking about what they symbolize. You can imagine the points glowing at the same time, or you can imagine the glow beginning at the fourth naught point as you begin your breath, and then spreading upward to the first naught point. You can imagine yourself observing the scene, or you can imagine that you yourself are the Hanged Man. Continue with this meditation until you feel it is time to stop, or for a set number of breaths or a set time. 4- The Song of the Elements Poesis:
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Spirit of Sky, Thoughts of the Sun, Dreams of the Moon, Will of the Wind, Passion of Fire, Strength of the Earth, Endurance of Water, Shadow of Night, Light of the Day.

Mythos: As the glowing lights of the naught points grew dim and then faded, the Hanged Man sang a song, gazing out over the silent ocean as the Zed Tree blazed. The words of the song were about the nine elements: "My spirit the Sky, my thoughts the Sun, my dreams the Moon, my will the Wind, my reason the Fire, my strength the Earth, my endurance the Water, my shadow the Night, my light the Day." The Hanged Man had a young face but very ancient eyes, as if he had hung in the Zed Tree for an eternity. His eyes changed their color with every line of his song. When he sang of the Sky they were a bright, rich blue. When he sang of the Sun they were a blazing gold. When he sang of the Moon they were a pale, cold silver. When he sang of the Wind they were as
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white as milk, and when he sang of the Fire they were a flickering orange. When he sang of the Earth, his eyes were brown, like chocolate or dark coffee. When he sang of the Water they were a gemlike green. When he sang of the Night they were as black as a shadow, and when he sang of the Day they were as yellow as daylight. Logos: The nine elemental forces are present in all relationships, and so they are present in the mind, providing the basis for a simple mythopoetic psychology. The Sky represents the psyche or spirit as a whole, while the Sun represents the reasoning, ordered, purposeful and self-disciplined aspects of the personality and the Moon represents the unconscious, intuitive, dreamlike aspects. The Wind represents the tendency of either aspect to be expressed as Will, the deliberate choice of a way of life and self-identification with a certain image. The Fire represents the Passions in their role as agents of transformation, drawing the personality away from what the Will has chosen and in another direction. It also represents the Reason, in its role as the
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underlying cycles and patterns that form the laws of the universe. The Earth represents the elements of the personality that retain their strength over many years, the foundation of the self as a whole- the parts that your parents would still recognize in you from when you were an infant. The Water represents the aspects of the personality that undergo change and yet retain their core nature- the parts that your parents might not recognize, but that still derive from your basic character, sometimes in ways that only you could understand. The Night represents the aspects where you may have lost or forgotten yourself, your "shadow side." The Day represents the opposite, those aspects of your character in which you have succeeded in transforming weaknesses into strengths and flaws into virtues. Praxis: There are several different exercises to be derived from this chapter: Song of the Elements:
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Find a quiet place where you will not be disturbed. Sit down or lie down in a comfortable position, and simply repeat the Song of the Elements, either in your head or out loud. You can use either the version found under "Poesis" above, or the version sung by the Hanged Man in the "Mythos" section. Try to focus entirely on the words or the images, without letting any other thoughts or images intervene. World of the Elements: Meditate on the nine elements as nine scenes of your own creation, imagining them as vividly and with as much detail as possible. You could imagine them as a series of nine cities, nine temples, nine mountains, nine emperors, or any other such sequence. The Elemental Colors: Meditate on the elements as a series of nine colors- blue, gold, silver, white, orange, brown, green, black and yellow. The Elemental Connotations:
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This is a form of discursive meditation. Choose one of the elements, such as "Fire," and try to think of every connotation you can associate with that word, in a free-flowing stream of consciousness. You can do this with all the elements or with only one. 5- The Salute of the Elements Mythos: The rope disappeared and the Hanged Man was freed. He floated down to the silent shore like a leaf falling to the ground. No longer the Hanged Man, he looked out on the dark ocean with a sense of reverence, and performed a salute in honor of the elements, containing all the powers of the Zed Tree. Beginning with his arms at his side and his feet together, he breathed in and slowly raised his arms to represent the Sky, the power closest to the Source. His arms were spread out at the height of his shoulders, and his elbows were bent at right angles so that his forearms reached up to the heavens. His palms were open and facing outward. He breathed the pneuma in and out nine times,
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and then brought his two hands together above his head so that the fingers touched, his arms forming a circle to represent the power of the Sun. He breathed in and out nine times and then spread his arms apart again, forming the image of the Moon's crescent, with his arms spread wide and his elbows gently bent, the palms cupped and facing each other. He breathed in and out nine times and then pushed his hands out straight in front of him, with the palms facing outward, to represent the Wind. He breathed in and out nine times and then brought his hands together in front of his body, palms touching at the bottom to form a V. He breathed in and out nine times and then brought his arms out straight from his shoulders, so that he made the shape of a letter T, to represent the Earth. He breathed in and out nine times and then brought his hands together in front of his body, just touching at the fingertips to form a triangle in representation of Water. He breathed in and out nine times and then brought his left palm down to his right torso, leaving his right hand where it was, in order to represent the Night. He breathed in and out nine times and then reversed the position of his hands, so that his right palm was on his
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left torso and his left palm was held in front of him, with the palm facing to his right, in order to represent the Day. Having done this, he lowered his arms, returning to the position in which he had begun. Logos: The salute of the elements is simply a physical representation of the nine zed forces, using symbols derived from Western esoteric traditions for the most part. Praxis: The Salute of the Elements This exercise is a moving meditation, a type of pneumasophia or "breath wisdom," to coin a phrase. To perform the pneumasophia of the Salute of the Elements, simply carry out the exact exercise described above under "Mythos," repeating as many or as few times as you desire. 6- The Poesis Theophany
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Mythos: No sooner had he finished the Salute of the Elements than the ocean stirred, moving and changing as the waters broke. A woman appeared, rising up out of the primeval waters like a goddess revealing herself. Her hair was as red as fire and it hung in great waves, nearly covering her nakedness. Her body glowed from within, revealing the same shining naught points and zed points that sometimes shone from within the man. As the man was the Zed Tree, so was the woman, two halves of a single whole, two expressions of one Truth. The woman's eyes were as blue as the sky, but as green as the waves. She smiled quietly at the man and then she spoke his name. "Maker," the woman said. "My name is Poesis, although I will be known by many other names, as indeed will you. Come and find me, my love, and I will give you a gift, and with it you will dance the world into being. Before you can find me, however, you must find our kin- the other Mysteries of the Ennead, of which we are two. The other seven are named Pneuma and Logos, Gnosis, Sophia, Ananke and
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Eros, and the greatest of us all, whose name is Agnosia, although you will never meet her until you have won my gift." Maker's heart made a ready answer, giving himself in love to Poesis. The vision of Poesis, however, disappeared, leaving Maker with no way to find her. He bowed his head and wept for sorrow. His time for weeping, however, was not long. Knowing that answers could be found in dream, he prepared an offering, fashioning a gift by reaching into his own body and pulling out some of the energies of the nine elements to create a chalice. Kneeling down before the dark ocean he dipped the chalice in the waters, raised it to his brow in salute, and then placed it reverently beneath the Zed Tree. Having prepared his dream offering, he laid down to sleep. Logos: Maker is the name of a character in Lani Thompson's Of Faegild and Other Dreams, and Thomas Maker is the name of a character in my Noctiviganti Saga. In both cases Maker is a kind of archetypal bard or poet, like Taliesin or Orpheus. As
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Maker is the archetypal bard, so Poesis is the Muse, the goddess of poetry and beauty, like Robert Graves's "White Goddess" or the Celtic goddess Bride. Maker and Poesis can each represent the entire Zed Tree, but considered separately they are the Sun and Moon, in the sense of Creation and Inspiration. They also embody the concept of Self and Other (which is Self and which is Other depends on whether you identify with Maker or Poesis). As it says in Form is the Illusion:
One of the binary pairs we encounter most often is "self and other," a pair that is present in all interactions involving consciousness. As it says in the sixth principle of Relationship Theory, a thing is judged to be real to the extent to which it is directly and fully experienced. If you interact with the other as an object, as a means to an end, a thing somewhat less than fully real, this condition can be referred to as "sleeping zed," corresponding to the I-It relationship of Martin Buber's philosophy. It is also an example of fundamentalism, in that in refusing or failing to fully interact with the other, you treat the self as its own zed naught, its own ultimate reality. Another word for this is narcissism. If you interact with the other as being fully real, an end in its own right and not a means to an end, this condition can be described as "fully awake participation" in the interaction between self and other, or "waking zed" 87

for short. This corresponds to the I-Thou relationship of Martin Buber's philosophy. Waking zed is also a balance of forces between self and other, manifesting the zed naught of the two (we can call this the "Us") in both unity and opposition. How do you bridge the gap between self and other? By being vividly and magically aware of the other in its otherness, not by consciously concentrating on unifying the two. To concentrate directly on their unification runs the risk of being a mere projection, a disguised form of sleeping zed. This is sometimes felt as euphoria, a "being in love" feeling. Concentrating on knowing the other as a genuine other, vivid and completely real, produces a spontaneous unity, which is also sometimes felt as euphoria. The difference between these two types of unification and euphoria is the difference between false love and the genuine article. Waking zed is more completely real than sleeping zed, and more alive. Any zed is therefore "sleeping" when considered on its own, and "waking" only as part of a dynamic pair.

The Ennead, or Higher Mysteries, are personified versions of the nine elemental zed forces. They represent the most basic and archetypal relationship patterns in the universe in mythopoetic form. Any time you assign a symbolic name or value to one of these patterns, you determine your own patterns of interpretation for as long as you make use of that particular set of symbols. For the
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purposes of this mythic allegory, a particular set of names and symbols has been deliberately chosen. You can make use of the same symbols if you choose, or create entirely different ones. Here is the Ennead as interpreted in this allegory: Agnosia: Sky (or "Act"), a personification of the state of mystical unknowing in union with the Source. Maker: Sun (or "Gain"), a personification of the creative and visionary intellect, the mystical "lover." Poesis: Moon (or "Loss"), a personification of artistic and spiritual inspiration, the mystical "beloved." Pneuma: Wind (or "Direction"), a personification of the Spirit. Logos: Fire (or "Wavering"), a personification of the Mind. Gnosis: Earth (or "Strength"), a personification of gnosis or mystic insight. Sophia: Water (or "Metastability"), a personification of wisdom. Ananke: Night (or "Failure"), a personification of "necessity," referring to such things as physical laws and limitations, weaknesses of human nature, and the imperfection of the universe.
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Eros: Day (or "Improvement"), a personification of the sense of yearning, the force that draws the lover to the beloved. Here is an alternative version of the Ennead, designed to illustrate the variety that is possible: The Cosmos: Sky (or "Act"), a personification of the universe as a whole. The Great Father: Sun (or "Gain"), a personification of divine justice, a lawgiver. The Great Mother: Moon (or "Loss"), a personification of divine love, compassion and fertility. The Spirit: Wind (or "Direction"), a personification of the divine power manifested as will. The Word: Fire (or "Wavering"), a personification of the divine power manifested as change. The World: Earth (or "Strength"), a personification of the material world. The Ocean: Water (or "Metastability"), a personification of stability and continuity.
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The Demiurge: Night (or "Failure"), a Gnostic "false creator" and lord of the material world. The Divine Child: Day (or "Improvement"), a personification of salvation, the divine plan for human liberation. When you start to combine the nine elements in your own interpretation of the 36 Lesser Mysteries, the meanings they will take on will be largely determined by the meanings you assign to the nine Higher Mysteries. Obviously, the Mystery of Fire and Earth would be very different when interpreted as a union of Logos and Gnosis than it would be when interpreted as a union of The Word and The World. Praxis: The Poesis Theophany: Find a quiet place where you will not be disturbed. Sit down or lie down in a comfortable position, and meditate on the image of Poesis rising out of the dark ocean. Visualize the glowing spheres and lines of the naught points and zed points in
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her body (or of the naught points alone if you prefer). Breathe in deeply as you do this exercise, and visualize the points glowing brightly as you do so. As you breathe out, you should imagine them dimming slightly. You can concentrate your mind on the meaning and associations of each of the points, or you can simply picture them as a mental image without thinking about what they symbolize. You can imagine the points glowing at the same time, or you can imagine the glow beginning at the first naught point as you begin your breath, and then spreading downward to the fourth naught point. You can imagine yourself observing the scene as Maker does, or you can imagine that you yourself are Poesis. Continue with this meditation until you feel it is time to stop, or for a set number of breaths or a set time. Self and Other: This is a meditation for daily life. In the process of interacting with any person or thing- for instance, while looking into your lover's face, or holding a child, or staring out at the ocean from the shoremake an effort to become vividly aware of
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them as a separate entity, a genuinely existing Other with a purpose of their own. It is possible to achieve a spontaneous and profound sense of unity between you while performing this exercise, but you should not attempt to create this feeling- just let it happen if it happens. It is not necessary to repeat this exercise until gnosis is achieved. Iconic Other: This exercise is the same as the previous, but it is more deliberate and thorough. It relates to another passage from Form is the Illusion:
Although any formal or abstracted zed tree has only four levels, the zed naught of each zed tree is only one of the zeds on another zed tree. In fact, a truly complete model of the zed tree would probably have to be three-dimensional, as a particular zed pair may appear to be derived from one zed when viewed in a certain way, but from another zed when viewed in another way. When considered in the broadest possible sense, there is only one zed tree, encompassing everything in all of existence and containing an infinite number of zeds but only one final zed naught. That is why no zed can truly be its own zed naught- because by the time it is examined as the zed naught of the levels below it on the tree it is seen as being merely a single zed 93

on the next level up. Any particular zed tree we choose to examine is merely a section taken from this ultimate zed tree, containing a particular set of relationships we would like to explore. To manifest both of the second level zeds or aspects of a particular zed naught, "the esoteric and the exoteric in opposition and unity," is what I have referred to elsewhere as the Balance of Forces, and a higher state than merely "being reasonable." In this conjunctio oppositorum one manifests an entire level of the zed tree, and as every level is equivalent to every other, one thereby manifests zed naught. This is, at the highest level, a mystical unity, allowing one to manifest more of Reality the more broadly it is applied. The balance of forces of any two zeds manifests their zed naught, which in itself is a zed on a higher level. The balance of forces of that zed and its opposite would manifest the zed of a still higher level, and so forth and so on, allowing one to "climb the zed tree." (Although, if you picture the diagram as an actual tree you'd be climbing down it to the "higher" levels, getting closer by infinitesimal degrees to the source of it all.) If you think of yourself as starting on the third or fourth level of the zed tree rather than the second, there is no objection, because as you climb up (or down!) to the next level and unify the next pair of opposing zeds, you'll naturally incorporate anything you left behind on the previous level, eventually (in theory) manifesting everything there is.

The meditation of "Iconic Other" is simply a dramatization of this process, using an Icon or symbolic image of your
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own choosing. Find a quiet place where you will not be disturbed. Sit down or lie down in a comfortable position, staring directly at any symbolic image you find personally meaningful. This might be a picture of a mythological figure such as a deity or hero, a mythic image such as the Holy Grail, a saint candle, or a Tarot card. Make an effort to become vividly aware of this Icon as a separate entity, a genuinely existing spiritual power with a purpose of its own. Your goal is to achieve a spontaneous and profound sense of unity between you and the Icon while performing this exercise, but you should not attempt to force this feeling- just let it happen if it happens. This exercise, like most of the exercises in this book, should be repeated until some level of gnosis is achieved. Opposition and Unity: Carrying the concept of a union of opposites one step further, your goal in this exercise is to mentally unify the opposing elements, climbing the Zed Tree to its source in the element of Sky. Sit down or lie down in a comfortable position, and
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meditate on the duality of Day and Night and everything that they represent, attempting to see them and feel them vividly as two aspects of a single truth. If you can achieve this with a sense of vivid clarity, move on and do the same thing with Earth and Water, followed by Wind and Fire and then Sun and Moon. If you succeed in mentally unifying all of these pairs, meditate on the Sky. Dream Petition: One of the ways to encourage a mythic dream is by leaving a gift offering to the spiritual powers, such as a glass of wine or a plate of fruits. These foods, once left as offerings, should never be consumed by a person afterward, although it is acceptable if an animal consumes them. You should think of their spiritual essence as having been consumed by the powers, leaving them with no food value. If an animal eats them, however, the animal is considered to be a stand-in for the spiritual powers. When you leave your offering, respectfully request a mythic dream or other sign to answer whatever question you may have.
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Passive Dreaming: This refers to a long-term practice, which is entered into only if you experience a series of dreams in which you feel yourself to be confronted by a mythic problem. Allow the mythic story or problem to unfold over time, even if it takes years to do so. Allow the tension of the underlying duality to build while attempting to solve the mystery and understand the story, until it is resolved by a dream of Level 6 or higher, with its accompanying spiritual insight. Naming the Ennead: Create your own names and interpretations for the nine Higher Mysteries. Begin by selecting a concept to represent your zed naught or starting point, the Mystery corresponding to "Sky." Imagine two aspects of this concept to create your "Sun and Moon." Following the pattern you set with these selections, create a list of nine Higher Mysteries for use in your meditations. You may repeat this process as many times as you wish,
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changing your list whenever you want a fresh perspective. You are the only one who really needs to understand your selections, but make sure that you, at least, can understand how that particular Mystery relates to its zed tree element in your interpretation. Unifying the Ennead: After you have created your own interpretation of the nine Higher Mysteries, you can apply the exercise of Opposition and Unity to these mythological figures, working your way in meditation up to the Mystery of the Sky. World of the Ennead: Meditate on the nine Higher Mysteries as nine scenes of your own creation, imagining them as vividly and with as much detail as possible. You could imagine them as a series of nine cities, nine temples, nine mountains, nine emperors, or any other such sequence. 7- The Book of Symbols
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Mythos: In Maker's dream he saw a magic book, on each page of which was a sacred symbol. Maker took the book and opened it up, marveling at the beauty and intricacy of the images within, a gallery of emperors and kings and queens, magicians and fools, all of which seemed to have been drawn by the hand of a master artist. The pages of the book flew apart before his eyes and rearranged themselves on the silent shore, presenting him with a new story, and the story was his own. Knowing what he had to do now, he sang a song, describing everything he would do on his quest as if it had already happened. In the song that Maker sang, he possessed a boat, and he sailed across the dark ocean to distant lands, using the powers of the nine elements to find the other members of the Ennead, which would provide the patterns for the waking world once that world had been created. By deciding what would happen in his dream, he made it into a reality, creating the truth from the images in his mind. Maker opened his eyes on the silent shore, and found that he now had the very
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powers he had sung in his song, although he had not possessed them before he sung them. Bowing briefly in gratitude to the power of dream, he went to the Zed Tree and cut off a root, to be used as a magic staff on his long journey. Then he stepped into the boat on the silent shore, and set off on his quest. Logos: Divination is one of those topics generally considered "mystical" by the population at large, but in reality having little to do with mysticism in the proper sense of the word. There is simply no legitimate reason for trying to constantly discover the future, if such a thing is even possible. There is a legitimate use, however, for divination, in situations where one is unable to choose between two options appearing equally valid, two equally weighty moral obligations, when trying to decide on a direction or course of action, and so forth. As the Stoic philosopher Epictetus says, one should approach the oracle in these situations as if asking the gods themselves for the answer to the problem. You could think of it as a
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reverent coin toss. For this reason, it is actually irrelevant whether or not your chosen oracle holds any "objective" validity in the scientific sense. When I composed the long poem called "The Night Wanderer," I had never yet had an actual night wandering dream, or no more frequently than the very occasional glimpses of mythic dreaming most people have spontaneously at some point in their lives. After writing this poem, I began having intense and powerful mythic dreams on a regular basis. To make something into a reality in the spiritual world, we sometimes have to declare it in the waking world first, if only to ourselves. Lucid dreaming, or "active" dreaming, as it is called here, is an optional activity in Mythopoesis. We put a lot of emphasis on receiving unmediated and undirected gnosis from the realm of myth, so achieving the abilities of lucid dreaming is not obligatory within this system. Nevertheless the practice of active dreaming can be both beneficial and fascinating, allowing you to have wonderful and powerful spiritual experiences. A dream is active when you are aware that you are actually dreaming,
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and even more so when you can control reality within the dream. Praxis: Zed Tree Tarot: One option when you need to do a divination is to read the Tarot cards, a Western tradition of great beauty and intricacy. (This exercise does not need to be repeated until gnosis is attained.) This can also be done when you have no question, as a discursive meditation on the archetypal forces. In the practice of Mythopoesis we use a card spread of our own, representing the zed tree and its opposing forces. The numbers here represent the order in which the cards should be drawn, beginning with 0:
7 8 3 9 10 4 1 11 5 2 0 12 13 6 14

0- Represents the person doing the reading, the question, and the environment in which the question is asked. May be upright or reversed.
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1- Represents negative or hidden aspects of the situation. Always read as reversed. 2- Represents positive or overt aspect of the situation. Always read as upright. 3- Represents the direction in which the negative aspects will or might develop. Always read reversed. 4- Represents positive forces affecting the negative aspects. Always read upright. 5- Represents negative or hidden forces affecting the positive aspects. Always read reversed. 6- Represents the direction in which the positive aspects will or should develop. Always read upright. 7- Represents the final and worst possible outcome or most negative decision. Always read reversed. 8- Represents the best aspect to be taken from the worst possible outcome or decision. Always read upright. 9- Represents the negative developments that will persist despite any positive influences in the long run. Always read reversed.
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10- Represents ways in which negative developments may turn out for the best. Always read upright. 11- Represents ways in which positive elements could go bad completely. Always read reversed. 12- Represents the positive developments that will persist despite any negative influences in the long run. Always read upright. 13- Represents the shadow side of this positive outcome or decision, such as future dangers. Always read reversed. 14- Represents the final and most positive outcome or most positive decision. Always read upright. The Chalk Door: In the movie Pan's Labyrinth, the hero draws a chalk door on a wall in order to obtain access to the mythic world. You can do the same thing through the medium of art. Create a poem, story, song or other piece of art in which you portray yourself as a visionary or mystic, in order to evoke those abilities in your actual life.

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Mythic Image Attention: This is a method of inducing a mythic dream, whether passive or active. It refers to the practice of focusing attention on a physical object symbolizing a mythical concept, such as the Holy Grail, or on a visualization or a series of visualizations based on mythic symbolism, such as a magical journey underground, through a chalk door, on an ocean voyage, a magical flight over mountains and deserts, shapeshifting, and so on. If you wake up in the middle of the night, resume the meditation until you fall back asleep. The Waking Dream: This is an exercise to achieve active dreaming by continuously telling yourself that your experiences in the waking world, including emotional states, are just a dream. Feel and experience the reality of this. The immediate result should be greater clarity, vividness and lucidity with less grasping; the eventual result should be active dreaming.

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Focusing the Dream Intention: This refers to continuously reminding yourself to have mythic dreams, to be lucid within them, and to remember them. Reviewing the Dream Memory: Review your dreams in the morning and ask yourself if you dreamt, if you had a mythic dream and if you were lucid within the dream. If you did, cultivate a sense of joy and happiness. If you did not, cultivate a sense of resolve to achieve these goals. Dream Tasks: This refers to an advanced form of active dreaming, where you use your lucidity to achieve magical tasks in dream, such as the following: 1- Flying 2- Shapeshifting 3- Transformation (of people, objects and emotional states, quantity, quality, time etc.)
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4- Journey (such as a mythic journey through a magical realm) 5- Experience (such as the experience of breathing water or fire, becoming a being of pure energy, etc) 6- Encounter (with a spiritual guide or teacher) 7- Training (in a new skill or a skill you already practice in the world) 8- The Island of the Monoliths Mythos: For nine days and nine nights, Maker sailed on the sea, his boat driven by the power of the elements, which he called down to him as a magical wind. The dark ocean of the chaos world was as flat as glass, and such waves as there were developed slowly and silently, in vast swellings that lifted the boat and brought it down again over periods of hours and even days. There were storms of fire on the third day that fell like rain, and storms of light on the sixth day. The only distinction between day and night was a small red sun, which loomed without moving over the Eastern horizon and burned out like a
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dying ember every night, to be rekindled with the dawn. Brilliant flashes of red lightning sometimes split the heavens, but there was no sound of thunder after them. Huge monsters stirred in the deeps when the waters swelled, and their jaundiced eyes sometimes regarded Maker from under fathoms of ocean. On the ninth night he entered a sea where there were low islands of rock and sand, on which hooded figures moved back and forth like the priests of some monastic sect. The air seemed thick with power, as if haunted by nightmares, and Maker shuddered with a sense of dread he could not name or identify. Drawn forward by an unknown force, he made landfall on an island, on which there were tall monoliths as black as coal and as smooth as marble. There were twelve people on the Island of Monoliths, and they raved like madmen as he came to the shore, tearing at their hair and garments and screaming savagely. Maker could see at once that they were all possessed, held captive by the ghosts of the monoliths. They advanced on him to tear him to pieces but he stood his ground, stepping out onto the rocky beach with his staff in his hand.
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Maker was a tall man, dressed in clothes the color of ash, and his strange eyes gleamed a warning at them from beneath his hat. The madmen came closer to him and he nodded once, as if to say "so be it then." He raised his staff and said a quiet word, and the madmen were frozen as stiff as stone or blocks of ice. Then he went up to the monoliths to study them closely, and found them covered with strange runes and sigils, symbols of the nine elements. He studied closely what they had to say, and knew what was needed without any teacher. Returning to the rocky beach, he pulled up elemental Water, drawing it from his torso in a silver chalice. Pulling out the power of Fire, he then blessed the Water, by reflecting the Fire in its depths while saying a prayer. He cut a patch from his ash-gray cloak, and fashioned a poppet from the piece of cloth. Then Maker approached the first madman and laid the poppet against his skin, and the spirit within him roared violently. He anointed the madman with the Water of Fire, and the spirit roared again like an enraged animal. Maker anointed the man nine times and the spirit fled, escaping into the poppet in his
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hand. He moved on to the next one, as the first victim fell to the ground in a deep, healthy sleep. Once Maker had exorcised all twelve of the madmen, he laid their sleeping bodies on a stretch of rock, and poured the sacred Water of Fire on it until the granite steamed. The twelve madmen, free of the spirits now, were transformed into twelve white dogs, with red eyes and red ears. They jumped to their feet and regarded him silently, as if they had something to tell him. "Have any of you seen Poesis?" he asked. The largest dog nodded, and indicated the Eastern horizon with a turn of his head. Because Maker was grateful to him, he gave them a purpose, so that they would not fall victim to spirits again. "I will call you the Wild Pack," he said, "and I will set you a task, to hunt nightmares and free souls from evil. Take this poppet and bind it carefully." The largest dog stepped forward then, and took the poppet in its mouth, and the other dogs dug a hole to keep it, and they buried it that night. Maker blessed the Pack and then they ran into the sky, chasing nightmares with cries of triumph.
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He sat down in his boat then, and left the island. Logos: One way to experience numinosity is to seek it out, by deliberately going to a numinous place and attuning yourself to its atmosphere and its particular character. Such pilgrimages should always be made in a spirit of reverence, and never lightheartedly or with a hostile mindset. Whether interpreted psychologically or supernaturally, dark forces will at some point be encountered in the course of this practice, most likely (but not always) in the dreaming state. This can result in the occasional need for such skills as the cleansing and purifying of people and spaces, lifting of crossed conditions, and so forth and so on. This is especially true if you happen to be a darkseer, but may at some point occur to a lightseer as well. Lightseers more frequently encounter light entities, and may only be aware of dark forces under special conditions. Darkseers, on the other hand, most often encounter dark entities, and sometimes have to enter a special spiritual state to
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experience the light. There is no absolute distinction between these terms, but most people who see anything of the spiritual world will fall into one category more than the other. Praxis: None of the following exercises must be pursued until they lead to gnosis, as they all serve other purposes with the exception of the Numinous Pilgrimage, the results of which must be left up to fate and chance. The Numinous Pilgrimage: This refers to a deliberate journey to a place known or considered to be a numinous spot, with the intention of being open to its atmosphere and its sense of presence. Saining: Saining is a simple procedure for blessing a person or a place, and it can be done in a number of different ways. One of
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the simplest ways to do so is as follows: 1- Bless a basin or chalice of water with a prayer. 2- Light a candle with a prayer and hold the candle so that it reflects from the water. 3- Carry the candle and the water to the four corners of the house, and at each corner recite a prayer and anoint with water. Begin at the east, then go to the south, then the west and north, and finish with the east. 4- Carry the candle and water in a clockwise direction around the people who are to be sained, and anoint their foreheads with the water while reciting a prayer. Warding: It is wise to have a protective prayer committed thoroughly to memory, so you can recite it even in your sleep if you need to. In some cases this will prove necessary in order to dispel the Mysterium Horrendum. 9- The Ocean of the World
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Mythos: For nine days and nine nights, Maker sailed on the sea. The deep ocean of the chaos world was as green as glass, and the waves there were strong and frequent. There were storms of liquid crystal on the third day, and storms of amber energy on the sixth, playing along the low horizon in shimmering waves. The sun was larger now, and a deep green-blue, but it still burned out like a dying ember every night, to be rekindled with the dawn. Brilliant flashes of white lightning sometimes split the heavens, but there was still no sound of thunder after them. Huge monsters stirred in the deeps when the waters swelled, and their milky eyes sometimes regarded Maker from under fathoms of clear green ocean. On the ninth night, Maker came to an island, and stopped there to take his bearings. Taking his staff up in his hands he called the power of the elements, by sketching certain symbols in the air. Then he sat down with his legs crossed in the prow of his boat, in deep contemplation to find the direction he should take. The magic of the elements passed through his
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dreams, and he returned to his boat to continue his journey. For nine days and nine nights, Maker sailed on the sea. The deep ocean of the chaos world was like amber or honey, and the waves there were slow but powerful. There were storms of black shards on the third day, with stars glittering in them as if they were pieces of the night. There were storms of music and discord on the sixth, like angelic harps and cracked flutes in a strange symphony. The sun was larger still, like a raging ball of flames, and night was marked only by a black corona that stretched out around the sun and flickered dark purple. Brilliant flashes of golden lightning sometimes split the heavens, and the thunder that rolled after them sounded like the roaring of a beast. Huge monsters stirred in the deeps when the waters swelled, and their ruby eyes sometimes regarded Maker from under fathoms of honeyed ocean. On the ninth night, Maker came to an island, and stopped there to take his bearings. He reached into his body and pulled out a roll of parchment, on which were written a series of glyphs. With a word from Maker it burst into flames, and
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a thin wisp of white smoke rose up to the heavens. Then he sat down with his legs crossed in the prow of his boat, in deep contemplation to find the direction he should take. The magic of the elements passed through his dreams, and he returned to his boat to continue his journey. For nine days and nine nights, Maker sailed on the sea. The deep ocean of the chaos world was as red as blood, and the waves there had the stench of iron. There were storms of teeth on the third day, and storms of needles on the sixth, so that Maker was forced to shield himself with his cloak and hat. The sun was like a black diamond with a thousand sides, and night was a glow of deep violet. Brilliant flashes of blue lightning sometimes split the heavens, and the thunder that rolled after them sounded like a clashing of shields. Huge monsters stirred in the deeps when the waters swelled, and their marbled eyes sometimes regarded Maker from under fathoms of ocean. On the ninth night, Maker came to an island, and stopped there to take his bearings. He lit a fire on the end of his staff and drew a series of glyphs in the air, so that they hung in the night as a blazing
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sign. Then he sat down with his legs crossed in the prow of his boat, in deep contemplation to find the direction he should take. The magic of the elements passed through his dreams, and he returned to his boat to continue his journey. For nine days and nine nights, Maker sailed on the sea. The deep ocean of the chaos world was as white as milk, and deadly whirlpools threatened to drag down Maker's boat. There were storms of gray stones on the third day, and storms of glass spheres on the sixth. The sun was red and black, and the night was cold, sometimes freezing the waters into mountains of ice. Sinister flashes of black lightning sometimes split the heavens, and the thunder that rolled after them sounded like ominous music. Huge monsters stirred in the deeps when the waters swelled, and their ebony eyes sometimes regarded Maker from under fathoms of ocean. On the ninth night, Maker came to an island, and stopped there to take his bearings. He set his staff aside and made salute to the elements, in a different order than he had previously used. Then he sat down with his legs crossed in the prow of his boat, in deep contemplation to find the
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direction he should take. The magic of the elements passed through his dreams, and he returned to his boat to continue his journey. For nine days and nine nights, Maker sailed on the sea. The deep ocean of the chaos world was a foaming brown, and the waves there produced walls of mist. There were storms of blinding light on the third day, and storms of shadow on the sixth. The sun was a spiral of light and darkness, as if it contained an entire galaxy, and in the night the galaxy died, collapsing into a black hole at its heart. Brilliant flashes of shimmering lightning sometimes split the heavens, and the thunder that rolled after them sounded like the shrieks of birds. Huge monsters stirred in the deeps when the waters swelled, and their mindless eyes sometimes regarded Maker from under fathoms of ocean. On the ninth night, Maker came to an island, and stopped there to take his bearings. He made a series of passes with his hands, drawing through them the power of the elements. Then he sat down with his legs crossed in the prow of his boat, in deep contemplation to find the direction he should take. The magic of the elements
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passed through his dreams, and he returned to his boat to continue his journey. For nine days and nine nights, Maker sailed on the sea. The deep ocean of the chaos world was an almost luminous bright blue, and the waves there were sudden and savage. There were storms of blistering heat on the third day, and storms of terrible cold on the sixth. The sun was like a ball of ice, although it still gave heat, and all night the sun would melt and drain down the sky, only to become solid again with the dawn. Fluid streaks of waterlightning sometimes split the heavens, and the thunder that rolled after them sounded like a storm of pebbles, clattering violently on a tin roof. Huge monsters stirred in the deeps when the waters swelled, and their mad eyes sometimes regarded Maker from under fathoms of ocean. On the ninth night, Maker came to an island, and stopped there to take his bearings. He spoke a series of words that contained the power of the elements, then he sat down with his legs crossed in the prow of his boat, in deep contemplation to find the direction he should take. The magic of the elements passed through his
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dreams, and he returned to his boat to continue his journey. For nine days and nine nights, Maker sailed on the sea. The deep ocean of the chaos world was a thick, pale green, and the waves there were erratic and terrifying. There were storms of molten gold on the third day, and molten lead on the sixth, and Maker was forced to use powerful magic to prevent being burned. The sun was like a ball of stone lit up from within by strange fires, that burned brighter in the day and less bright at night. Brilliant flashes of copper lightning sometimes split the heavens, and the thunder that rolled after them sounded like the cry of great, bronze war horns. Huge monsters stirred in the deeps when the waters swelled, and their knowing eyes sometimes regarded Maker from under fathoms of ocean. On the ninth night, Maker came to an island, and stopped there to take his bearings. He looked out on the elements and he stood in their postures, drawing their energy into himself. Then he sat down with his legs crossed in the prow of his boat, in deep contemplation to find the direction he should take. The magic of the elements passed through his dreams, and
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he returned to his boat to continue his journey. For nine days and nine nights, Maker sailed on the sea. The deep ocean of the chaos world was the color of silver, and the waves there were white and cold. There were storms of disordered time on the third day, and storms of disordered space on the sixth, but Maker was a being of the first creation, and so he weathered these storms without terrible danger. The sun was like a point of energy that radiated both heat and sound, and the night was silent. Invisible flashes of spirit lightning sometimes split the heavens, and the thunder that rolled after them sounded like nothing at all. Huge monsters stirred in the deeps when the waters swelled, and their evil eyes sometimes regarded Maker from under fathoms of ocean. On the ninth night, Maker came to an island, and stopped there to take his bearings. He looked out on the elements and he stood in their postures, drawing their energy into himself in combinations of two at a time. He built an altar in the prow of his boat, symbolizing all the powers of the elements in the shape of the Zed Tree. When he knew their
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Transformations and understood them all, he gave new names to the Lesser Mysteries, giving an order to the dream world. Then he continued on his journey. For nine days and nine nights, Maker sailed on the sea. The deep ocean of the emerging dream world was blue and green, and there were cities of tall spires on some of the islands. There were slender boats that plied the waters, their oars glistening and their sails full. There were storms of rain on the third day, and storms of wind on the sixth. The sun lit the day, and the moon the night. Brilliant flashes of bright lightning sometimes split the heavens, and the thunder that rolled after them was a thing of awe. Huge monsters stirred in the deeps when the waters swelled, and at last they rose up to devour him, angered at the passing of the chaos world and the emergence into pattern of the world of dream. The Five Monsters of the Chaos World came one by one, in five shapes of terror and nightmare. The first one was a blue worm with neither hair nor scales, but fifteen rows of glistening eyes, and a sharp beak that sought Maker's doom. The blue monster reared up above him but did not
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move, and its rows of eyes regarded him hatefully. The tension in the air was that of the calm before a battle, of a rope stretched tight just before it breaks. Suddenly the monster struck, its beak darting in, but Maker avoided the attack with a deft movement and struck the creature with his magic staff, driving it in between the blue worm's eyes. It sank down into the fathoms with a terrible scream, seeking out the darkest trenches, where chaos still thrived. The second monster was a metal dragon made of gold and silver, a living machine of gears and scales. It attacked Maker continuously for a long time, and Maker sought only to defend himself, his staff spinning before him like a turning wheel. The battle turned suddenly and Maker attacked, and it was all the dragon could do to keep itself from harm. At last Maker struck home, driving his staff into the creature's gullet. It sank down into the fathoms with a terrible scream, seeking out the darkest trenches. The third monster was a white eel that spit fire from its mouth, and sought to drive forward in a straight line, driving Maker's boat into the rocks. Maker diverted it with a twist of his staff and turned its
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snout aside, then drove it back in the other direction. It gave up at last with a terrible scream, seeking out the darkest trenches. The fourth monster was a mighty fish colored brown and green. It charged Maker with tremendous speed and sought to smash his boat into a thousand splinters. He placed the end of his staff into the water, and resisted the fish with all his might. When its strength waned at last, Maker took the offensive, driving the fish down into deeper waters. It sank down into the fathoms with a terrible scream, seeking out the darkest trenches. The fifth monster of the chaos world was a great black kraken, whose saucer eyes were yellow and evil. Its thick tentacles wrapped around Maker and held him fast, seeking to crush the life out of him. He escaped its grip, then used his staff to wrap it in a grip of his own, twisting up its tentacles together painfully. "Where are Eros and Ananke?" he asked. When he spoke these words, the two stepped from the waters, and Maker recognized immediately that they were of his own kind, members of the Nine Higher Mysteries, also known as the Ennead. He allowed the kraken to escape, and it sank
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down into the fathoms with a terrible scream, seeking out the darkest trenches. Eros was a woman of both beauty and desirability, but it was hard to say what her features were, for they seemed to change with his changing thoughts. She seemed almost to glow with a spirit of abundance, a passion and sensual energy that made the air around her feel as if it was charged with lightning. Ananke was a man with far-seeing and vivid eyes, but a grim face, as if he had known too many defeats or been thwarted in his dreams. He was dressed only in a black tunic. The naught points and zed points glowed within their bodies, fading out only after several seconds. "Welcome, Maker," said Eros. "My mission in the waking world will be to fill hearts with Desire, leading them through yearning to return to the Source." "And my mission will be to limit them," said Ananke, "Lest they reach the Source before they are worthy." "Go, then, and await the Making," said their rescuer, and the two Mysteries departed across the sea. Logos:
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Most possible or actual relationship sets are temporally conditioned- defined either by a certain moment in physical time and space (I call these ephemeral relationship sets), or by continuity or relationship across time (I call these causal relationship sets). But there are also relationship sets that are not temporally conditioned in the physical sense at all- for instance, the relationship expressed by the Pythagorean Theorem. This could be called an eternal relationship- eternal meaning "separate from and independent of temporal existence" rather than "lasting through all time." Such an "eternal relationship" can be described in terms of information space and information time (because there are changes, patterns and priorities within them), but not in terms of physical space or physical time. All universal concepts are eternal relationships, and the interaction between universals can be described in terms of eternal relationship sets. This concept is similar to the Platonic Forms, except that Plato grants absolute existence to the Forms. It is important to note that neither eternal relationship sets nor any other
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relationship sets have "absolute existence"they exist simply as and by virtue of relationship, which is in itself what is meant by saying they exist in the first place. The universal principle behind all existence, the underlying unknowable essence or noumen, is logically prior to the eternal relationship sets- before there can be such a thing as any particular universal concept, there must be such a thing as suchness itself. The eternal relationship sets are logically prior to the causal relationship sets- before there can be such a thing as Smith, there must be such a thing as Man. The causal relationship sets are logically prior to the ephemeral relationship sets- before there can be such a thing as Old Man Smith, there must be such a thing as Smith ("Smith" understood simply as a network of causal relationships across time). One way of expressing this rather abstract formulation is to say that God or the Absolute emanates the realm of Myth or the Universal. The realm of Myth or the Universal in turn emanates the realm of Mind (if Mind is understood as a network of causal relationship sets). Mind finally
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emanates the realm of the Body or the World (by which is meant both the ephemeral relationship sets of particular bodies, and the ephemeral relationship set of all the bodies in interaction with each other). The gods, saints, angels and archons of all human mythologies (which can be referred to, collectively, as "the powers") represent eternal relationship sets, the interaction of fundamental principles of which our universe is generated. For anything which can be conceived as a universal, one can also conceive of a power, and in some religions this is exactly what does occur. In ancient Roman religion, for instance, there were numina or deities for every possible abstract concept, only a very few of which received specific names. These numina cannot necessarily be reduced to absolute simplicities, however, like the Platonic "Form of the Good," because they are not solely "eternal relationships" (universals) but "eternal relationship sets" (sets of interactions between universal principles). These sets and their interactions are far too complex and intricate to be reduced to simplicities, too intricate in fact to be rationally
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comprehensible by us- in part because beings grounded in time cannot completely comprehend anything which is outside of the temporal entirely. (This is true even of mathematical relationships such as Pi, which we can make use of and describe, but not fully understand.) To the ancient Greeks, one could say, there was a "principle of Artemis," the unity of a complex set of eternal relationships. Just as Smith as an organism is a unity of a complex set of ephemeral relationships, and Smith as a being is a unity of a complex set of causal relationships, so Artemis as a goddess is a unity of a complex set of eternal relationships. As the nature of a unity of such universal scope and eternality is quite beyond our understanding as beings-intime, we can only guess at it and gesture toward it, not truly define it. This guess and this gesture is what we call "Artemis," or at any rate what the ancient Greeks did. Such a named, hyper-complex eternal relationship set is what we call a "god," (reserving the capital letter for the Absolute, and the lower case for all human and cultural conceptions of It).
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This account provides also for divine fluidity, the tendency of mythological figures to both subdivide and overlap. Within the superset of Apollo, one could say, there is the subset Phoebus Apollo. Within the superset Erzulie there is the subset Erzulie Freda. Elements of the sets of Lugos and Mercury, when conceived as a new superset, can be referred to as Lugos-Mercurios. But we must be wary of becoming too logical. Does this account provide a fully logical understanding of the nature of the powers? It does not, for the same reason indicated above- that such an understanding is impossible. It is not simply a matter of complexity, eithersomething about the nature of the eternal is intrinsically beyond our reach, thus manifesting as the uncanny and the mysterious. The Neo-Platonists, for all their insight, were mistaken, or perhaps it would be more accurate to say "limited." Reason, however purified, cannot encompass the eternal. It can contemplate or sketch the outline of it, but it cannot capture it. As described above, the ancient Roman religion conceived of numina,
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abstract deifications of universal concepts such as "doorway" or "boundary." Some of these numina, being far more complex, received names and attracted myths, the myths being symbolic explanations of the nature of those particular powers. It is clear enough that the simpler numina correspond to what I have named "eternal relationships," while the more complex numina correspond to the "eternal relationship sets." An eternal relationship set, therefore, is a numen or deity, but any particular eternal relationship partakes of the numinous in some measure- thus the mathematical mysticism of the Pythagoreans. The relationship of any being-intime, upon contact with the numinous, is not rational at all but beyond reason. Contact with the numinous is described by Rudolf Otto as producing a sense of "blank wonder, an astonishment that strikes us dumb, amazement absolute." This is the sense of contact with what Otto calls the "Wholly Other." In other words when truly experienced, truly related-to in Buber's IThou sense, the numen is experienced as being more "Other" than any fellow creature, not so much "I-Thou" as "i131

THOU." (In fact, when the experience of this THOU becomes overwhelming, the sense of an "I" can become eclipsed, resulting in the more extreme of mystical states- divine possession in religions of the numina such as Haitian Vodoun, and the unio mystica in religions of the Absolute Numen such as Christianity. In this way the temporal can participate in and even become the eternal.) Indeed, the numen is more fully other, as it is of another order of existence entirely (the eternal rather than the temporal). It is also more fundamentally real, because of the logical priority of the eternal relationship sets to the causal and ephemeral relationship sets as described above. This is the reason for the sense of disvaluation of the creature before the numen as described by Otto- the creature feels, in the presence of the numen, that this uncanny yet bodiless essence is completely Other, and yet more real than he himself is. The Mysterium Tremendum et Fascinans is simply the experience of any temporal entity when confronted with the Eternal. But where does the numen actually come from if it is "Wholly Other"? From the "Realm of Myth"? Both yes and no.
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The powers cannot be said to exist in another place within space and time except by way of metaphor- if they did so exist, they would not be eternal relationship sets at all, but ephemeral or causal relationship sets. The Kingdom of Heaven is not a place you can travel to in the flesh, as the Gospel of Thomas made clear so many centuries ago. But the effect and impact of the powers is manifest in every moment- as the eternal principles from which all else is derived, everything within temporality depends on them. They are "forever present between somewhere and nowhere" in the words of Li Ho, and myth is "that which never was, but always is," in the words of Sallust. Thus, they are inherently Mysteries, not subject to any purely rational understanding. They neither are nor are not. Our own minds, as causal relationship sets, generate the "Realm of Myth" in interaction with the eternal relationship sets, creating poetic symbols to point the way to that which can never be fully explicated. An experience of the Mythic is the causal relationship set of an ephemeral relationship set with an eternal relationship set. It is the interaction between a human
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mind and the Eternal that produces Olympus, or Tir na n-Og or Heaven itself. Specific mythologies and religions are generated from that point. Thus, from another perspective, we can look at it this way: the body, though the organ of the brain, generates the mind. The mind generates the realm of Myth because of the experience of the numinous. And from the attempt to understand the numinous springs the concept of God. Thus the order of logical priority is entirely reversed, and both positions are equally valid- depending on which rock you stand on. Too many mystical philosophies have slighted Eros, considering the erotic urge to be "worldly," a hindrance to spiritual passion. This is not something that can be accurately blamed on Christianity. The earlier Neo-Platonists before Iamblichus shared this viewpoint, as did many of the Gnostics. Major currents of thought within Taoism and Buddhism, although they used different logic to justify it, essentially held to this view. It is true that sexuality can be spiritually distracting, particularly if it consumes one's life, but it
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can also be a pathway, an Icon that leads to the Source. Although the mystical passion itself is often portrayed using erotic terms such as "lover" and "beloved," this is seen in most systems as being distinctly spiritual and not physical. The mystic is allegorically the lover, and God the beloved, and the mystic's ultimate goal is to become God's bride. Mythopoesis uses a different metaphor, although some of the language is the same. Because this is a mysticism of art and poetry, the lover or mystic is a "maker," and his beloved is the muse or "making" (a literal translation of "poesis"). The muse is obviously not the Source, but she can become an Icon for it, just as the love union between Maker and Poesis becomes a union of opposites, a transcendent knowing of both elements in a primal duality, thus incarnating the Source. The Eros that drives the artist or poet is the art itself, in union with which he returns to the Source. (It is important to understand that the gender of Maker and Poesis is strictly mythological, and does not reflect a rule or even a tendency in the actual world. Both men and women may identify with
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either Maker or Poesis, and will likely play both roles.) The urge known as Eros is indeed universal, and its misuse (which comes in many forms) is certainly "worldly," if by that word we mean the same thing as "Babylon," the false world of our human creation. Babylon is identical with ambition and greed, with materialism and crass sex and animalistic behavior, with everything that denies transcendent values, whether implicitly or explicitly. Babylon is what the world calls good and what the world rewards, but I am referring here to the human world, not the whole of creation. Because the primal urge of genuine Eros is not understood by many, substitutes for it are unconsciously sought. Drugs, alcohol and sex can all give the illusion of transcending the false self, a pseudo-agnosia both temporary and heartbreaking. But this does not mean that those things are intrinsically evil, only that their misuse is evil. True Eros is not exclusively spiritual; it can also be physical, in any union of genuine and mutual awakeness, in which both partners really see each other. In such a union the false or relative self is actually
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transcended- indeed, it must be transcended to achieve its goal, as only sex characterized by this kind of spontaneity and un-self-consciousness is ever truly transcendent. As spontaneity and un-selfconsciousness require mutual trust, sex outside of a committed relationship will almost always fall short, both ethically (in that one views the other person as a means to an end) and mystically (in that true union under those circumstances is impossible). This is not, however, a law imposed "from above," but a general tendency, and to all tendencies there are exceptions. Ananke's name derives from an ancient Greek word meaning "necessity," referring to such things as physical laws and limitations, weaknesses of human nature, and the imperfection of the universe. Ananke in this allegory is equivalent to "Failure," or the development of a negative orientation from a positive beginning. Considering that the positive polarity in this allegory is Maker, while the negative is Poesis, the question arises of how Ananke comes to have his role. For the purposes of this interpretation, Ananke represents the creative force under such a
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strong influence from the force of inspiration that it has lost itself, losing its power to create except in a limited way. Ananke is long on ideas, but short on deeds. Ananke in our allegory refers to unfulfilled potential, the defining characteristic of much of humanity. His "sister" Eros is the opposite, a spirit of inspiration under such a strong influence from the power of creation that she has taken on that power, symbolizing and manifesting the urge toward life. As such, she is defined more by the urge to act than by conscious thought, which is her one weakness. Eros represents one possible take on the "Improvement" element in Relationship Theory. Praxis: The Glyphs of the Elements: Each of the nine elements is represented by a glyph, which can be used like a rune or a magic sigil when working with the energies of those elements: Sky- A spiral.
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Sun- A line with an arrow on each end. Moon- A line with two inward pointing arrows in the middle, forming an X. Wind- A straight arrow at a 45degree angle. Fire- A jagged wave symbol or sideways lightning bolt with an arrow on the end. Earth- An upright arrow. Water- A horizontal arrow ending in a vertical line. Night- A horizontal arrow ending in a small circle. Day- A horizontal arrow beginning from a small circle. To meditate using these glyphs, you can trace them in the air or simply visualize them, particularly over the naught points and zed points. Simply combine the glyphs for two elements to create the glyph for one of the 36 Transformations. For instance, "Fire and Earth" would be a jagged wave symbol or sideways lightning bolt with an arrow on the end, terminating in an upright arrow.
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Elemental Talismans: This is a method for creating talismans, a ritual procedure designed to focus the mind and spirit. The method could be used to create talismans for occult purposes, but that is not what it was designed for. Its purpose is simply to request and encourage gnosis, by concentrating the mind through attention to details. The misuse of any spiritual exercise would only invite imbalance in your spiritual life, so if you make use of talismans for any purpose other than the meditative, be certain your means are ethical. Here is the procedure for creating talismans: 1- Begin with a period of purification. The greater the purification you undergo, the more powerful the talisman. Options for purification include fasting in various degrees, or abstaining from alcohol, coffee, meat or sexual activity. Complete the purification with a saining, and an offering of wine, fruit or other gifts. 2- Describe the situation you are in right now or the problem you are
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considering. Express this problem in a single sentence and write the sentence down. 3- Remove all of the helping words, such as "and," "of," and so forth. 4- Replace every word in your sentence with one of the elements of the Zed Tree, according to the following chart: Sky- the primary actor in the situation, this actor's environment, or his primary action in the situation under consideration. Sun- any positive element in any possible duality, such as the gaining, open, light or obvious qualities in the situation. Moon- any negative element in any possible duality, such as the losing, dark or hidden qualities in the situation. Wind- any word or phrase in which something becomes more like itself, or develops or moves in a particular direction. Also, "selection" or "randomness." Fire- any influence toward change or transformation, in which the change has not yet been completed. Also, any recurring cycle.

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Earth- any word or phrase in which the positive or negative elements of any possible duality have strongly manifested. Water- any word or phrase in which something is under an opposing influence but remains essentially itself. Night- any word or phrase in which the positive elements of any possible duality have become negative over time. Day- any word or phrase in which the negative elements of any possible duality have become positive over time. 5- If you're uncertain which element to choose, rely on your own intuition. Now replace the names of the elements with their glyphs. If you prefer, you may use the combination glyphs for the Transformations. 6- The paper for the talisman should be the color of the core energy associated with your question. If your question relates primarily to the element of Sky, the paper should be blue. Gold is for Sun, silver for Moon, white for Wind, orange for Fire, brown for Earth, green for Water, black for Night, yellow for Day. 7- Draw the glyphs on your talisman paper. The ink should be the
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opposite color, to create a balance of forces. For instance, if your question relates to "direction," you would use orange ink on white paper. If your question relates to "Sky" (for which there is no opposite element) you should also use orange ink. 8- If your question involves a particular person, place etc. then you can attach something associated with that subject to the talisman itself. 9- To complete the ritual, you should burn, bury, wear or place the talisman as desired. Invisible Talismans: Because this requires much more mental focus than the full ceremony for creating talismans, it should be considered a more advanced technique. It is useful in situations where the full ceremony would take too much time. Create a sentence of elemental glyphs as described under the Elemental Talismans exercise. Using your fingers, a staff, a sword, or a burning branch, sketch out these glyphs in the air.

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Talismanic Postures: This is another advanced exercise using the concept of the talisman. After creating a sentence of glyphs as described above under "Elemental Talismans," perform your sentence as a sequence of pneumasophia postures. This will require a great degree of mental focus and discipline to meet with full success. Elemental Passes: A still more advanced exercise based on the concept of the talismans, to be used when you wish to call on a single element for its psychological qualities, or to request gnosis on a certain question as described above under "Elemental Talismans." This is a method for situations where time or space is limited, consisting of simple "Passes" or gestures with the hands: Sky- place the hands together in a "praying" posture. Sun- form a circle with the hands. Moon- form an upward-curving crescent with the hands.
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Wind- place the hands next to each other, fingers together and palms facing out. Fire- form a V with the hands by placing the bottoms of the palms together. Earth- form a T with the hands by placing one on top of the other. Water- form an upside-down V with the hands by touching the fingers together. Night- hold the left hand horizontally with the palm down, touching the right hand, which is held vertical. Day- hold the left hand vertically with the palm facing right, touching the right hand, which is horizontal. The Nine Sounds: The Nine Sounds are simply vocal representations of the nine zed tree elements, designed to be used for chanting or meditation: Sky- Lo Sun- Mu Moon- Mi Wind- Lei Fire- Lo
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Earth- Wa Water- Wo Night- Et Day- Es The Language of the Elements: The language of the elements refers to sounds or words, designed to symbolize the power of the elements and their transformations. Each of the nine elements or Higher Mysteries has such a word, which are the same as the Nine Sounds listed above. Each of the thirty-six transformations or Lesser Mysteries also has a word. The concept of Fire and Sun, for instance, or "Wavering/Gain," is expressed by the word "Yu," which can be incorporated into a chant or a meditation. Such chants can be used in the same way as the elemental talismans, by translating your question into the elements and then creating a list of words. A few of the words stand for more than one thing, for reasons that will only become apparent if you make a deeper study of Relationship Theory. (See Form is the Illusion.) Here are the words of the Language of the Elements:
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Sky- lo Sun- mu Moon- mi Wind- lei Fire- lo Earth- wa Water- wo Night- et Day- es Sky/Sun- mu Sky/Moon- mi Sky/Wind- lei Sky/Fire- lo Sky/Earth- wa Sky/Water- wo Sky/Night- et Sky/Day- es Sun/Moon- ga Sun/Wind- ek Sun/Fire- yu Sun/Earth- bu Sun/Water- ung Sun/Night- bi Sun/Day- ko Moon/Wind- hei Moon/Fire- yi Moon/Earth- hu Moon/Water- ri
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Moon/Night- ath Moon/Day- gi Wind/Fire- ro Wind/Earth- ez Wind/Water- ef Wind/Night- ed Wind/Day- da Fire/Earth- nei Fire/Water- fei Fire/Night- tho Fire/Day- po Earth/Water- zu Earth/Night- sei Earth/Day- na Water/Night- pi Water/Day- ang Night/Day- tei Absorbing the Elements: Facing a particular element in nature, visualize drawing the energy of that element into yourself. This may be done in conjunction with the pneumasophia postures, the Elemental Passes, the Nine Sounds, or simply with mental focus. This is done specifically to gain the energy associated with that element because it is deemed to be needed. For instance, one
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might stand in front of the ocean for stability, the fire for change, and so forth and so on. As such, it may or may not be done specifically to acquire gnosis. Uniting with the Mysteries: This is a more advanced version of "Absorbing the Elements." Facing two elements in nature that together represent one of the Mysteries, visualize drawing the energy of those elements into yourself. This may be done in conjunction with the pneumasophia postures, the Elemental Passes, the Nine Sounds, the Language of the Elements, or simply with mental focus. This is done specifically to gain the energy associated with that Mystery because it is deemed to be needed. For instance, one might stand in front of the ocean and a bonfire in order to draw upon the energy of "stability within change." This can also be done with an image of one of the Mysteries as described and envisioned by you, or with a visualization of such an image. Altar of the Elements:

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Create an altar to facilitate meditation. The items on the altar should be arranged in the form of a zed tree, with each item chosen by you to represent one of the nine elements. A candle could represent Fire, for instance, or a blue object Sky. This exercise is intended to facilitate gnosis, but not to lead directly to it. Naming the Mysteries: While continuing to learn new methods of meditation and recollection, you will now begin to create your own mythology, a mythopoesis derived from your imagination. There are 36 twoelement combinations of the archetypal zed forces in Relationship Theory. The number of possible Mysteries in the realm of myth is by no means limited to 36- combinations of more than two elements could expand the list infinitely, and there are obviously other ways to conceive of the elements in the first place. The Lesser Mysteries in this allegory, however, are as follows: Sky/Sun Sky/Moon Sky/Wind
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Sky/Fire Sky/Earth Sky/Water Sky/Night Sky/Day Sun/Moon Sun/Wind Sun/Fire Sun/Earth Sun/Water Sun/Night Sun/Day Moon/Wind Moon/Fire Moon/Earth Moon/Water Moon/Night Moon/Day Wind/Fire Wind/Earth Wind/Water Wind/Night Wind/Day Fire/Earth Fire/Water Fire/Night Fire/Day Earth/Water Earth/Night
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Earth/Day Water/Night Water/Day Night/Day Your task here is to create names and descriptions for the 36 Lesser Mysteries, imagining them as mythic heroes or villains, monsters or gods. By interpreting these combinations of elements as specific mythic figures (Despair, Triumph and so forth) you can give them names and forms. But they don't have to have these names and forms, and can just as easily and just as validly take completely different names and forms, containing the same archetypal relationship patterns but manifesting with entirely different connotations. You can also design your list as a table of correspondences, associating each Mystery with a specific character from one of the classical mythologies. Fire and Water ("change and stability"), for instance, can be associated with the Gaelic goddess known as Brighid, while Earth and Sky ("action and strength") might be interpreted as Hercules. This sort of correspondence should not be attempted
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unless you are deeply familiar with the culture and mythology in question. Let us consider the Mystery of Earth and Night as an example. This Mystery is equivalent to the Strength/Failure operator in Relationship Theory. "Strength" here is not restricted to strength in the ordinary sense- it refers to the strong manifestation of any element in any duality. If you were examining Good and Evil, for example, then anything very good or very evil would be represented by Strength. If you were examining Hot and Cold, then anything very hot or very cold would also be Strength. Failure also doesn't carry its usual connotation here. It can represent failure in the conventional sense, but it really refers to any situation in which the positive element in a duality has become negative over time, such as day becoming night, summer becoming winter, reason becoming inspiration, prose becoming poetry, gnosis becoming agnosia, and so forth and so on. In the exercise of "Naming the Mysteries," there are "Tribes," which are defined by the meanings that are assigned to the different Zed Tree Elements. In one Tribe, the interpretations might be as literal
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as possible, so the Sun element (which is the Gain element in Relationship Theory) is straightforwardly interpreted as "gain," and the Moon element (which is the Loss element in Relationship Theory) is straightforwardly "loss." "Failure," similarly, would be "failure," and "Improvement" would be "improvement." In another Tribe, the Sun element might be "spiritual passion" while the Moon element might be "physical passion," and all 36 members of that Tribe would be interpreted differently as a result, producing different names and descriptions. When you are Naming the Mysteries, you can place them into any Tribe you wish- simply select a pair of meanings for Sun and Moon, and go from there. One way to start is to take one of the nine Higher Mysteries from your interpretation of the Ennead, and consider that Mystery to be zed naught or "Sky," then derive eight new interpretations for the remaining elements based on that. The combinations of these nine would then be the Tribe of that Higher Mystery. For instance, if your choice for Sky was Eros, then the 36 Lesser Mysteries derived from that choice would be the "Tribe of Eros."
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Zed Battles: The "Zed Battles" are a set of five martial games, designed as an active meditation for two participants. They can be used as a series of rough-housing games to teach very basic skills of self-defense, or used as a method of cross-training by skilled martial artists. These games can be played with any level of intensity the players desire, from very low to very high, and with any specific techniques allowed or disallowed. They do not require any knowledge of fighting techniques in order to be played. The rules as listed below are for unarmed fighting, but the use of sparring weapons is also possible. If sparring weapons are used, the players will have to decide between themselves what a valid strike should mean in the context of that particular game. It is possible to play the five games separately, but they are described here as five rounds of a single game, with the goal being to win the best out of five. Although the Zed Battles can improve your ability and confidence in self defense, their purpose is actually meditation- to experience and work with
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the zed forces in a very direct and physical way. These games are all played within a large ring marked with four X's at the four points of the compass, and in games where the object is to strike the opponent, stepping with either foot outside the ring is counted as a hit against you. Here are the rules for the five games or rounds: 1- Sky: Both players stand in a fighting stance. The goal here is to remain in your stance despite the pressure of a possible attack, or to break it with a single, decisive attack. If either player launches an attack of any kind and it strikes its target, that player earns one point. If the opponent succeeds in blocking or avoiding it, the opponent earns one point. If the opponent succeeds in simultaneously avoiding it or blocking it and counterstriking, the opponent earns three points. The first person to earn three points wins the round, and becomes the "Sun" player in the next round. 2- Sun and Moon: The Sun Player continuously attacks, and the Moon player is allowed only to defend. The round lasts one minute, and the Sun player's goal is to land three strikes on the Moon player
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within that time, while the Moon player's goal is to prevent this. When a point is scored, the action is re-centered before the fight continues, but the clock is not stopped. The winner of this round becomes the "Wind" player in round three. 3- Wind and Fire: The Wind player's goal is to push straight forward and leave the ring via the West exit, while the Fire player's goal is to force him to change direction, pushing him out one of the other three exits instead. If the Wind player escapes via the West exit, he earns three points, but if he is forced out of one of the other three exits then the Fire player earns one point. If either player steps or is pushed out of the ring along any other point, the action is stopped and re-centered, but no points are scored. The winner of this round becomes the "Earth" player in round four. 4- Earth and Water: The Earth player's goal is to push the Water player out of the ring along any point, or to force the Water player down on at least one knee. The Water player's goal is to remain standing and in the ring. The winner of this round becomes the "Night" player in the final round, which is in fact a disadvantage.
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5- Day and Night: The Day player is set up in a completely dominant position such as the "mount." (Or any other position agreed on by the players.) The Day player's goal is to retain a dominant position for one full minute. The Night player's goal is to escape the position within one minute. Zed Battles (Intermediate Exercises): All of these exercises are performed with the dominant forearms crossed, and the other arm held behind the back. If arm contact is broken at any time, the technique is invalidated. 1- Sky: Both players stand with their forearms crossed. The goal here is to remain in your stance despite the pressure of a possible attack, or to break it with a single, decisive attack. If either player launches an attack of any kind and it strikes its target, that player earns one point. If the opponent succeeds in blocking or avoiding it, the opponent earns one point. If the opponent succeeds in simultaneously avoiding it or blocking it and counterstriking, the opponent earns three points. The first person to earn three points
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wins the round, and becomes the "Sun" player in the next round. 2- Sun and Moon: The Sun Player continuously attacks, and the Moon player is allowed only to defend. The round lasts one minute, and the Sun player's goal is to land three strikes on the Moon player within that time, while the Moon player's goal is to prevent this. When a point is scored, the action is re-centered before the fight continues, but the clock is not stopped. The winner of this round becomes the "Wind" player in round three. 3- Wind and Fire: The Wind player's goal is to push straight forward and touch the opponent on the body, while the Fire player's goal is to force him to change direction, pushing him away with every attempt. (In the previous round, the attacker could move in any direction, but in this round he must simply continue to push straight forward.) The round lasts one minute, and the Wind player's goal is to land three strikes on the Fire player within that time, while the Fire player's goal is to prevent this. When a point is scored, the action is re-centered before the fight continues, but the clock is not stopped. The
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winner of this round becomes the "Earth" player in round four. 4- Earth and Water: The Earth player's goal is to push the Water player in such a way that his balance is disrupted. The Water player's goal is to keep his balance. The round lasts one minute, and the winner of this round becomes the "Night" player in the final round, which is in fact a disadvantage. 5- Day and Night: The Day player's hand is on top, and the Night player's hand is on bottom. Whichever player holds the top position at the end of one minute is the winner of the round. Zed Battles (Advanced Exercises): The advanced exercises are the same as the intermediate exercises, except that both arms are used, and each arm represents a different element. For instance, the right arm might be Sun and the left arm Moon. The Zed Battles are not designed to lead directly to gnosis. 10- The Forest of the Mind
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Mythos: For nine days and nine nights Maker sailed on the sea, and came at last to a great continent, which was still part of the chaos world and not yet the dream world. For as far as the eye could see, it was covered in forest, and the web of the branches and roots was like a knot of old hair. There was a tangle of confusing paths that led into the forest, and Maker stepped out of his boat and set off for those paths. As he stepped on to the shores of the continent his staff shimmered and changed, becoming a tempered blue broadsword that hung at his side. Maker sang this song:
A gleam of light A liquid star A raindrop. Blades shimmer in the heat We dont forgive. No hope at all Where swords meet Only danger. Out here You must be cut in two To live.

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The long path that led through the forest was narrow and winding, and yellow eyes looked out at Maker from between the trees. The strange cries of forest creatures sounded long and lonely, and a cold chill was in the air, as if autumn was coming. The branches tangled above his head nearly blocked out the sun, and the dark hollows Maker passed as he walked seemed uncanny and knowing. On his first night in the chaos forest, there was a sound as of flutes, and dim shadows dancing strangely in the distance. Maker caught glimpses of lights and heard hints of voices, and a dim sound like an angry whispering. He knew the direction he should take without having to be told, in a sudden moment of spontaneous illumination. The long path that led through the forest was narrow and winding, and red eyes looked out at Maker from between the trees. The strange cries of forest creatures sounded sad and hungry, and a bitter wind was in the air, as if winter was coming. The branches tangled above his head nearly blocked out the sun, and the dark hollows Maker passed as he walked seemed both eerie and desolate.
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On his second night in the chaos forest, there was a sound as of pipes, and long shadows writhing strangely in the distance. Maker caught glimpses of lights and heard hints of voices, and a dim sound like a mournful whispering. He used the tip of his broadsword to draw a compass in the earth, then sheathed his weapon again and saluted the elements at the points of the compass. Then he sat down with his legs crossed in the forest glade, in deep contemplation to find the direction he should take. The magic of the elements passed through his dreams, and he returned to the path to continue his journey. The long path that led through the forest was narrow and winding, and orange eyes looked out at Maker from between the trees. The strange cries of forest creatures sounded lost and distant, and a bitter chill was in the air, like a frost in summer. The branches tangled above his head nearly blocked out the sun, and the dark hollows Maker passed as he walked seemed as deep as vast caves. On his third night in the chaos forest, there was a sound as of harps, and thin shadows dancing furtively in the
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distance. Maker caught glimpses of movement and heard hints of voices, and a dim sound like a fearful whispering. He considered his own story and the things he had seen, calling up the images before his mind. Then he sat down with his legs crossed in the forest glade, in deep contemplation to find the direction he should take. The magic of the elements passed through his dreams, and he returned to the path to continue his journey. The long path that led through the forest was narrow and winding, and glittering eyes looked out at Maker from between the trees. The hungry cries of forest creatures sounded dim and ghostly, and a hint of chill was in the air, like the hour before dawn. The branches tangled above his head nearly blocked out the sun, and the dark hollows Maker passed as he walked seemed to move with strange life. On his fourth night in the chaos forest, there was a sound as of wolves, and demonic shadows dancing fiercely in the trees. Maker caught glimpses of beasts and heard hints of their cries, and a dim sound like a hungry whispering. He considered the issue in its hidden aspects and in its apparent aspects, its obscure aspects and its
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obvious aspects. Then he sat down with his legs crossed in the forest glade, in deep contemplation to find the direction he should take. The magic of the elements passed through his dreams, and he returned to the path to continue his journey. The long path that led through the forest was narrow and winding, and secretive eyes looked out at Maker from between the trees. The strange cries of forest creatures sounded like whispers and echoes, and a savage chill was in the air, as in a deadly winter storm. The branches tangled above his head nearly blocked out the sun, and the dark hollows Maker passed as he walked seemed like dungeons and prisons. On his fifth night in the chaos forest, there was a sound as of bells, and broken shadows crawling strangely in the distance. Maker caught glimpses of serpents and heard hints of their hissing, and a dim sound like a murderous whispering. He called certain creatures to him from the depths of the forest, and consulted with them as to find the direction he should take. The magic of the elements passed through his dreams, and he returned to the path to continue his journey.
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The long path that led through the forest was narrow and winding, and plaintive eyes looked out at Maker from between the trees. The strange cries of forest creatures sounded almost like human speech, and a quiet chill was in the air, as if a storm was approaching. The branches tangled above his head nearly blocked out the sun, and the dark hollows Maker passed as he walked seemed devoid of meaning. On his sixth night in the chaos forest, there was a sound as of drums, and goblin shadows dancing joyously in the distance. Maker caught glimpses of weapons and heard blades being sharpened, and there was a dim sound like a confused whispering. He examined the Mysteries he had met in his mind, drawing out the implications of their qualities. Then he sat down with his legs crossed in the forest glade, from which a hideous monster stepped to challenge him. The thing that approached from the woods was a terrible beast, a white-skinned and horrible creature that looked neither male nor female. Its name was the Guardian, and it grinned at Maker with its great, sharp teeth.
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"If you want knowledge, Maker," it said, "Then seek out darkness and silence. Wisdom comes, but also costs. No man comes closer without his fee. So best me, or leave your bones. You're not the first." The monster indicated a pile of bones on the forest floor, among which there were several skulls. Something had picked them all as clean as china. "I challenge you, then," said Maker, "To the game of Zed Chess." The Guardian seemed quite pleased. Reaching into his coat of skins, he produced a board, and with it a set of pieces. Some of them were gold and others silver, and the pieces changed as they moved across the board. When moving onto a silver square they became weaker, and when moving onto a gold square they became stronger. Maker played with the gold pieces and the Guardian with the silver. At the end of the first game, the Guardian was the winner, and it stood up to claim its fee. "Bide a moment," said Maker. "We'll have another game. This flesh of mine is thin and weary, and it would make you a poor meal. If you win the second
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game I will let you cage me, to fatten me up for a time before you feast." "And what if you win?" asked the monster. "You will give me a clue," said Maker. The Guardian agreed. At the end of the second game, the Guardian was the winner, and it stood up to claim its fee. "Bide a moment," said Maker. "We'll have another game. This life of yours seems dull and weary, and it would make scarcely please you to take your meal. If you win the third game I will stay and serve you, and pass the time for you by telling you stories, until I am ready for you to eat." "And what if you win?" asked the monster. "You will tell me where Sophia and Gnosis are," said Maker. The Guardian agreed. In the third game, it was Maker who won. The Guardian raged like an injured boar, but there was nothing that it could do. It screamed to the heavens like a hungry wolf, and then it spoke these words. "Gnosis and Sophia are being held prisoner by the Great Bear of the Chaos
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Forest. You must defeat the Bear, and then these two will be free to do their work." "I thank you for your wisdom," said Maker. "You may depart." The long path that led through the forest was narrow and winding, and bitter eyes looked out at Maker from between the trees. The strange cries of forest creatures sounded angry and desolate, and a damp chill was in the air, as if a fog was coming. The branches tangled above his head nearly blocked out the sun, and the dark hollows Maker passed as he walked looked like the dens of monsters. On his seventh night in the chaos forest, there was a sound as of whistles, and dim shadows like a dark wind blowing through the trees. Maker caught glimpses of huge shapes lumbering, and heard a dim sound like children whispering. He reached into his power and created a canvas and paints, then he sat down with his legs crossed in the forest glade, painting a luminous picture of the Mysteries he sought. The magic of the elements passed through his dreams, and he returned to the path to continue his journey. The long path that led through the forest was narrow and winding, and
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vengeful eyes looked out at Maker from between the trees. The strange cries of forest creatures sounded conspiratorial, and every breeze had stopped and stilled, as if waiting with bated breath. On Maker's eighth night in the chaos forest, there was a sound as of war horns, and dim shadows rushing towards him from the distance. The Five Creatures of the Chaos Forest rose up to devour him, angered at the passing of the chaos world and the emergence into pattern of the world of dream. The Five Creatures of the Chaos Forest came one by one, in five shapes of terror and nightmare. The first one was a blue spider with legs like tree trunks, and a venomous pair of dripping teeth that sought Maker's doom. The blue spider reared up above him but did not move, and its rows of eyes regarded him hatefully. The tension in the air was that of the calm before a battle, of a rope stretched tight just before it breaks. Suddenly the monster struck, its face darting in, but Maker avoided the attack with a deft movement and struck the creature with his magic sword, driving it in between the spider's eyes. It retreated back into the forest with a terrible screech,
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seeking out the darkest hollows, where chaos still thrived. The second creature was a ferocious goblin colored gold and silver, a terrible thing with a gargoyle face. It attacked Maker continuously for a long time, and Maker sought only to defend himself, his sword whirling in front of him like a turning bird. The battle turned suddenly and Maker attacked, and it was all the goblin could do to keep itself from harm. At last Maker struck home, driving his sword into the creature's gullet. It retreated back into the forest with a terrible shriek, seeking out the darkest hollows. The third creature was a white python that spit fire from its mouth, and sought to drive forward in a straight line, driving Maker into the trees. Maker diverted it with a twist of his sword and turned its snout aside, then drove it back in the other direction. It gave up at last with a terrible hiss, seeking out the darkest hollows. The fourth creature was a mighty ogre colored brown and green. It charged Maker with tremendous speed and sought to smash his bones into a thousand pieces. He placed the end of his sword into the
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ground, and resisted the ogre with all his might, calling on the elements to give him strength. When the creature's power waned at last, Maker took the offensive, driving it back into the forest's darkness. It retreated back into the trees with a terrible moan, seeking out the darkest hollows. The fifth creature of the chaos forest was a great black bear, whose tiny eyes were yellow and evil. Its thick arms wrapped around Maker and held him fast, seeking to crush the life out of him. He called on the power of the elements and escaped its grip, then used his sword to take it prisoner, holding the edge to the creature's neck. Maker sang this song:
Its not mysterious. The moment comes, An interval of half a second, Poised Between his victory and yours. And then... Your knowledge disappears And you attack Precisely were hes open, Without thought, With something that Your masters never taught.

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"Where are Gnosis and Sophia?" he asked. When he spoke these words, the two stepped from the trees, and Maker recognized immediately that they were of his own kind, members of the Nine Higher Mysteries, also known as the Ennead. He allowed the bear to escape, and it retreated into the forest with a terrible roar, seeking out the darkest hollows. Gnosis was an ancient man with a long white beard, torn robes and eyes like a prophet's. Sophia was a regal woman with the manner of a queen, and she was dressed in a flowing green dress. The naught points and zed points glowed within their bodies, fading out only after several seconds. "Welcome, Maker," said Sophia. "My mission in the waking world will be to guide all souls, leading their hearts up to the light within." "And my mission will be to take them Beyond," said Gnosis, "For there is more than wisdom." "Go, then, and await the Making," said their rescuer, and the two Mysteries departed into the forest. The long path that led through the forest was still narrow and winding, but the
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eyes that looked out at Maker from between the trees came in all colors and sizes. The cries of the forest creatures were varied as well, and a warm breeze was in the air, as if summer was coming. The branches tangled above his head still blocked out the sun, and the dark hollows he passed as he walked seemed numinous and fascinating. On his final night in the dream forest, there was a sound of bright music, and spirits dancing in every glen. Maker caught glimpses of their movement and heard hints of their voices, but they never came close enough to touch. He cast his mind over the songs of the Mysteries, drawing upon their clues and implications. Then he sat down with his legs crossed in the forest glade, in deep contemplation to discover what the future held for him. The magic of the elements passed through his dreams, and he returned to the path to continue his journey. Logos: In the Gnostic literature of the ancient world, Sophia or Wisdom is a central character. As one of the Emanations
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from the One, she is benevolent, but her hubris leads her to try to create an Emanation or a world of her own, resulting in the birth of a Demiurge or "False Creator," who in turn creates the material world, trapping spirits of light in terrestrial bodies. Filled with remorse, she attempts to save them, leading them to the gnosis or secret knowledge that is buried within them. Despite the importance of gnosis to Mythorealist thought, our philosophy is more like a modern outgrowth of Neoplatonism than a revival of Gnosticism. I am more inclined to see this world of struggle as being what was intended in the first place, for whatever reason, than as the tragic abortion of a False Creator. While the Higher Mysteries of the Ennead are Emanations from the Source, Sophia is not responsible in this allegory for the creation of a flawed world. Rather she is a representation of "Metastability," which in this context means either inspiration or creation under the influence of the other, but retaining its own nature nevertheless- a good metaphor for the balance, stability and dynamic drive of genuine wisdom.
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Gnosis as a character in this allegory (as opposed to a concept) represents one possible interpretation of the element of "Strength" or Earth. In the medieval trade guilds, the professional secrets of any craft were known as its "Mystery." A strong swordsman, in a medieval fencing guild, would have been said to possess the "Mysteries of the Sword." Similarly, the strongest possible manifestation of either inspiration or creation is symbolized here as being Gnosis, the Mystery of Art. Praxis: Spontaneous Illumination: This refers to the sudden experience of gnosis without the prior use of a spiritual exercise. This may be inspired by spiritual reading, a life experience, or it may happen for no apparent reason. The experience of Rapture is an example of Spontaneous Illumination, but many experiences of Numinosity are spontaneous as well.

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The Nine Points of the Compass: The Nine Points of the Compass refers to a way of conceptualizing sacred space in terms of the Nine Elements of Mythopoesis. Any number of meditations could be derived from this chart, such as facing the points of the compass while performing the pneumasophia postures, while chanting in the Language of the Elements, and so forth and so on. Sky- the center. Sun- the east. Moon- the west. Wind- the northeast. Fire- the southeast. Earth- the southwest. Water- the northwest. Day- the south. Night- the north. Myth Analysis: This is a method for examining traditional mythic stories in the context of Mythopoesis. Read any traditional myth from beginning to end, then write out the most important events in the myth as a
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series of sentences, creating a short visualization. Use this visualization in your meditation. Scale Meditation: This is a discursive meditation designed to help you understand a situation better. It may or may not be done for the purpose of acquiring gnosis. Beginning with the situation you are considering, or zed naught, you apply one of a number of scales, named after the values assigned in that scale to Gain and Loss. Some of the most useful scales are as follows: Positive and Negative Consequence Positive and Negative Motivation Apparent and Hidden Motivation Exoteric and Esoteric Meaning If you are considering whether or not to take a certain course of action, for instance, you could break it down into its most likely positive and negative consequences, then break each of those down into their most likely positive and negative consequences, and so forth and so on. If you applied the scale of Apparent
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and Hidden Motivation to your own actions, your first step would be to assess what the apparent motivation of a particular action was, and then to consider what its hidden or underlying motivation might be. You would then apply the same scale to those two elements, meditating on the buried motivations behind your buried motivations, uncovering layer after layer of your own psychology, examining the apparent and hidden aspects of each of them. When making a complex ethical decision about which you are confused, you would want at a minimum to run the Positive and Negative Consequence scale and the Positive and Negative Motivation scale, and it would probably also be helpful to run the Manifestation and Potential scale and the Apparent and Hidden Motivation scale. In any situation you would run as many scales as you had time to run until you were satisfied that you had multiple perspectives on the question at hand, and you could form a balanced model of the situation from all of those perspectives You would want to remember to include seemingly contradictory elements, such as a meditation from the viewpoint
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that your opinions of right and wrong were completely reversed. You would also want to remember to Ring the Changes, to build up an overall picture by shifting freely between these different perspectives. This is obviously not a method for rapid decision making, but it can lead to far wiser and more thoughtful decisions when you apply it to serious issues that require analysis. You can also apply it to mystical practice in a variety of ways, such as by applying the Positive Way and the Negative Way of theology as a scale. Ritual of the Zed Tree: The structure of this ritual meditation is based on the zed tree of Relationship Theory, but it is not necessary to understand that Theory in order to perform the ritual. For a full explanation of the zed tree, read Form is the Illusion. Music- To be chosen by the participants. Colors- The colors of the elements predominant in the question.

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The Postulants- all the participants in the ritual, regardless of their other functions. The Speaker- guides the group through the Zed Tree. The Devil's Advocate- occasionally includes interpretations that are radically different or opposed, as and when the spirit moves him. When he does so, he announces this by saying: "Negative feedback," followed by his interpretation. The Lore Keeper- writes down the interpretations of each Postulant as they are given. Preparatory Fast- 24 hours, liquids only. Preliminary Offering- of fruits and wine. Purification- saining. Reading- all the relevant history to be read aloud by the Lore Keeper. Preliminary Meditation- To be chosen by the participants.
The Speaker says-

Let us begin the working, with fifteen cleansing breaths in honor of the trunk and fourteen branches of the Zed Tree.
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Let us take fifteen breaths and consider the Question. The Question is Zed Naught. We have examined the First Worldview. Let us take fifteen breaths and consider the Gain: the positive consequences of the Question. This is Zed Plus. What are your thoughts? (The Speaker now goes around the circle in clockwise order, and each Postulant states his or her thoughts. The Lore Keeper records them. The same is done for every branch of the Zed Tree, except that when a Loss is applied, the order is counterclockwise.) Let us take fifteen breaths and consider the Loss: the negative consequences of the Question. This is Zed Minus. What are your thoughts? (counterclockwise) We have examined the Second Worldview. Let us take fifteen breaths and consider the Direction: the positive aspects of the positive consequence. This is Zed Plus Plus.
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What are your thoughts? (clockwise) Let us take fifteen breaths and consider the Wavering: the negative aspects of the positive consequence. This is Zed Plus Minus. What are your thoughts? (counterclockwise Let us take fifteen breaths and consider the Wavering: the positive aspects of the negative consequence. This is Zed Minus Plus. What are your thoughts? (clockwise) Let us take fifteen breaths and consider the Direction: the negative aspects of the negative consequence. This is Zed Minus Minus. What are your thoughts? (counterclockwise) We have examined the Third Worldview. Let us take fifteen breaths and consider Strength: the positive aspects of the positive aspects of the positive consequences. This is Zed Triple Plus. What are your thoughts? (clockwise)
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Let us take fifteen breaths and consider the Metastable: the negative aspects of the positive aspects of the positive consequences. This is Zed Minus Plus Plus. What are your thoughts? (counterclockwise) Let us take fifteen breaths and consider the Metastable: the positive aspects of the negative aspects of the positive consequences. This is Zed Plus Plus Minus. What are your thoughts? (clockwise) Let us take fifteen breaths and consider Failure: the negative aspects of the negative aspects of the positive consequences. This is Zed Minus Plus Minus. What are your thoughts? (counterclockwise) Let us take fifteen breaths and consider Improvement: the positive aspects of the positive aspects of the negative consequences. This is Zed Plus Minus Plus. What are your thoughts? (clockwise) Let us take fifteen breaths and consider the Metastable: the negative
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aspects of the positive aspects of the negative consequences. This is Zed Minus Minus Plus. What are your thoughts? (counterclockwise) Let us take fifteen breaths and consider the Metastable: the positive aspects of the negative aspects of the negative consequences. This is Zed Plus Minus Minus. What are your thoughts? (clockwise) Let us take fifteen breaths and consider Strength: the negative aspects of the negative aspects of the negative consequences. This is Zed Triple Minus. What are your thoughts? (counterclockwise) We have now examined the Fourth Worldview. Lore Keeper, read us the record. (The Lore Keeper reads out what he or she has written, beginning with the Question and proceeding in order.) The Lore Keeper: The Question:
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Zed Plus: Zed Minus: Zed Plus Plus: Zed Plus Minus: Zed Minus Plus: Zed Minus Minus: Zed Triple Plus: Zed Minus Plus Plus: Zed Plus Plus Minus: Zed Minus Plus Minus: Zed Plus Minus Plus: Zed Minus Minus Plus: Zed Plus Minus Minus: Zed Triple Minus: Speaker: Let us now take fifteen breaths and Ring the Changes. We have examined the Zed Tree from First Worldview to Fourth. What are your thoughts? (clockwise) The Ritual of the Zed Tree is hereby concluded Examining the Mysteries: Compose a series of phrases for the Transformations, expressing ethical, spiritual and strategic understandings of the underlying patterns. This exercise is not
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intended to lead directly to gnosis, but it can be practiced for that purpose if you choose. Zed Chess: Zed Chess is a variant of chess, incorporating the patterns and interactions of Relationship Theory. Chess players should find it interesting for its strategic aspects, as the variations on normal chess situations are fascinating. The basic principle of Zed Chess is that white squares have a Gain or "Sun" effect, while black squares have a Loss or "Moon" effect, according to the following chart: King: does not change rank. Queen: after landing on a white square, remains a queen. After landing on a black square, becomes a rook. Rook: after landing on a white square, becomes a queen. After landing on a black square, becomes a bishop. Bishop: after landing on a white square, becomes a rook. After landing on a black square, becomes a knight.

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Knight: after landing on a white square, becomes a bishop. After landing on a black square, becomes a pawn. Pawn: after landing on a white square, becomes a knight. After landing on a black square, remains a pawn. If a pawn reaches the opposite side of the board, it becomes a queen. Example: White rook moves to a black square and becomes a bishop. On his next turn he takes a black rook, but this move lands him on a black square again so after taking the rook he becomes a knight. On his next move he moves to a white square and becomes a bishop. On his next move he moves to a white square again, becoming a rook. Moving to a white square on his next move, he becomes a queen, which puts him position to put the black king in check. Other than these simple variations, the rules are exactly the same as standard chess.

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There is also a set of esoteric symbolism connected with chess1, and Zed Chess incorporates a variation of that symbolism inspired by Relationship Theory, in which the board represents Action, Zed Naught or the Sky, the white side represents Gain or the Sun, and the black side represents Loss or the Moon. Icon Creation: Create a piece of artwork such as a painting or sculpture, depicting one of the Mysteries you've described. Use this artwork in your meditation. Mystery Cards: This exercise is a combination of the Zed Tree Tarot and Icon Creation. It is a very elaborate project, in which you can exercise your creative powers to the fullest extent. To perform this exercise, design a set of 36 cards to represent the Lesser Mysteries, as interpreted by you. (You may also want to include 9 additional cards for
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The traditional version of this symbolism can be found in Secret Teachings of All the Ages by Manly P. Hall, p 402. 189

the Ennead.) For each of the cards you should design a reading, based on your own personal interpretation of that particular Mystery. You should also design a "reversed" reading as in the practice of Tarot. The numbers here represent the order in which the cards should be drawn, beginning with 0:
7 8 9 3 10 1 0 11 4 2 12 5 13 14 6

0- Represents the person doing the reading, the question, and the environment in which the question is asked. May be upright or reversed. 1- Represents negative or hidden aspects of the situation. Always read as reversed. 2- Represents positive or overt aspect of the situation. Always read as upright. 3- Represents the direction in which the negative aspects will or might develop. Always read reversed. 4- Represents positive forces affecting the negative aspects. Always read upright.
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5- Represents negative or hidden forces affecting the positive aspects. Always read reversed. 6- Represents the direction in which the positive aspects will or should develop. Always read upright. 7- Represents the final and worst possible outcome or most negative decision. Always read reversed. 8- Represents the best aspect to be taken from the worst possible outcome or decision. Always read upright. 9- Represents the negative developments that will persist despite any positive influences in the long run. Always read reversed. 10- Represents ways in which negative developments may turn out for the best. Always read upright. 11- Represents ways in which positive elements could go bad completely. Always read reversed. 12- Represents the positive developments that will persist despite any negative influences in the long run. Always read upright. 13- Represents the shadow side of this positive outcome or decision, such as future dangers. Always read reversed.
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14- Represents the final and most positive outcome or most positive decision. Always read upright. Mystery Verses: This exercise is an expansion of "Examining the Mysteries." After you have composed a verse or phrase for each of the Lesser Mysteries, use any random method to select a set of three verses- one representing the past, one the present, and one the future- when you have a need to use a form of divination. 11- The Mountains of Myth Mythos: Maker walked onward for many hours as the forest thinned, moving upward through low hills. He had entered a range of mighty mountains, which were still part of the chaos world and not yet the dream world. As he came out of the foothills he gazed up at the mountains in silent awe, and the broadsword at his side became a thin, strong walking stick. Maker sang a song:
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By the sun and moon and water, By the wind along the bay, I heard the Call and paid for all I found along the way: It's the price of all this freedom, All this unimagined awe. For others, this is just a dream, For you, a holy law.

Then he set his gaze on the path and began to climb, moving up into the mountains as if he had always known them. The trails that wound through the mountains were both narrow and perilous, bearing Maker through grim forests and over treacherous ridges, looking down over terrible chasms into which the waters fell as the wind howled. There was an eerie sense of desolation in the lonely hills, and often the sense that something was watching. The first peak in the chaos mountains was like a savage ogre, sprawled out drunk and asleep across the landscape. The climb was punishing, and the peak itself was a wasteland of ice. The skies shimmered and pulsed there with mysterious colors, while the moon and the sun seemed to blend together as the clouds rushed by, racing across the heavens like a
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team of horses. Maker gazed out at the mountains and saw the divine power that surged beneath them, the numinous majesty of the Source Itself. Then he sat down with his legs crossed on the mountain peak, in deep contemplation to find the direction he should take. The magic of the elements passed through his dreams, and he returned to the path to continue his journey. The second peak in the chaos mountains was like a mighty pyramid, the sides of which seemed as smooth as glass. The climb was a long one because the ice was slick, and the peak itself seemed as sharp as a needle. The skies shuddered and swirled there with chaotic colors, while the moon radiated light and heat as the clouds rolled by, racing across the heavens like desperate ghosts. Maker purified himself through a series of rituals, then prepared to raise the power of his pneuma. He sat down with his legs crossed on the mountain peak, breathing in with the Wind and breathing out with the Fire, in deep contemplation to find the direction he should take. The magic of the elements passed through his dreams, and he returned to the path to continue his journey.
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The third peak in the chaos mountains was like a serrated knife, each point of which was higher and sharper than the last. The climb was grueling, and the peak itself was a bare stretch of rock, on which a lone tree stood like a sentinel. The skies wept there with dripping colors, and the moon glowed blood-red as the clouds rolled by, racing across the heavens like a pack of dogs. Maker prayed to the power of the Source until he entered into Ecstasy, stepping outside of himself in a moment of glory. Then he sat down with his legs crossed on the mountain peak, in deep contemplation to find the direction he should take. The magic of the elements passed through his dreams, and he returned to the path to continue his journey. The fourth peak in the chaos mountains was like a dragon's back, and the cracked boulders that dotted the ridges were like a dragon's scales. The climb was made under scorching heat, and the peak itself was like a white-hot desert, parched and dry and covered with sand. The skies shifted and mutated there with metallic colors, while the moon seemed to drain the light from the stars as the clouds rolled by, and a wind rose and drove the heat from
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the air. Maker prayed to the power of the Source with his knees on the rocks, as the wind bit into his skin like a cold steel knife. Then he sat down with his legs crossed on the mountain peak, in deep contemplation to find the direction he should take. The magic of the elements passed through his dreams, and he returned to the path to continue his journey. The fifth peak in the chaos mountains was like a chunk of black mica, flaking and peeling as Maker climbed across it. The climb was arduous, and the peak was empty, with nothing there but black rock. The skies tore like ripping paper and rolled up in front of Maker's eyes, taking the moon and the clouds along with them. Maker prayed to the power of the Source until he entered a state of desperate exhaustion, where the sky and the mountains seemed to shake like cymbals as the tears rolled down his face. Then he sat down with his legs crossed on the mountain peak, in deep contemplation to find the direction he should take. The magic of the elements passed through his dreams, and he returned to the path to continue his journey.
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The sixth peak in the chaos mountains was wreathed in a never-ending winter storm, howling and raging in Maker's face. The climb seemed to take him five hundred years, and the peak itself was just an ice-covered rock. The skies were invisible behind clouds of white, swirling and glittering like splinters of glass. Maker closed his eyes and communed with the Mysteries, seeing their faces before him and hearing them speak, telling him the direction he should take. The magic of the elements passed through his dreams, and he returned to the path to continue his journey. The seventh peak in the chaos mountains was made of granite and ice, long stretches of one and then the other. The climb was grim and monotonous, and the peak itself was long and almost flat, as if its top had been cut off of it. The skies changed from one color to another constantly, cycling rapidly through all the colors of the elements, while the moon exploded into watery teardrops as the clouds rolled by, sailing across the heavens like a fleet of ships. Maker went into state of Ecstasy and stepped out of his body, traveling away to distant visions to find the
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direction he should take. The magic of the elements passed through his dreams, and he returned to the path to continue his journey. The eighth peak in the chaos mountains was as red as wine and as dark as blood. The climb was wearying, but the peak was majestic, as the entire landscape in every direction had taken on a wine-red palette of colors. The skies swirled like a maelstrom there with shades of black and red, while the moon shined with a pale white as the clouds rolled by, racing across the heavens like dreams on a mission. Maker closed his eyes and went deep into sleep, traveling away to distant dreams to find the direction he should take.The magic of the elements passed through his dreams, and he returned to the path to continue his journey. The ninth summit in the emerging dream mountains was a jagged peak of ferocious temper, from which waterfalls burst like explosions of winter; somber cliffs and sunless valleys and deep forests of dark-green pine, and on the top of the peak there was a glacier gleaming. When Maker reached it at last he turned his face back to look behind him, and saw not the
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mountains of chaos but the majestic mountains of myth and dream. The Five Ogres of the Chaos Mountains rose up to devour him, angered at the passing of the chaos world and the emergence into pattern of the world of dream. The Five Ogres of the Chaos Mountains came one by one, in five shapes of terror and nightmare. The first ogre was a blue-skinned ghoul with legs like ship masts, and an iron-hard pair of strong hands that sought Maker's doom. Maker sang it a magic song that contained all the power of the Zed Tree, and it retreated back into the mountains with a terrible cry, seeking out the deepest caverns, where chaos still thrived. The second ogre was a vicious monster with gold skin and silver eyes, a hideous thing with a hungry leer. Maker sang it a magic song that contained all the power of the Zed Tree, and it retreated back into the mountains with a terrible cry, seeking out the deepest caverns, where chaos still thrived. The third ogre was as white as a ghost, but it had fiery hands, and it sought to hurl flame at the poet. Maker sang it a magic song that contained all the power of
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the Zed Tree, and it retreated back into the mountains with a terrible cry, seeking out the deepest caverns, where chaos still thrived. The fourth ogre was a giant, with thick skin colored brown and green. It charged Maker with tremendous speed and sought to smash his bones into a thousand pieces. He sang it a magic song that contained all the power of the Zed Tree, and it retreated back into the mountains with a terrible cry, seeking out the deepest caverns, where chaos still thrived. The fifth ogre was a great black goblin, whose tiny eyes were yellow and burning. Its thick arms wrapped around Maker and held him fast, seeking to crush the life out of him. He called on the power of the elements and escaped its grip, then used his magic to take it prisoner, holding his stick to the creature's neck. "Where are Pneuma and Logos?" he asked. When he spoke these words, the two stepped out from a nearby cavern, and Maker recognized immediately that they were of his own kind, members of the Nine Higher Mysteries, also known as the Ennead. He allowed the goblin to escape,
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and it retreated back into the mountains with a terrible cry, seeking out the deepest caverns, where chaos still thrived. Pneuma was a young priestess dressed entirely in white, bearing a bowl for offerings, with her hair unbound. Logos was a man of power dressed in the red robes of a magical adept, and his eyes were focused and intensely disciplined. The naught points and zed points glowed within their bodies, fading out only after several seconds. "Welcome, Maker," said Logos. "My mission in the waking world will be to change all souls, leading them to be other than they thought they were. I will be the hidden law beneath all their strivings." "And my mission will be to drive them forward," said Pneuma, "To be the spirit they strive for." "Go, then, and await the Making," said their rescuer, and the two Mysteries departed into the mountains. Maker returned to the path to continue his journey. Logos: In the exercises involving pneumatic breathing, the pneuma is
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considered to be both Wind and Fire. In the mythic story used in this allegory, however, the two elements are split, with Pneuma representing the Wind and Logos the Fire. As the equivalent of Relationship Theory's "Direction" element, our Pneuma represents a strong manifestation of either creation or inspiration- a strong drive in one of those two directions. Logos represents Relationship Theory's "Wavering" element, which is also known as the "Cycle" element. This refers both to Change, and to the cyclical nature of all change- in this case, inspiration becoming creation, and then inspiration again. The pneuma, in the Stoic philosophy, was the life-energy of the world, while the logos was the "Word" or Divine Order. As the Divine Order in this universe is one of endless change, which is nevertheless cyclical in nature, the connotations of the Stoic logos can be applied to ours. Praxis: Purification: In order to increase the power or efficacy of any of the other exercises, you
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may find it helpful to temporarily set yourself apart to some degree from the mundane world, making yourself numinous through ritual prohibitions. The greater the purification you undergo, the more powerful the results. Options for purification include fasting in various degrees, or abstaining from alcohol, coffee, meat or sexual activity. Complete the purification with a saining, and an offering of wine, fruit or other gifts. Seeing Through: "Seeing through" means to perceive an ordinary daily scene as being numinous, through experiencing it deeply and with an open spirit. There is nothing to it in terms of technique except to observe with the eyes wide open, willing oneself to see the deep magic beneath the surface, the hidden mysticism of daily life. Raising the Pneuma: This refers to a meditation in which you count your breaths until your breath spontaneously becomes slow and deep. You may feel the sensation of a powerful
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electric current coursing through your body. One approach is to breath in through the nose to represent Wind, and out through the mouth to represent Fire. Ecstatic Prayer: Ecstatic Prayer is a method used for inviting the state of Ecstasy. Choose a prayer that appeals to you, and simply repeat the prayer until the words fill your entire world and drown out everything else, driving you eventually into a state of hysteria where mundane reason is broken down, and you at last make the leap into mythical consciousness. You should not pursue the ecstatic state for its own sake. To do so would be no different from using dangerous drugs. However, these techniques can be useful to alter your mode of perception and allow you access to the power, making the insights of gnosis possible for you. Just remember that it is the gnosis and not the experience that is the purpose of this practice. The Prayer of Discomfort:

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You can combine Ecstatic Prayer with ascetic practice by praying in an uncomfortable position. For example, if you pray while kneeling on cold stones, the discomfort will at first be mild but will eventually be agonizing. If you persist in this state, driving out all thoughts of daily life while repeating your prayer and not moving an inch no matter how great the pain, then the Ecstasy will come. You can fast for a period of time before undertaking such a practice. There are various types of fast. For instance, you can go two weeks without eating during daylight hours, or without eating after sunset. Or you can abstain from both food and drink. Or you can abstain from food and water, but drink a little wine. These practices of Purification will increase the likelihood of a successful outcome. The Prayer of Discomfort is potentially dangerous, and should be attempted only by a mature adult after due deliberation. Disordering: This practice is an extension of both Ecstatic Prayer and the Prayer of Discomfort. It refers to any practices that
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disorder the senses and the reason in order to lower any mental barriers and allow the state of Ecstasy to be more easily accessed. One might call this a "Bacchic" practice. This method is not only potentially dangerous; it is also open to both abuse and self-deception. No matter what anyone tells you, drug experiences are not mystical experiences, outside of the context of traditional cultural practices such as shamanism, in which case the use of the drug occurs in a highly controlled environment designed to guide the practitioner within a particular mythological framework toward particular goals. However, the use of a little wine (for example) can help relax you and lower your barriers, making it easier for you to access the Ecstasy. If you can't do so without the wine, however, you'll never do so with it. Here is a first person account of Ecstatic Prayer, incorporating elements of all three approaches given above: After weeks of fasting during daylight and hours of intense prayer, I left the house without wearing my shirt on a bitter winter night, because the moment it
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occurred to me it seemed impossible to take another course. I felt the keen bite of a call along a more difficult path, less easily seen but more real than my previous experience had granted me. The cold air burned my arms. I went to the place I had chosen, and sat with folded legs. The frozen ground seeped up into my body and my bones. I did not fold my arms around my body to protect myself. I felt the world as the animals feel it, and every stir of its breath enveloped me, with nowhere to hide. We have created so many ways to protect ourselves from the world, to not have to feel its uncomfortable changes. All these protections had been stripped away. My skin burned when the wind touched it. My ears heated up from within until I could think of nothing else, and then the heat faded away. My body shook, my limbs jerked like a puppet, beyond my control. The cold was all of me. And it was not important. The pain was intimate, but not overpowering. I knew it completely, and it knew me. It drove me along my more difficult path. The wind had me wrapped in its bony arms. Sometimes I was able to keep
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my prayer in front of my mind, and sometimes I could only chant it emptily in my head while my body shook and shivered in the winter night. I faded in and out of focus, in and out of awareness of my prayer. Daily thoughts floated up in my mind and distracted me, but the pain and the harsh wind drove them out. The wind was a constant presence, a power I could not ignore. It never let me be distracted for very long. After a while, I realized something had changed. I had not had a conscious thought in several minutes, although I still prayed. The words were a meaningless pattern of sound, but they had absorbed my attention. As soon as I knew this, I knew the rhythm had been broken, because I was thinking again. But the wind came over me, blew through my body and my bones, and I fell back into the rhythm of the words. Thought and consciousness fell away from me. A strange wave came up from inside of me, and I jerked like a fish on a hook. My head fell back, and my hands rose up towards the sky in an involuntary supplication. Then it left me, like the ebb tide after the flood, and the
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words surrounded and absorbed me once again. I prayed silently while my face and my hands turned blue. The wind struck, and pain flashed across my body like distant thunder. And the wave returned. I was lifted halfway to my feet by the awful ecstasy inside me. My head and my arms flapped and shook. They danced on their own, without my will, desperate to move so the power inside wouldnt burst them. There was something in my body that was far too large for me. I can only describe it as a joy, but a joy as immense and terrible as the mountains. My words were a babble of sound in the vague pattern of my original prayer. My mouth was open to the wind, and my face was numb as if I was drunk. I could not close my mouth. A sound came out, a long moan or scream from deep inside of me. I was thrown to my feet by a force that exploded in my body. My legs jerked and twitched, my arms beat the air, and I danced without trying to, though my mind was a universe away. My feet shuffled and dragged on the rock, my body kept pitching forward. I fell to my knees, and I crumpled face-first to the ground. Even lying down, my limbs kept writhing. I could feel- I
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could even see- the coiling and uncoiling energy of life in every atom of the stones and the wind. It was so apparent, it was so obvious, and I knew that all my former understanding had been a blind guess at the truth that was now in front of my eyes. Laughter came out of me until my stomach hurt, until my throat burned, and I could hardly breathe from laughing, and long after that. Every time a spiral of laughter ran down in me, a new one began, and I was helpless to stop it or even control it. When I was not laughing, I screamed. I moaned for minutes at a time, driven by the need to let this massive pressure escape from me. And there were spirits all around me. These were not white amorphous clouds of mist, or shining warriors riding horses. Instead I saw dozens of beings, fluid and bright, like translucent water, in the shape of tall men without faces. Their bodies had the texture of flowing glue. It went on like this for hours. Every time I felt it winding down, every time I could glimpse my normal way of looking at the world, the wind hit me or the energy welled up within me, and I was beyond
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myself again. And then I collapsed. When the energy was finally gone, when the presence left me and the glowing beings went away, I was a pile of rags and sore bones pressed flat against the cold stone. Both the ecstatic state and the life that can include it are as dangerous as they are wonderful. The sense of beauty is so heartbreaking, so overwhelmingly poignant and painful, that it leaves you on a tightrope between awe and despair. Collapse and retreat and the dissolving of the minds structure of order beckon on one side. On the other side there is an awareness of divinity and numinous essence beyond the need of words, and so far beyond expression in words that it can only be vocalized by crying out. This musical, unstructured cry is the minds vital safety valve, the only thing at that moment which makes the presence endurable. To say that one feel the sacredness of the world in this moment would not be quite right. To be sacred means to be set aside, and the world cannot be set aside from itself. And to say that one becomes aware that the world is holy would also be wrong, for holy means both wholesome
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and healthy, and this divine numinous essence includes even those things that are unwholesome and unhealthy. There is, in fact, no word for it, and so words such as sacred and holy must be used after all, if only to convey some part of the amazing sense that the world is what it is. In the end, I believe the best word for ones condition in this state is worship, because that implies finding worth in a thing, and in this state of awareness one finds automatic and ultimate acceptance of the worlds unalterable worth. If anything is set aside, it is we who are set aside from our limited perceptions. In the ecstatic state, we are standing outside ourselves and beside ourselves, or at least outside our sense of self which is somehow ordinarily unaware of these things. In this state of being set-aside, we are therefore made sacred, and given a glimpse of the true beauty and horror of our world. I have seen incredible things when my mind was set beside it self and made sacred in the ecstatic state. I have seen beings of energy and dead souls, marvels and ghosts and visions. But even though these things are wonderful, yet they
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themselves are in the world and of the world; and I feel that there is more wonder and awe in the sight of a wild dark mountain brooding over an ice-covered lake, or in the arctic wastes with their long deserts of white snow broken by black peaks, than in these visions and beings of light. For the beautiful world is theirs to be part of and to adore, just as it is ours to be part of and to adore. I respect them and honor them, as manifestations of the numinous essence, the shining and perilous realms of true sight. Meeting with the Mysteries: This is a practice for either Active Dreaming or its equivalent in the state of Vision. Either through the deliberate control of a lucid dream, or in the context of a Vision while waking, you meet with one of the Mysteries from the realm of myth. This could be a traditional mythological figure, one of the Ennead, a Lesser Mystery, or a Mystery you have never heard of or conceived before. Vision Quest:
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This refers to a journey or quest that occurs within a waking Vision, for the purpose of achieving some mythic task or acquiring gnosis. Dream Quest: This refers to a journey or quest that occurs within an Active Dream, for the purpose of achieving some mythic task or acquiring gnosis. Gnosis Pilgrimage: You can encourage or evoke an experience of gnosis, by making a pilgrimage to a numinous place, or on any arduous journey that completely separates you from your daily life, and remaining on that journey until you experience gnosis. My long poem "The Desert Spirits" was composed after a journey of nearly 4000 miles by truck through the Painted Desert, Mojave Desert, Great Salt Desert, and the Rocky Mountains. Rune Poems:

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The word "rune" in this context does not refer to the Norse runes, but to an alternate meaning of the same word. "Rann" in Scottish Gaelic is a word for a song or verse, while "run" is a secret. Magical charms in Gaelic are generally referred to as "runes" by translators, a play on the etymology of all three words. "Rune Poems" in Mythopoesis refers to the use of poems as charms. After translating the purpose of the charm into a sentence of elements (just as in the Elemental Talismans exercise), you would compose a poem incorporating symbols for those elements in allegorical form within the poem. 12- The City of the Source Mythos: Maker walked onward for an unknown time, during which the last of the chaos world passed away, re-ordering itself into the dream world or the world of myth, in response to Maker's magic songs. He went beyond the ninth peak to a great plateau, upon which there stood a
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magnificent city, the City of the Source where Poesis waited. In the City of the Source there were nine great temples, each one a testament to the Source's majesty, to the awesome power and radiant glory of the Beyond. The first temple was called Bonitas and it was made of rose marble, with great columns that seemed to touch the clouds and statues of beautiful and noble figures, representing the goodness of the emerging world. Maker walked there in calm recollection, his spirit stirred and ennobled by what he found. The second temple was called Magnitudo and it was a cathedral that seemed as tall as a mountain, with Gothic arches that soared to the sky and magnificent carvings, representing the greatness of the Source's power. Maker sat there in the temple and did nothing at all, observing the beauty and the glory without needing to act. The third temple was called Duratio and it was a pyramid of milk-white stone, undecorated to represent eternity. Maker chanted aloud there in honor of the Source, and his spirit grew within him like an unfolding flower.
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The fourth temple was called Potestas and it was a ziggurat of a thousand steps, each one of which teemed with wonderful gardens. The gardens were sculpted and shaped by a master gardener, to represent the power of the Source's creation. Maker called in his thoughts then, and set them firmly into one of his naught points, which glowed brightly as he walked through the gardens. The fifth temple was called Sapeintia and it was made of a dark red marble, with columns of intricate detail carved in honor of wisdom. Maker followed the carvings with his eyes as he walked, meditating on the turnings of the Zed Tree. The sixth temple was called Voluntas and it was a cathedral made of living bone, the sides of which were decorated with colorful paintings, in honor of the great will at the heart of the universe. Maker denied then that he knew anything at all, or that the Source could be grasped by either man or god. The seventh temple was called Virtus and it was a pyramid of shining ebony, simple and unadorned in honor of virtue. Maker stilled his thoughts until his
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mind was quiet, becoming as unmoving as a clear bright pool. The eighth temple was called Veritas and it was made of massive gray stones, each one of which was cut perfectly so as to fit without mortar, and carved with abstract symbols in honor of truth. Maker knew the glory of the Source in every fiber of his being, and no longer needed any method to attain it. The ninth temple was called Gloria and it was a riotous explosion of beautiful colors, as radiant and alive as the glory they depicted. The inside of the temple, however, was a terrible darkness, untenanted and as black as space. Maker stumbled in surprise as he entered, for the Source was gone, and every memory of joy and life. He felt a horrible cold there, and he heard the wind, howling upward from a black Abyss. At the center of the temple there was a great black hole, leading only to the lightless Gulfs. Maker sang this song:
Silence. Thats right. And darkness. Not one word. The music of the spheres is dead and still And this enormous horror fills your world218

So vast, its weight cares nothing for your will. So laugh, and drink this nothingness, This hate. Dive into fear and drink until its bliss. We came to weave a strand of words and lights For She who serves both God and the Abyss.

Maker fell to his knees then. He was at the heart of the City, at the very center of the world he had named, and there was nothing there after all but the Pit. He wanted to weep, but his cheeks remained as dry as stone. He wanted to pray, but it seemed that there was nothing there to pray to. He remembered only Poesis, whose destiny it seemed was to be one with him. And so he spoke a love poem to her as if it was a prayer, knowing that only love could save him:
This art consists In giving things That can't be asked for, Can't be earned. In trading joys That can't be bartered, Learning skills That can't be learned. This art consists in Reading facesYours, unconscious, 219

Blind with bliss Or gazing back

In fierce connection
As we watch And finally Kiss. This art consists in Touching, Slowly, Every sorrow, Every fear. Healing where there's Room for healing, And, where not, In drying tears. This art consists in Knowing, somehow, Things that no one Ever knows. In speaking words That have no language, Going places No one goes. This art, like every great creation, Can't be mastered, Can't be sold, Only served And lived as service With a lifetime To unfold. This art consists of joys and sorrows 220

So complex We'll need the time To taste them, Know them, And create them. That is why I'll make you mine.

There was a sound as of roaring flames, and a fiery light from deep in the Pit. Maker startled and looked up in complete astonishment, and then his eyes went wide with awe, because the Zed Tree was rising from the Abyss. The veins within its body still glowed with power, and the flaming globes on its branches still turned like planets. Maker knelt and bowed his head in honor of the Source, as the Zed Tree hovered above him and bathed the temple with light. And then Maker sang:
The fiery spheres that hang like fruit From every branch are bright Like burning planets, fierce and orange, Lighting all the night And turning always, slowly turning, Casting glowing sparks While waves of change flow back and forth Through veins beneath the bark. The darkness of the void behind Reflects the orange light A glow of dim, yet rich creation, 221

In an endless night. And all that can be heard is just A dull yet awesome roar, Like waves of time and space, advancing Up a silent shore. The sound of every change there is, In constant, roaring, flame. Producing every substance, essence, Mythos, logos, name. This tree exists wherever one Divides, producing two. Behind the thing itself, the Zed Tree Splits and branches through.

Logos: The 13th-century Spanish mystic Ramon Llull, also known as "Doctor Illuminatis," produced an amazing and complex system, which used a set of algebraic notations to represent philosophical and religious questions in symbolic form. One version of Llull's remarkable creation, the "Ars Brevis," involves nine elements arranged in thirtysix combinations, which could then be arrayed on a symbolic tree. The similarity with Relationship Theory is almost eerie, given that my father David Douglas Thompson and my brother Jason Thompson, the developers of Relationship
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Theory, were not familiar with the work of Ramon Llull. Llull, my father and my brother all claimed to have received their information as the result of visions. Make of that what you will! Although the logic of Llull's system cannot easily be reconciled with the logic of Relationship Theory, I have named the nine temples of the City of the Source after Llull's nine elements, in honor of the strange connection between the two systems. Most of the mystical practices in Mythopoesis are kataphatic- that is to say, they involve the deliberate use of mental images, visualizations and mythological symbols, much like the systems of St. Ignatius Loyola, Alchemical Taoism, or Mikkyo Buddhism. Several of the practices in this chapter, however, are apophatic, which is to say that they avoid or even reject the use of any mental conceptions, like the system described in The Cloud of Unknowing or the practices of Zen Buddhism. Apophatic mysticism may perhaps be a higher form, but it is also much more difficult for most people. Therefore you might want to consider these to be advanced practices.
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Praxis: Nine Temples Meditation: In this exercise, you visualize the nine temples of the City of the Source, culminating in the Abyss and the Zed Tree. As always in visualization exercises you should seek to make the mental images as vivid and detailed as possible. The temples can have any design or appearance you wish; you shouldn't be bound by the descriptions given here. Walking Recollection: "Walking Recollection" refers to performing any of the other exercises of Mythopoesis- but especially such exercises as "Self and Other" and "Seeing Through"while walking slowly and thoughtfully, whether indoors or out. Doing Nothing: "Doing Nothing" isn't really meditation as such, but it has a similar effect. All it means is that you don't do
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anything for the purpose of passing the time. If there is anything you specifically want to do, then you should do that thing, but never do anything just to fill the hours. Reject the need for "entertainment" and the boredom that follows after it, concentrating on experiencing fully awake participation in every moment that passes. It's not that you should seek to stop the mind or even to restrain it- whatever you want to think about, no matter what it is, you simply think about that thing. But you don't do anything to avoid your thoughts, you don't do anything to hide from yourself. If there's nothing you specifically want to do, then you don't do anything. Scrupulous practice of Doing Nothing can do away with boredom, a pseudo-emotion created by spiritual restlessness. When you no longer understand exactly what people mean when they say they're bored, then you will have gained the benefits of Doing Nothing. This practice is not intended to lead directly to gnosis; it's more like a fundamental principle of spiritual liberation. Affirmations:

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Before we can negate, we must affirm, and before we explore agnosia (which is beyond all concepts) we must first explore the divine through concepts. In this exercise, you will compose a series of Affirmations or positive statements about the Source, in preparation for the Negations, which will deny those statements. After you have composed your list of Affirmations (based on your own understanding of the Source as you conceive it), then you should meditate on the list you created. Centering on the Naught Point: Focus your imagination on one of the naught points in the body and simply hold it there, returning to it gently whenever you find yourself thinking about something else. Following Knotwork: This meditation uses any knotwork design (such as Celtic or Saxon manuscript illuminations) as a mandala. Focus your eyes and your imagination on any strand of the knotwork and follow the pattern slowly
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and thoughtfully with your eyes, considering right turns in the knotwork as manifestations of the Sun element, and left turns as manifestations of the Moon element. Can you see any of the other elements in the patterns of the knotwork? Negations: Beginning with the list of affirmations you created (but moving on to any other concepts you can think of), deny the truth of that affirmation and also of its opposite. For example, if your affirmations included the phrase "The Source is powerful, the Source is wise," then your negations would include the phrase "The Source is not powerful, the Source is not powerless, the Source is not wise, the Source is not unwise." The purpose of this exercise is to stress the impossibility of comprehending the Source in any way with the human intellect. Forgetting: The practice of Forgetting is like Doing Nothing, except that you actively attempt to restrain your thoughts, stilling or
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"forgetting" any specific concept, any specific image. Entire spiritual traditions have been built around this practice, the "cloud of unknowing" in Catholic tradition as well as the mushin of Zen. Like the Catholic contemplatives (and unlike the Zen Buddhists), we consider this to be an advanced practice, not even to be attempted in the earlier stages. The practice of Forgetting aims to still the mind, allowing the Source to speak directly to it. Aim to stop your thoughts for as long as you can, either by concentrating on nothingness or on a specific phrase, such as the phrase "I remember nothing" from the Noctiviganti Saga, or a set of words in the Language of the Elements. Actively reject any image at all, even sacred and pleasing images. Actively reject any concept at all, even holy and inspiring concepts. The practice of Forgetting is a path of purgation, leading potentially to Level 7 after many years. Passive Contemplation: There is nothing you can do deliberately to practice Passive Contemplation. This refers to a situation where you are in a meditative state on an
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ongoing basis, whether awake or asleep, whether engaged in spiritual exercises or mundane life. Passive Contemplation is a gift, a grace, and not something you can invoke or even encourage. The Dark Night: The Dark Night refers to a stage in mystical practice that sometimes precedes a significant Revelation, in which the practitioner feels spiritually dead, completely cut off from meditation or any spiritual consolation. The Dark Night can sometimes last for years, in which case the only option is to simply persevere in your practice with quiet faith. The Dark Night is the Wasteland in which the Grail is found, and should neither be rejected nor encouraged. It will come if it comes. 13- The Union of Maker and Poesis Mythos: When Maker finished his song, he heard the voice of Poesis. "Welcome to the Temple of Gloria," she said, "Where I have made my
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home. It is my task, as Inspiration, to lead makers here, where they will find Agnosia in union with their art. You have come far and seen much, my love, and you have given order to the Dreaming World. It is now your task to make the Waking World, in the Dance of the Red Slippers." Maker looked up then, and saw Poesis before him, the outline of a woman in silver energy, floating in front of the Zed Tree before the Abyss. The blackness of the Temple of Gloria was now lit by her radiance, and by the radiance of the Zed Tree and its endless burning. Maker had also undergone a mysterious change, for he was now the outline of a male figure made of golden energy, and capable of floating into the air at will. He floated up to her then, and they joined at last, in a union of love in which both were extinguished, becoming a single figure: the great Agnosia. Logos: Maker is the archetypal artist or Creator, and Poesis is his Inspiration, two halves of a single whole: the mystic state of Agnosia, in which all thought and
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conceptualization is extinguished in rapture, thus manifesting the Source of all. The erotic quality of this image is quite deliberate, for the state of erotic union is the closest most people will ever come to the spiritual bliss of Unknowing. Praxis: The Union of Maker and Poesis: This is a visualization of the scene in this chapter, in which the lover joins the beloved at last in a mystical union, together becoming Unknowing to approach the Source. 14- The Vision of Agnosia Mythos: Agnosia was neither male nor female, but could be conceived of as a great goddess, with eyes as black as the Abyss and a body of the sky. Agnosia could also be conceived of as a mighty god, the Sky Father on a glowing throne, or the King of Heaven. The experience of being Agnosia was nothing like this; it was
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nothing at all like anything, in fact. Agnosia was the State of Unknowing, a window on the Source, or a window on the darkness that veiled the Source, which can be directly perceived by neither man nor god. Maker and Poesis were in union there through the countless centuries, for a moment of time no longer than a thought, for no time at all. When they emerged at last into their separate forms, Maker was wearing the Red Slippers with which to order the world, and Poesis was nowhere to be seen except in the smile that lit his eyes. Logos: The idea behind these visual representations of the state of Agnosia is that all human conceptions of the Source, whether we imagine It as a Mother Goddess or a Father God, or in any other way whatsoever, are at best merely Icons, symbols of something we can never understand. Praxis:

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The Vision of Agnosia: This is a visualization of Agnosia as a goddess of the sky, or as the Sky Father or the King of Heaven, or in any other form that means "The Divine" to you. The Zed Wheel: The Zed Wheel is a mandala for use in Mythopoesis. It consists of five concentric circles, divided into compartments containing the names of the elements: The first or inner circle contains only Sky. The second circle is divided in two vertically, with Moon on the left and Sun on the right. The third circle is divided into four compartments. The two top compartments contain Fire; the two lower compartments contain Wind. The fourth circle is divided into eight compartments. The top four compartments, beginning at the left, contain Water, Day, Night and then Water. The bottom four compartments contain Water, Earth, Earth and then Water.
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The fifth circle is divided into sixteen compartments. The top eight compartments, beginning at the left, contain "Water or Wind," "Sky or Fire," "Sky or Fire," "Day or Wind," "Night or Wind," "Sky or Fire," "Sky or Fire," and "Water or Wind." The bottom eight compartments, beginning at the right, contain "Sky or Fire," "Water or Wind," "Water or Wind," "Sun, Wind or Earth," "Moon, Wind or Earth," "Water or Wind," "Water or Wind," and "Sky or Fire." The following explanation and example cannot easily be understood until you have made a Zed Wheel of your own. If you make a Zed Wheel and follow along, you should be able to easily see how it works. To use the Zed Wheel in discursive meditation, begin by focusing on the inner circle, marked Sky. Focus your mind on the topic of your meditation, whether it is mystical, ethical, philosophical or mundane. The example I will use is the concept of "the mystical path." Breathe in and out nine times while concentrating on that concept. Like any concept, the mystical path can be expanded or broken
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down into a pair of opposites. In this case the opposites we will consider are the via positiva (or the way of affirmation) and the via negativa (or the way of negation). The via positiva will be the Sun, and the via negativa will be the Moon. Throughout the entire process, the compartment to the right and above of the compartment you are looking at will be the "Sun" option, while the compartment to the left and above will be the "Moon" option, except for this first stage, where the Sun is simply to the right and the Moon to the left. Every time you move to the right in this exercise you will be applying the power of the Sun, and every time you move to the left you will be applying the power of the Moon. Choose one of the two options, it doesn't matter which one. If you choose the Sun, turn the wheel so that the Sun compartment is on top and the Moon compartment is below it. Now contemplate the via positiva for nine breaths by concentrating on a specific affirmation- for instance, "The Source is wise." Once again, you must choose one of two options. If you choose the Wind, you will expand on your affirmation: "The Source is all-knowing." If you choose the
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Fire, you will apply a negation: "The Source is not wise. The Source is not unwise." In either case, turn the wheel so that the compartment you have chosen is directly in front of you. Let's say, for the sake of our example, that you chose the Fire: "The Source is not wise. The Source is not unwise." Meditate on this concept for nine breaths. You must once again choose between one of two options. Your choices in this example are Night and Water. If you choose the Night, you will expand further on your negation: "The Source has no wisdom as mortals understand it." If you choose Water, you will turn back in the direction of affirmation: "The Source is the model for mortal wisdom." Let's say you chose the Water option: "The Source is the model for mortal wisdom." Meditate on this concept for nine breaths. Now you must choose once again. As you come to the edge of the wheel, your options are now "Sky or Fire" to the left and "Water or Wind" to the right. If you choose "Sky or Fire" you may then pick either of those elements, and move to a
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compartment containing whichever one you choose. "Sky" is in the center, so if you choose that option you will return to the center. If your choice was "Water or Wind" you may then choose between Water and Wind, and move to a compartment containing that option. You would then apply either an affirmation or a negation based on your choice. Let's say you chose the Sky. As you have now returned to the center, you should meditate for nine breaths on the concept of "the mystical path," and then begin the entire process again. You can repeat this as many times as you like. There are a number of beautiful artistic options for creating your own Zed Wheels. You could symbolize the nine elements by their nine colors, by pictures, or by the nine personages of your Ennead. You could create different Zed Wheels for different sorts of questions. You could draw the Zed Wheel as a map of Maker's version of the Mythic Realm, with the inner circle as the City of the Source, the second circle as the Mountains of Myth, the third circle as the Forest of the Mind, the fourth circle as the Ocean of the World, and the fifth circle as a boundary around
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the whole. In this case, each compartment will represent the section ruled by that particular element or Ennead. 15- The Dance of the Red Slippers Mythos: The Dance of the Red Slippers had now begun, by which Maker created the Waking World and gave it its order. He stood at the center of the emerging cosmos and created the Sky, and all the vastness of the heavens and the stars. When Maker danced to the right he created the sun, and when he danced to the left, he created the moon. Turning and wheeling from left to right and from right to left, he created the wind and the fire, the earth and the water, and last of all the day and the night. Although these things had already existed within the Dreaming World, Maker created them in the Waking World as he performed his dance. He assigned one of the Higher Mysteries to each of the regions of the cosmos, giving it to them to rule and personify. To Eros, Ananke, Sophia and Gnosis he gave the Ocean of the World, while Pneuma and Logos ruled the Forest
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of the Mind. Maker and Poesis together ruled the Mountains of Myth, while Agnosia reigned alone in the City of the Source. When he had created the physical elements, he repeated the process, dancing through all of the opposing forces of which the world was made. Because there was reason, there must be inspiration, and all the permutations of their interaction. Because there was kindness, there must be cruelty, and every shade of existence inbetween. Because there was heat, there must be cold; because there was order, there must be chaos. For every pair of opposites that could possibly exist, there also existed a Zed Tree to trace the path of their interaction, and nine elements to map that pattern, and the nine Higher Mysteries of the Ennead, and their Thirty-Six Transformations. Maker danced through them all, and he is always dancing, creating the patterns that underlie the world. And every maker in the Waking World does exactly the same. Logos:

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The nature of the world we live in is one of opposition, of differentiation into opposing forces. These opposing forces mask a deeper unity, the One power that is the Source of all. In the mystical journey, by examining and confronting the forces of opposition, we seek to reach that transcendent unity, achieving the Mystery that is the core of Art. This is the Dance of the Red Slippers. Praxis: The Dance of the Red Slippers: This is a visualization of Maker's primal creative dance, based on the description given above. The Dance of Maker: To perform this exercise, draw a Zed Wheel on the floor or the ground and dance through the compartments of the Zed Wheel as you follow the thread of a meditation, exactly as you would when using the Zed Wheel mandala. Visualize yourself as wearing the Red Slippers, dancing the world into being and giving it
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order. Creating Your Own Exercises: You don't have to be restricted to the exercises in this book, as varied as they certainly are. Feel free to create your own, either by coming up with variations on the exercises listed here, or by striking out in new directions. One practitioner assigned the nine elements of Relationship Theory to the nine elements of ancient Norse myth, rather than the nine elements used in this book. The result was a completely different set of connotations and exercises. (For instance, he assigned "salt" to Metastability, and "water" to Wavering.) Once you feel confident that you understand what you're doing, you have complete freedom to customize this system.

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III- The Magic Games


1- Introduction The heart of the practice of Mythopoesis is found in the Magic Games, which are described in this section. The Magic Games represent a structured approach to creating mythic stories of your own invention, using the problems, questions and events of your own spiritual life as the basis for your stories. The archetypal relationship patterns within your personal questions and life situations are translated into myths, and then used as meditative aids on your spiritual quest. The goal here is to find the mythic core within your struggles and sacrifices, the sacred patterns of myth and poetry within your life. You will generate your own myths with the aid of a Story Book, which includes a list of possible events that could occur in a mythic story. The story possibilities in the Story Book were not chosen at random but through a very complex and thorough process. Elements common in myths and traditional stories were correlated to each of the 36
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Transformations. The result is Part One of the Story Book. Then a calculation called a "zed tree expansion" was performed for each Transformation according to the rules of Relationship Theory. These calculations are supposed to reveal the underlying patterns of Relationship that will develop from any particular Transformation. (For more information on zed tree expansions, read Form is the Illusion.) The story possibilities from Part One were combined with these zed tree expansions to create Part Two. When you create a new myth using the Nine Elements Game, it isn't just a made-up story but a symbolic representation of the archetypal relationship patterns contained within the question you asked. The Nine Elements Game can be applied to more than just the problems of life. You can apply it to lines of poetry, to philosophical questions, to anything you can make a sentence out of. This game allows you to generate a mythic story out of any element or issue of human thought. 2- The Story Game

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1- This game is a beginner's version of the Nine Elements Game, designed to familiarize you with the process of using the Story Book before you attempt the more complex Games. It is certainly possible to work only with this Game, ignoring the more involved options. This would have the advantage of being much simpler. It would have the disadvantage, on the other hand, of not developing the underlying patterns more completely. 2- Describe the situation you are in right now or the problem you are considering. Express this problem in a single sentence and write the sentence down. 3- Remove all of the helping words, such as "and," "of," and so forth. 4- Replace every word in your sentence with one of the elements of the Zed Tree, according to the following chart: Sky- the primary actor in the situation, this actor's environment, or his primary action in the situation under consideration. Sun- any positive element in any possible duality, such as the gaining, open, light or obvious qualities in the situation.
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Moon- any negative element in any possible duality, such as the losing, dark or hidden qualities in the situation. Wind- any word or phrase in which something becomes more like itself, or develops or moves in a particular direction. Also, "selection" or "randomness." Fire- any influence toward change or transformation, in which the change has not yet been completed. Also, "cycle." Earth- any word or phrase in which the positive or negative elements of any possible duality have strongly manifested. Water- any word or phrase in which something is under an opposing influence but remains essentially itself. Night- any word or phrase in which the positive elements of any possible duality have become negative over time. Day- any word or phrase in which the negative elements of any possible duality have become positive over time. 5- You should now have a completely new sentence, containing only elements of the Zed Tree. It's important to write your sentence so that you have an even number of elements. If you have an odd number, add the element of Sky to
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your list so that it's possible to make a list of pairs. Every pair of these elements is a "Transformation." If any pair contains two of the same element, change the second one to Sky. If any pair contains Sky twice, change the second one to Fire. 6- Each Transformation will have a reading in Part One of the Story Book, containing a list of story possibilities drawn from the realm of myth. Use these readings to select developments in your story, one for every Transformation you picked. 7- You should now have a list of story possibilities. Use this list of possibilities to create a new myth. 8- Meditate on the myth you've created, trying to visualize the entire story, imagining every element as vividly as possible. Continue this process every day until you have an insight, a magical dream or an omen of some kind, containing gnosis or spiritual knowledge about the problem you are facing. If you receive no answer, go back to your list of transformations and write a completely new mythic story, simply by selecting different story possibilities than you selected before. Try not to get stuck in a particular pattern- always seeing yourself
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as the Hero, for instance. Shift your perspective somehow every time you rewrite your myth. This can be done as often as once a day while you are meditating on this issue. 3- The Nine Elements Game 1- Describe the situation you are in right now or the problem you are considering. Express this problem in a single sentence and write the sentence down. 2- Remove all of the helping words, such as "and," "of," and so forth. 3- Replace every word in your sentence with one of the elements of the Zed Tree, according to the following chart: Sky- the primary actor in the situation, this actor's environment, or his primary action in the situation under consideration. Sun- any positive element in any possible duality, such as the gaining, open, light or obvious qualities in the situation. Moon- any negative element in any possible duality, such as the losing, dark or hidden qualities in the situation.
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Wind- any word or phrase in which something becomes more like itself, or develops or moves in a particular direction. Also, "selection" or "randomness." Fire- any influence toward change or transformation, in which the change has not yet been completed. Also, "cycle." Earth- any word or phrase in which the positive or negative elements of any possible duality have strongly manifested. Water- any word or phrase in which something is under an opposing influence but remains essentially itself. Night- any word or phrase in which the positive elements of any possible duality have become negative over time. Day- any word or phrase in which the negative elements of any possible duality have become positive over time. 4- You should now have a completely new sentence, containing only elements of the Zed Tree. The next step is to translate this sentence into a single Transformation. For instance, if your problem is how to become a better storyteller, this can be expressed as the sentence "How can I become a better storyteller?" which can then be simplified
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into "I become better storyteller" and translated into Sky/Fire/Day/Earth. Can you figure out why I chose those particular elements? This was my reasoning. "I" refers to the Actor in this situation, which can be represented by Sky. "Become" refers to a change, which is symbolized by Wavering or Fire. "Better" can be symbolized by Improvement or Day. "Storytelling" is the skill or Strength I wish to improve, which can be symbolized as Earth. Would you have chosen the same elements, or different ones? This sentence can be simplified into Day/Earth ("Improving" the "Strength" of storytelling), which would then be the Transformation you would work with. 5- Each Transformation will have a reading in Part Two of the Story Book, containing fifteen lines of story possibilities drawn from the realm of myth. Select one story possibility from each of the fifteen lines. 6- You should now have a list of story possibilities. Use this list of possibilities to create a new myth. This will be the mythic story of the problem you are considering, containing in mythopoetic
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form all of its transformations and potential energies, all of its hidden secrets. 7- Meditate on the myth you've created, trying to visualize the entire story, imagining every element as vividly as possible. Continue this process every day until you have an insight, a magical dream or an omen of some kind, containing gnosis or spiritual knowledge about the problem you are facing. If you receive no answer, go back to Part Two of the Story Book, look up your Transformation again, and write a completely new mythic story, simply by selecting different story possibilities than you selected before. Try not to get stuck in a particular patternalways seeing yourself as the Hero, for instance. Shift your perspective somehow every time you rewrite your myth. This can be done as often as once a day while you are meditating on this issue. Note: If you are adept with Relationship Theory and comfortable with performing your own zed tree expansions, you can fine-tune the results of the Nine Elements Game by doing the expansions yourself and using Part One of the Story Book rather than Part Two.
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3- The Red Slippers Game This is a set of spiritual exercises to be carried out over a period of months, designed as a searching and examination of one's life and world with the aid of the Nine Elements Game. The goal is to move upward through a series of levels, beginning with the World (where ethical choices and behaviors are examined) and progressing through the Mind (by examining the thought patterns that underlie all such choices) to the level of the Mythic Realm (where one examines the mythopoetic essence of the lower levels, the transpersonal Ideas behind all our ideas) and, at last, the Source. This set of spiritual exercises is a form of kataphatic mysticism, inviting gnosis through the use of symbol and allegory. It is vital to understand, however, that the symbol and the allegory are not the gnosis, but merely a means of inviting it. Spontaneous, unmediated and direct experience is what these exercises seek to foster, producing genuine spiritual growth in a balanced progression. The allegory that forms the framework for these exercises is that of the
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Quest, in this case a search for the Red Slippers of Maker. All 36 Transformations of the Zed Tree will be encountered on this Quest, in the form of 36 Guardians whom you must pass. These Guardians will be encountered on the nine islands of the World Ocean, nine groves of the Forest of the Mind, nine peaks of the Mountains of Myth, and nine temples of the City of the Source. Each Guardian will demand a story from you, to be constructed by the Game, and in each case you may not pass the Guardian and move on to the next one until you receive gnosis relating to the story you have told. The Guardians you encounter in this game will be the Lesser Mysteries you created in the "Naming the Mysteries" exercise. Re-read the description of each Guardian as created by you. After reading the description, you should meditate on what it says, trying to visualize it as vividly as possible- including all of the senses for greater vividness. Imagine the Guardian as a powerful and even intimidating force, forbidding you from leaving its home until you win its favor, which can only be done by telling it a "true story." Each story will
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be constructed according to the rules of the Nine Elements Game, using the transformation symbolized by that Guardian as your starting sentence. You should conceive of the sentence as representing a specific question that those elements can symbolize. After creating a mythic story out of this question, you should meditate on your myth, seeking for gnosis or spiritual insight. This might come in the form of a dream, an omen of some kind, or a personal epiphany. If there is no such response then you must re-write your myth, continuing the process until there is a response. Only once this has happened may you proceed to the next Guardian. The first nine Guardians on your list should be conceived of as being met with on the Ocean of the World, and the questions should be primarily ethical in nature, having to do with your own behaviors and decisions. Once you leave the Ocean of the World behind and reach the Forest of the Mind, the issues involved are primarily thought patterns, rather than behaviors as such, so you should focus on the psychological. In the Mountains of Myth you should deliberately focus on the
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mythopoetic, imagining yourself as having moved beyond both ethical problems and issues of thought patterns to wrestle with fundamental things at the deepest levels, thus addressing all lower levels at the same time. From this point on, you should concentrate on the symbolism, building up vivid images of great clarity rather than directly equating each transformation to a question of your character. In the City of the Source, you should cultivate a sense that you are getting closer and closer, on the verge of completing your Quest and acquiring the Red Slippers. 4- An Example of the Game of Stories 1- Question: How can the Source Emanate though It does not change? 2- Simplification: Source Emanate It Not Change 3- Translation: Sky/Day Sky/Fire Moon/Fire 4- Explanation: There is always more than one way to do the translation. I translated "Source" to "Sky" because the Source is the primary actor in the situation, and also because the element of Sky always represents the Source to some
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extent. I translated "Emanate" as "Day" because the emanation of our reality out of nothingness could be considered as a negative element (nothingness) becoming a positive element (somethingness). "It" refers to the Source, so I translated It as "Sky." There were an odd number of words in this sentence, so I had to add a "Sky" somewhere. "Not Change" seemed like a pair, so I didn't want to break the pair up by adding a "Sky" there. I added it to the second Sky instead. However, a double Sky becomes Sky/Fire, so that is how I translated "It." I translated "Not Change" as "Moon/Fire" because in the duality of "Change/Not Change," the negative or "Moon" element would clearly be "Not Change," whereas the concept of Change itself seemed to be best expressed by "Fire." In Relationship Theory, this sentence would be expressed as "Act Improvement, Act Wavering, Loss Wavering," or "AI AW LW." 5- Story Elements: Consulting Part One of the Story Book, I've selected the following three story elements: Creation of a kingdom, The Wizard, and The Enchantress.
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6- Myth: The Blue Wizard created the Kingdom of Leverthalia in honor of the Enchantress Lemue, including everything in it that he thought would please her, from mountains and rivers to forests and castles. 7- Meditation: The next step would be to meditate on this very short myth, hoping to be granted some insight on the question. Try to think of ways in which this story might symbolically represent or connect with the ideas in the question. For instance, one could think of the act of creation as something analogous to falling in love. 8- Revision: If no insight is granted, a new myth must be written, by selecting another set of story elements. This time, my choices are: A child must be reared or cared for, a book of spells, a character is under an enchanted sleep. 9- Myth: The child of the Blue Wizard and the Enchantress Lemue was a girl named Duparinava. Her father gave her to his servants to rear and care for her. One day Duparinava found her father's book of spells and attempted to read it. No sooner had she opened the book than she fell into an enchanted sleep. (It is not obligatory to have any connection between the revised
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story and the original story as I have done in this case.) 10- Meditation: Once again, the next step is to meditate on the new story in hopes of being granted an insight. One could conceive of the creation of the universe as an enchanted sleep, in which the world comes into being when an aspect of the essential reality somehow loses its connection to the whole. This process of revision and meditation is continued until some degree of gnosis is experienced. I wouldn't advise attempting such a weighty problem on a regular basis! The game can just as easily be played with much more mundane questions. 5- An Example of the Nine Elements Game 1- Question: "What is the best course of action?" 2- Simplification: "Best course?" 3- Translation: Sun/Wind ("Gain/Direction"). 4- Story Elements: Consulting Part Two of the Story Book, I've selected the following story elements: Progress is made, The Errant Knight, a map is found or
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given, a weakness of character leads to a defeat, a situation is endured, a bad situation must be accepted, a sword of victory, a false path is taken, a character is magically transformed or changes shape, The Wizard, a goal is reached, war by or against a villain, a ceremony or service is held, there is a test of prowess, victories in war. 5- Myth: It isn't necessary to make a complete story out of your myth as I have done here. All you really need to do is to write a short summary of what happens in your myth so that you can visualize it. However, here is what I came up with for this example: The Blue Wizard searched through all his lore, and consulted with the spirits of the day and night, but he could find no cure for his daughter Duparinava, who remained in an enchanted sleep. There was a prophecy, however, in the Scroll of Seven, and the words of the prophecy gave the wizard hope: "When the stag becomes a man, then the child will awaken." He sent out criers to the four directions, promising a king's ransom in gold and gems, and all of the Kingdom of
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Leverthalia, to whoever could awaken his child from sleep. Knights and men at arms came and went, as well as leeches and sages, but there was no one who could waken the enchanted child. At last a wandering knight found the wizard's door, and announced himself to the wizard's court. "Who are you?" said the Blue Wizard. "Go away. I have spoken with a thousand adventurers, and none can help." "As for who I am, that is of no importance," said the wandering knight, "But I have something here, my lord, that should raise your spirits. It is the lost map of the Forbidden Forest, and as you can plainly see, it shows the Tower of the Stag." The Blue Wizard examined the map, and it was as the knight said. The map showed the Forbidden Forest on the borders of Leverthalia, which had grown up from the wizard's nightmares and had been mapped only once, by the Knight of the Red Shield who had been lost for many years. The map showed the dangers of the Forest- the Swamp of Transformation and the Castle of Perils, Chapel Ominous and the Tower of the Stag. "Is this the Stag of the prophecy?" asked the wizard.
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"I believe it is," said the Nameless Knight. "And I leave this very day to seek it out, and awaken your daughter from her enchanted sleep. I came here only for your blessing." "You shall have it," said the wizard, and he raised his wand, intending to invoke a blessing on the knight. But as he raised his hand, a misgiving came over him- must he give up his kingdom, the last reminder of Lemue, to this nameless adventurer? For Leverthalia was a place of beauty, a wonderful land with every joy in the world, and he cherished it deeply. If the Nameless Knight achieved this adventure then his daughter would be saved, but he would lose the Kingdom of Leverthalia, which was his daughter's inheritance. Perhaps it would be better to let the knight go astray, and use the map himself at a later time. Then not only would his daughter be saved, but the kingdom as well. The Blue Wizard pretended to bless the Nameless Knight, but instead he cast a glamour over him. The knight was confused, believing that he had the map of the forest when he had only a piece of parchment. He left the wizard's castle and set off for the forest, and the wizard retained the map for himself.
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The knight wandered for many days, and came at last to the Forbidden Forest. There was a terrible storm, and the knight was drenched, and chilled to his bones by the wind and rain. There was nothing to be done about it, so he traveled on, forcing his way through fields of thorns, and clambering over roots and boulders. He came to a lonely castle on the second day, the walls of which were lined with spikes, and on every spike there was a yellowed skull. The knight knocked on the gate for admittance. The doors were opened, and he walked inside, and found that castle was as bare as bone. There was no one in sight, but a voice from the walls said, "This is the Castle of Perils. None who enter shall the survive the night." The gates closed behind him, and he was trapped inside. The knight pounded on the gates, but there was no escape, and all of the windows were barred with iron. He searched from the top to the bottom, but there was no way to leave, so at last he settled in to await his attackers. The first peril came as the sun was setting, and the long shadows that fell through the barred windows seemed to come to life, writhing
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and twisting in a shapeless darkness. The shadows were cold, so cold that the knight felt as if he had been kissed by winter. He could scarcely move, and when he drew his sword it shattered and fell, the pieces ringing as they struck the stone. There was a terrible pounding at the gates of the castle, which opened to admit the second peril- a massive ogre, bearing a sword in its taloned hand. The third peril was the sword itself, for whoever bore it could not be defeated, except by one who could guess his name. "I will give you one guess," said the terrible ogre, "And if you guess my name, then we will fight to the death for the right to leave. But if you fail to guess then I will take your head, and place it on a spike on the castle walls. The Knight of the Red Shield met his death at my hands!" The Nameless Knight was seized with rage when he heard these words, and he cast off the shadows with a furious yell. He took up his broken sword from the place where it lay, and looked the ogre straight in the eyes. "Prepare to fight for your life," he said, "For I know your name. You are the Knight of the Broken Spear,
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transformed into an ogre, and your name is Sir Kelamin." The ogre sneered, but went into battle without further delay. They fought till the dawn, but when the sun arose the knight was victorious, and he struck off the ogre's head. Then he removed the skulls from the castle walls, and gave each of the skulls a decent burial. He put the head of the ogre on the tallest spike, and set off upon the forest path with the sword of victory. The knight came to a fork in the trail, and took out his map to determine the way. But the map was false, a mere glamour cast by the Blue Wizard over a piece of blank parchment. According to the map the knight saw in front of him, the path to the right led to the Tower of the Stag, but in reality it led to the Swamp of Transformation. The knight took the wrong path without knowing his error, and soon arrived at the dreadful swamp. Every creature in the Swamp of Transformation had once been a man or woman, until they set foot in the enchanted waters and found themselves changed into something else. No sooner had the knight realized his terrible error than he attempted
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to retrace his steps, but his foot fell on a single puddle and he was immediately transformed, becoming a black dog with fierce red eyes. The sword of victory became his sharp white teeth. The knight lived in the Swamp of Transformation for a year and a day, hunting with the packs that roamed those woods. He nearly forgot that he had been a man, but the day came when the evil Hern, a notorious robber of the Forbidden Forest, came into the Swamp of Transformation to find new dogs for his hunting pack, which hunted for damned souls in the Forbidden Forest. Hern was immune to the power of the swamp, because he had been baptized with a thimbleful of its waters when he was only a baby, as a result of which he had the horns of a stag. When he came into the Swamp he caught the black dog and took it with him, keeping it chained in his magic library in the Tower of the Stag. The black dog's task was to guard the books. Although Hern was an infamous robber, he was also a powerful wizard who desired the Kingdom of Leverthalia for himself. It was he who had inserted a line in the Blue Wizard's book of spells, so that anyone who read it would fall into an
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enchanted sleep. He had intended for the Blue Wizard to read it himself, so that he could he seize the wizard's kingdom. But there was nothing he could do to revive the child, for his spell had been written so that it could only be removed if he himself was transformed into a human being, and he had no intention of allowing that, as all of his powers were in the horns of the stag. Hern was reading one day from his books of magic, and the black dog was lying at his feet, waiting only for some chance to escape. One of the books fell on the floor by the dog, and the dog happened to see an open page. It said that if blood was shed at the Chapel Ominous, then he who shed it would receive three wishes. The Chapel Ominous was an accursed place, where the ghosts of the damned often came to dance. The next time that Hern went out to hunt, the black dog drove the ghostly quarry to the Ominous Chapel, an eerie place of broken white walls and melancholy statues, where the damned spirits moaned and sang. As soon as Hern set foot in the Chapel, the black dog turned and bit him savagely. Hern cried out in
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anger, and his blood spilled out on the chapel grounds. "You will die for that bite, rebellious dog," said Hern, drawing the sword from his side. But the black dog spoke, beginning the ceremony of the three wishes. "For my first wish, I would be restored to myself." The black dog was transformed again into the Nameless Knight, and his teeth into the sword of victory. "For my second wish, I would see Hern be transformed into a man." The horns fell off of Hern and he lost his powers, becoming an ordinary mortal. "For my third wish I would awaken the child of the Blue Wizard and the Enchantress Lemue from her magical sleep." "The child may be awakened," said Hern. "But you yourself will never see her, for you will die this day by my own hand, and it will be your blood that restores my powers!" The two of them fought then in the Chapel Ominous, but it was the knight who had the sword of victory. He knocked the
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sword from the Baron's hands, and held his sword to the Baron's throat. "If you can guess my name," he said, "Then you will live." The Baron Hern could not guess his name, and the Nameless Knight struck his head off then and there. The ghosts of the damned souls moaned in praise of him, and the dogs of the haunted pack sang in his honor. As he turned to leave the Forbidden Forest they followed after him, an uncanny army with the knight at its head. They reached the Blue Wizard's castle after days of travel, and found the wizard waiting for them at the head of his forces, a grim look on his ancient face. "Why have you returned here?" he demanded to know. "Is your daughter Duparinava not awakened?" asked the knight. "You were not here when she awoke," said the Blue Wizard, "Why should I believe that you had anything to do with it?" "I have come here to claim your kingdom," said the Nameless Knight, "And unless you can guess who I am, you must fall by my sword."
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"To guess your name is easy enough," said the Blue Wizard, "You are Childe Veradin, the son of Sir Terador, the Knight of the Red Shield. He was murdered at the Castle of Perils by his companion Sir Kelamin, who was transformed into an ogre for his crime. You must have been told these things by your mother, the Enchantress Lemue, who fled into the Forbidden Fortress with her lover your father. It was she who gave you the map." "Your lore is deep, wizard," said Childe Veradin. "And you have guessed my name. Now the sword must decide!" So the battle began, with the sword of the knight and the teeth of his dogs against the wizard's soldiers, and the powers of the wizard against the ghosts of the forest. But as they came from his nightmares, there was no way in the end for the Blue Wizard to defeat them. He knelt down at the end of the day and acknowledged defeat, and Childe Veradin struck off his head. Duparinava came out to him, knowing that he was her half-brother but expecting to be slain, so that Childe Veradin could claim the kingdom for
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himself. Instead he placed the crown on her brow with his own hands, and promised always to defend her rights. She rewarded him with great riches and even greater glory, and the Kingdom of Leverthalia was prosperous and peaceful. 10- Meditation: Examine this myth to try to see where and how I have worked the story elements into the structure of the story. If you had created this myth yourself, the next step would be to meditate on your new myth, hoping to be granted some insight on the question in the form of a dream, omen or other experience of gnosis. Try to think of ways in which this story might symbolically represent or connect with the underlying patterns of ideas in the question. 6- Conclusion The question might arise as to which of these new myths a person is to believe in, which story is spiritually a "true story." This question, however, would miss the point. Shifting fluidly between different worldviews, or "ringing the changes," is the spiritual core of the Mythorealist philosophy. Our aim is to dance between
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myths, to incarnate their magic. Our spirit is one of playful reverence. We do not create new fundamentalisms. Now that you have finished reading this book, you are ready to become a maker. Simply purchase a blank journal to use as your Book of Dreams and begin the practice, focusing on whichever exercises you prefer, in whatever order makes sense to you. Unlike the far majority of mystical practices, this system is designed to be directed by you, in whatever pattern you personally see fit. Enjoy the journey!

The Story Book: Part One


The list of story elements contained below includes thirty-six archetypal characters often found in traditional stories and myths, known here as the "Tribe of Story." This list of characters was developed in the exercise of Naming the Mysteries. You don't have to make use of these characters in your own stories, but you may wish to do so. The Story Book is only intended to be used as a reference when you're playing the Magic Games. There's no need to actually read all the way through it, as it is
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highly repetitive. Sky/Sun A marriage is celebrated. Lovers meet or are united. A child is conceived. A valuable object is inherited. A goal is reached. A battle is won. Treasure is found. A wise decision is made. Plunder is obtained. A quest to win a kingdom. The Prince. Sky/Moon Something is stolen by force or deception. Someone is captured by deception. A murder is committed. Someone is abandoned. Someone is persecuted. Lovers are separated. There are barriers to success. A battle is lost. A bad decision has consequences. A kingdom captured. The Robber Baron. Sky/Wind
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A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. Sky/Fire There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard.
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Sky/Earth There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. Sky/Water The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage.
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The Priest. Sky/Night A character is offended. A disguise or imposture occurs. A false accusation is made. Illicit sexual relations. A disease causes a person to waste away. A marriage or other strong bond breaks down. The land becomes a wasteland. A retreat or rout. A failure of character. Destruction of a kingdom. The Coward. Sky/Day A child must be reared or cared for. A sacred person. A recovery from illness. Enemies are reconciled. The wasteland is healed. Something broken is repaired. An initiation. A curse is lifted. A counterattack. Creation of a kingdom. Potion of youth. The Apprentice.
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Sun/Sky A marriage is celebrated. Lovers meet or are united. A child is conceived. A valuable object is inherited. A goal is reached. A battle is won. Treasure is found. A wise decision is made. Plunder is obtained. A quest to win a kingdom. The Prince. Sun/Moon One is wise and another unwise. A deceptive bargain occurs. A character escapes through deception. A sacrifice must be made. Staying behind so others can escape. A gift with a curse attached. Wisdom gained at the expense of suffering. A good sibling and an evil sibling, or a true friend and a false one. Something desired is gained, but at great cost. A capture by or of a prince. A cloak of invisibility. The Highwayman.
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Sun/Wind The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. Sun/Fire A character has or gains magical powers. There is a test of cleverness. There is a test of truthfulness, innocence or honesty. An uncertain victory. A fragile peace. Love gained but threatened. A good enchantment. A beneficial change. Winning a wager or game of chance. A prince enchanted. A book of prophecies.
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The Alchemist. Sun/Earth Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found. The King. Sun/Water A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. Sun/Night A contest is won through deception.
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A family member is cruel. Treachery triumphs. Dishonorable behavior has benefits. A gift is poisoned or blighted. Destruction of or by a prince. Abandoning a goal is the right course of action. A retreat is mandated. The Rebel. Sun/Day A reincarnation. The youngest is victorious. Weakness or modesty is rewarded. Treason is exposed. A blight is removed. An antidote for poison. Creation of or by a prince. A chalice of inspiration. The Merchant. Moon/Sky Something is stolen by force or deception. Someone is captured by deception. A murder is committed. Someone is abandoned. Someone is persecuted. Lovers are separated. There are barriers to success.
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A battle is lost. A bad decision has consequences. A kingdom captured. The Robber Baron. Moon/Sun One is wise and another unwise. A deceptive bargain occurs. A character escapes through deception. A sacrifice must be made. Staying behind so others can escape. A gift with a curse attached. Wisdom gained at the expense of suffering. A good sibling and an evil sibling, or a true friend and a false one. Something desired is gained, but at great cost. A capture by or of a prince. A cloak of invisibility. The Highwayman. Moon/Wind Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting.
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Aimless wandering. The Peasant. Moon/Fire A character is under an enchanted sleep. A haunting by a ghost or spirit. A setback with potential for advantage. Adversity leads to unity. A villain casts or is under an enchantment. An amulet of dreams. A strategic retreat. A cursed object is stolen. The Enchantress. Moon/Earth A danger or calamity threatens the world. Total defeat. The quest has failed. A significant death. A city or kingdom falls. Conquests of or by a villain. A spell of wrath. A loss of face. The Tyrant. Moon/Water An evil must be endured. Misrule continues. A cursed place or crossed condition.
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Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. Moon/Night An illness leads to death. A weakness of character leads to a defeat. The defenders are routed or forced to surrender. Destruction of or by a villain. Something important is lost. A child disappears. A responsibility is not met. An oath is not kept. The Traitor. Moon/Day A false path leads to a clue or a magical helper. An old hag requests a kiss, and if it is granted, becomes beautiful and offers something of great value. A delay saves a life. A reconciliation after tragedy. A villain is born or created. A princess is captured.
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Great secrets are guarded by a fierce figure. A love spell. The Guardian. Wind/Sky A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. Wind/Sun The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war.
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A prince at war. The Ranger. Wind/Moon Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. Wind/Fire A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. Wind/Earth
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A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. Wind/Water An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. Wind/Night An oath is broken. A deed is punished. A false path is taken. A bad strategy. Destruction of or by a hero. A gem of weakness. Misguided choices.
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Sins and consequences. The Fool. Wind/Day An oath is fulfilled. A deed is rewarded. Someone is rescued. Someone escapes. Recovering from wounds. Finding the way after being lost. Something lost is recovered. A hero is born or created. A chalice of healing. The Princess. Fire/Sky There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment.
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A book of spells. The Wizard. Fire/Sun A character has or gains magical powers. There is a test of cleverness. There is a test of truthfulness, innocence or honesty. An uncertain victory. A fragile peace. Love gained but threatened. A good enchantment. A beneficial change. Winning a wager or game of chance. A prince enchanted. A book of prophecies. The Alchemist. Fire/Moon Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant.
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Fire/Wind A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. There is a test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. Fire/Earth Conquest of or by a wizard. A stone of wasting. An army is demoralized. A hero is weakened. Hunger. Exhaustion. Wandering to commit great deeds. A change leads to increased strength or power. The Errant Knight. Fire/Water Before a marriage can happen, there must be a test.
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Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. Fire/Night A change of shape as a result of violating a prohibition. Enchanted confusion. Destruction of or by a wizard. A sleeping potion. Invasion of a kingdom. Overthrow of the established order. Being on the run. A ship blown off course. Falling in station or status. The Exile. Fire/Day A test of survival. Creation of or by a wizard. A ring of transformation. An improvement of character. Redemption or salvation. Successful courtship or seduction.
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Conversion. Rising in station or status. The Shapeshifter. Earth/Sky There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. Earth/Sun Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found.
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The King. Earth/Moon A danger or calamity threatens the world. Total defeat. The quest has failed. A significant death. A city or kingdom falls. Conquests of or by a villain. A spell of wrath. A loss of face. The Tyrant. Earth/Wind A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. Earth/Fire Conquest of or by a wizard. A stone of wasting. An army is demoralized. A hero is weakened.
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Hunger. Exhaustion. Wandering to commit great deeds. A change leads to increased strength or power. The Errant Knight. Earth/Water A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. Earth/Night Destruction of or by a king. A fool conquers. Order collapses. Fall of an empire. Madness. An evil warrior. A major defeat or setback. Corrupt power. The Black Knight.
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Earth/Day A curse is lifted. Creation of or by a king. A princess conquers. A gem of wisdom. Order is restored. An empire established. Madness is healed. A major victory. The Unicorn. Water/Sky The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. Water/Sun A hero brings culture, art or law to the people.
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Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. Water/Moon An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. Water/Wind An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable.
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Peace is established. Prosperity reigns. The Queen. Water/Fire Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. Water/Earth A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. Water/Night Marriage of or to a fool.
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Destruction of or by a queen. Captivity. A character flaw. An unsuccessful life. An oppressive empire. A corrupt institution. Slavery. The Jailer. Water/Day A judgment is given. Marriage of or to a princess. Creation of or by a queen. Long study. Serenity. Sagehood. A building project. Philosophy. The Hermit. Night/Sky A character is offended. A disguise or imposture occurs. A false accusation is made. Illicit sexual relations. A disease causes a person to waste away. A marriage or other strong bond breaks down. The land becomes a wasteland.
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A retreat or rout. A failure of character. Destruction of a kingdom. The Coward. Night/Sun A contest is won through deception. A family member is cruel. Treachery triumphs. Dishonorable behavior has benefits. A gift is poisoned or blighted. Destruction of or by a prince. Abandoning a goal is the right course of action. A retreat is mandated. The Rebel. Night/Moon An illness leads to death. A weakness of character leads to a defeat. The defenders are routed or forced to surrender. Destruction of or by a villain. Something important is lost. A child disappears. A responsibility is not met. An oath is not kept. The Traitor.
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Night/Wind An oath is broken. A deed is punished. A false path is taken. A bad strategy. Destruction of or by a hero. A gem of weakness. Misguided choices. Sins and consequences. The Fool. Night/Fire A change of shape as a result of violating a prohibition. Enchanted confusion. Destruction of or by a wizard. A sleeping potion. Invasion of a kingdom. Overthrow of the established order. Being on the run. A ship blown off course. Falling in station or status. The Exile. Night/Earth Destruction of or by a king. A fool conquers. Order collapses. Fall of an empire.
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Madness. An evil warrior. A major defeat or setback. Corrupt power. The Black Knight. Night/Water Marriage of or to a fool. Destruction of or by a queen. Captivity. A character flaw. An unsuccessful life. An oppressive empire. A corrupt institution. Slavery. The Jailer. Night/Day A character is revived from death. An exorcism. A tragedy that teaches or improves. A triumph that goes bad. An ambiguous outcome. Selling one's soul for power. A struggle between good and evil. Destruction of or by a princess. Creation of or by a fool. The Necromancer.
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Day/Sky A child must be reared or cared for. A sacred person. A recovery from illness. Enemies are reconciled. The wasteland is healed. Something broken is repaired. An initiation. A curse is lifted. A counterattack. Creation of a kingdom. Potion of youth. The Apprentice. Day/Sun A reincarnation. The youngest is victorious. Weakness or modesty is rewarded. Treason is exposed. A blight is removed. An antidote for poison. Creation of or by a prince. A chalice of inspiration. The Merchant. Day/Moon A false path leads to a clue or a magical helper. An old hag requests a kiss, and if it is
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granted, becomes beautiful and offers the Sovereignty. A delay saves a life. A reconciliation after tragedy. A villain is born or created. A princess is captured. Great secrets are guarded by a fierce figure. A love spell. The Guardian. Day/Wind An oath is fulfilled. A deed is rewarded. Someone is rescued. Someone escapes. Recovering from wounds. Finding the way after being lost. Something lost is recovered. A hero is born or created. A chalice of healing. The Princess. Day/Fire A test of survival. Creation of or by a wizard. A ring of transformation. An improvement of character. Redemption or salvation. Successful courtship or seduction.
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Conversion. Rising in station or status. The Shapeshifter. Day/Earth A curse is lifted. Creation of or by a king. A princess conquers. A gem of wisdom. Order is restored. An empire established. Madness is healed. A major victory. The Unicorn. Day/Water A judgment is given. Marriage of or to a princess. Creation of or by a queen. Long study. Serenity. Sagehood. A building project. Philosophy. The Hermit. Day/Night A character is revived from death. An exorcism.
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A tragedy that teaches or improves. A triumph that goes bad. An ambiguous outcome. Selling one's soul for power. A struggle between good and evil. Destruction of or by a princess. Creation of or by a fool. The Necromancer.

The Story Book: Part Two


Sky/Sun 1: A marriage is celebrated. Lovers meet or are united. A child is conceived. A valuable object is inherited. A goal is reached. A battle is won. Treasure is found. A wise decision is made. Plunder is obtained. A quest to win a kingdom. The Prince. 2: A character is under an enchanted sleep. A haunting by a ghost or spirit. A setback with potential for advantage. Adversity leads to unity. A villain casts or is under an enchantment. An amulet of dreams. A strategic retreat. A cursed object is stolen. The Enchantress. 3: The world or its order or human culture is created. An oath is taken. Progress is
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made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 4: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 5: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 6: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 7: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 8: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes
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the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 9: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 10: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 11: An oath is fulfilled. A deed is rewarded. Someone is rescued. Someone escapes. Recovering from wounds. Finding the way after being lost. Something lost is recovered. A hero is born or created. A chalice of healing. The Princess. 12: A character is offended. A disguise or imposture occurs. A false accusation is made. Illicit sexual relations. A disease causes a person to waste away. A marriage or other strong bond breaks down. The land becomes a wasteland. A retreat or rout. A failure of character. Destruction of a kingdom. The Coward. 13: The natural order is determined or revealed. A decree is made. A character is
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chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 14: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 15: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. Sky/Moon 1: Something is stolen by force or deception. Someone is captured by deception. A murder is committed. Someone is abandoned. Someone is persecuted. Lovers are separated. There are barriers to success. A battle is lost. A bad decision has consequences. A kingdom captured. The Robber Baron.
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2: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 3: A character has or gains magical powers. There is a test of cleverness. There is a test of truthfulness, innocence or honesty. An uncertain victory. A fragile peace. Love gained but threatened. A good enchantment. A beneficial change. Winning a wager or game of chance. A prince enchanted. A book of prophecies. The Alchemist. 4: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 5: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 6: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is
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threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 7: An oath is fulfilled. A deed is rewarded. Someone is rescued. Someone escapes. Recovering from wounds. Finding the way after being lost. Something lost is recovered. A hero is born or created. A chalice of healing. The Princess. 8: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. 9: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 10: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is
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endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 11: A test of survival. Creation of or by a wizard. A ring of transformation. An improvement of character. Redemption or salvation. Successful courtship or seduction. Conversion. Rising in station or status. The Shapeshifter. 12: An oath is broken. A deed is punished. A false path is taken. A bad strategy. Destruction of or by a hero. A gem of weakness. Misguided choices. Sins and consequences. The Fool. 13: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 14: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of
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wandering. The established order is challenged. Nomadic peoples. The Bard. 15: A curse is lifted. Creation of or by a king. A princess conquers. A gem of wisdom. Order is restored. An empire established. Madness is healed. A major victory. The Unicorn. Sky/Wind 1: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 2: A danger or calamity threatens the world. Total defeat. The quest has failed. A significant death. A city or kingdom falls. Conquests of or by a villain. A spell of wrath. A loss of face. The Tyrant. 3: Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found. The King. 4: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots
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of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 5: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 6: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 7: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 8: A danger or calamity threatens the world. Total defeat. The quest has failed. A significant death. A city or kingdom falls. Conquests of or by a villain. A spell of wrath. A loss of face. The Tyrant. 9: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A
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religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 10: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 11: A test of survival. Creation of or by a wizard. A ring of transformation. An improvement of character. Redemption or salvation. Successful courtship or seduction. Conversion. Rising in station or status. The Shapeshifter. 12: A change of shape as a result of violating a prohibition. Enchanted confusion. Destruction of or by a wizard. A sleeping potion. Invasion of a kingdom. Overthrow of the established order. Being on the run. A ship blown off course. Falling in station or status. The Exile. 13: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A
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book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 14: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 15: Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found. The King. Sky/Fire 1: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard.
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2: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 3: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 4: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 5: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A
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kingdom is under enchantment. A book of spells. The Wizard. 6: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 7: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 8: A danger or calamity threatens the world. Total defeat. The quest has failed. A significant death. A city or kingdom falls. Conquests of or by a villain. A spell of wrath. A loss of face. The Tyrant. 9: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion,
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tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 10: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 11: A reincarnation. The youngest is victorious. Weakness or modesty is rewarded. Treason is exposed. A blight is removed. An antidote for poison. Creation of or by a prince. A chalice of inspiration. The Merchant. 12: An illness leads to death. A weakness of character leads to a defeat. The defenders are routed or forced to surrender. Destruction of or by a villain. Something important is lost. A child disappears. A responsibility is not met. An oath is not kept. The Traitor. 13: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed
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down. A skill is learned. Business thrives. The Master. 14: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 15: Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found. The King. Sky/Earth 1: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. 2: Something is stolen by force or deception. Someone is captured by deception. A murder is committed.
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Someone is abandoned. Someone is persecuted. Lovers are separated. There are barriers to success. A battle is lost. A bad decision has consequences. A kingdom captured. The Robber Baron. 3: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 4: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 5: A character has or gains magical powers. There is a test of cleverness. There is a test of truthfulness, innocence or honesty. An uncertain victory. A fragile peace. Love gained but threatened. A good enchantment. A beneficial change. Winning a wager or game of chance. A prince enchanted. A book of prophecies. The Alchemist. 6: Before a marriage can happen, there must be a test. Marriage of or to a wizard.
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A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 7: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 8: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 9: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 10: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 11: An oath is fulfilled. A deed is rewarded. Someone is rescued. Someone escapes. Recovering from wounds. Finding
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the way after being lost. Something lost is recovered. A hero is born or created. A chalice of healing. The Princess. 12: A change of shape as a result of violating a prohibition. Enchanted confusion. Destruction of or by a wizard. A sleeping potion. Invasion of a kingdom. Overthrow of the established order. Being on the run. A ship blown off course. Falling in station or status. The Exile. 13: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 14: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest.
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15: Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found. The King. Sky/Water 1: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 2: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 3: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed
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down. A skill is learned. Business thrives. The Master. 4: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 5: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 6: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place
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is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 7: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 8: A danger or calamity threatens the world. Total defeat. The quest has failed. A significant death. A city or kingdom falls. Conquests of or by a villain. A spell of wrath. A loss of face. The Tyrant. 9: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 10: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 11: A reincarnation. The youngest is victorious. Weakness or modesty is
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rewarded. Treason is exposed. A blight is removed. An antidote for poison. Creation of or by a prince. A chalice of inspiration. The Merchant. 12: An illness leads to death. A weakness of character leads to a defeat. The defenders are routed or forced to surrender. Destruction of or by a villain. Something important is lost. A child disappears. A responsibility is not met. An oath is not kept. The Traitor. 13: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 14: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 15: Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found. The King.
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Sky/Night 1: A character is offended. A disguise or imposture occurs. A false accusation is made. Illicit sexual relations. A disease causes a person to waste away. A marriage or other strong bond breaks down. The land becomes a wasteland. A retreat or rout. A failure of character. Destruction of a kingdom. The Coward. 2: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 3: A character has or gains magical powers. There is a test of cleverness. There is a test of truthfulness, innocence or honesty. An uncertain victory. A fragile peace. Love gained but threatened. A good enchantment. A beneficial change. Winning a wager or game of chance. A prince enchanted. A book of prophecies. The Alchemist. 4: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots
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of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 5: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 6: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 7: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 8: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion.
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9: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 10: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 11: A child must be reared or cared for. A sacred person. A recovery from illness. Enemies are reconciled. The wasteland is healed. Something broken is repaired. An initiation. A curse is lifted. A counterattack. Creation of a kingdom. Potion of youth. The Apprentice. 12: An oath is broken. A deed is punished. A false path is taken. A bad strategy. Destruction of or by a hero. A gem of weakness. Misguided choices. Sins and consequences. The Fool. 13: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of
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wandering. The established order is challenged. Nomadic peoples. The Bard. 14: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 15: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. Sky/Day 1: A child must be reared or cared for. A sacred person. A recovery from illness. Enemies are reconciled. The wasteland is healed. Something broken is repaired. An initiation. A curse is lifted. A counterattack. Creation of a kingdom. Potion of youth. The Apprentice. 2: Something is stolen by force or deception. Someone is captured by deception. A murder is committed. Someone is abandoned. Someone is
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persecuted. Lovers are separated. There are barriers to success. A battle is lost. A bad decision has consequences. A kingdom captured. The Robber Baron. 3: A reincarnation. The youngest is victorious. Weakness or modesty is rewarded. Treason is exposed. A blight is removed. An antidote for poison. Creation of or by a prince. A chalice of inspiration. The Merchant. 4: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 5: A character has or gains magical powers. There is a test of cleverness. There is a test of truthfulness, innocence or honesty. An uncertain victory. A fragile peace. Love gained but threatened. A good enchantment. A beneficial change. Winning a wager or game of chance. A prince enchanted. A book of prophecies. The Alchemist. 6: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an
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animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 7: An oath is fulfilled. A deed is rewarded. Someone is rescued. Someone escapes. Recovering from wounds. Finding the way after being lost. Something lost is recovered. A hero is born or created. A chalice of healing. The Princess. 8: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 9: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 10: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of
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wandering. The established order is challenged. Nomadic peoples. The Bard. 11: An oath is fulfilled. A deed is rewarded. Someone is rescued. Someone escapes. Recovering from wounds. Finding the way after being lost. Something lost is recovered. A hero is born or created. A chalice of healing. The Princess. 12: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 13: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 14: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 15: A curse is lifted. Creation of or by a king. A princess conquers. A gem of
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wisdom. Order is restored. An empire established. Madness is healed. A major victory. The Unicorn. Sun/Moon 1: One is wise and another unwise. A deceptive bargain occurs. A character escapes through deception. A sacrifice must be made. Staying behind so others can escape. A gift with a curse attached. Wisdom gained at the expense of suffering. A good sibling and an evil sibling, or a true friend and a false one. Something desired is gained, but at great cost. A capture by or of a prince. A cloak of invisibility. The Highwayman. 2: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 3: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is
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doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 4: Destruction of or by a king. A fool conquers. Order collapses. Fall of an empire. Madness. An evil warrior. A major defeat or setback. Corrupt power. The Black Knight. 5: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 6: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 7: A curse is lifted. Creation of or by a king. A princess conquers. A gem of
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wisdom. Order is restored. An empire established. Madness is healed. A major victory. The Unicorn. 8: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 9: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 10: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 11: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right
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choice is made. Training begins. Victories in war. A prince at war. The Ranger. 12: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 13: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 14: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 15: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger.
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Sun/Wind 1: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 2: Conquest of or by a wizard. A stone of wasting. An army is demoralized. A hero is weakened. Hunger. Exhaustion. Wandering to commit great deeds. A change leads to increased strength or power. The Errant Knight. 3: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 4: An illness leads to death. A weakness of character leads to a defeat. The defenders are routed or forced to surrender. Destruction of or by a villain. Something important is lost. A child disappears. A responsibility is not met. An oath is not kept. The Traitor.
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5: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 6: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 7: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 8: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide.
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9: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 10: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 11: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 12: A character is under an enchanted sleep. A haunting by a ghost or spirit. A setback with potential for advantage. Adversity leads to unity. A villain casts or is under an enchantment. An amulet of
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dreams. A strategic retreat. A cursed object is stolen. The Enchantress. 13: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 14: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 15: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. Sun/Fire 1: A character has or gains magical powers. There is a test of cleverness. There is a test of truthfulness, innocence or honesty. An uncertain victory. A fragile peace. Love gained but threatened. A good enchantment. A beneficial change.
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Winning a wager or game of chance. A prince enchanted. A book of prophecies. The Alchemist. 2: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 3: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 4: Marriage of or to a fool. Destruction of or by a queen. Captivity. A character flaw. An unsuccessful life. An oppressive empire. A corrupt institution. Slavery. The Jailer. 5: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 6: The natural order is determined or revealed. A decree is made. A character is
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chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 7: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 8: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 9: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard.
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10: A character is under an enchanted sleep. A haunting by a ghost or spirit. A setback with potential for advantage. Adversity leads to unity. A villain casts or is under an enchantment. An amulet of dreams. A strategic retreat. A cursed object is stolen. The Enchantress. 11: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 12: Something is stolen by force or deception. Someone is captured by deception. A murder is committed. Someone is abandoned. Someone is persecuted. Lovers are separated. There are barriers to success. A battle is lost. A bad decision has consequences. A kingdom captured. The Robber Baron. 13: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right
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choice is made. Training begins. Victories in war. A prince at war. The Ranger. 14: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 15: Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found. The King. Sun/Earth 1: Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found. The King. 2: Conquest of or by a wizard. A stone of wasting. An army is demoralized. A hero is weakened. Hunger. Exhaustion. Wandering to commit great deeds. A change leads to
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increased strength or power. The Errant Knight. 3: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 4: An illness leads to death. A weakness of character leads to a defeat. The defenders are routed or forced to surrender. Destruction of or by a villain. Something important is lost. A child disappears. A responsibility is not met. An oath is not kept. The Traitor. 5: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 6: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 7: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots
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of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 8: An oath is broken. A deed is punished. A false path is taken. A bad strategy. Destruction of or by a hero. A gem of weakness. Misguided choices. Sins and consequences. The Fool. 9: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 10: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a
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kingdom. A helm of courage. The Champion. 11: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 12: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. 13: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation
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must be accepted. A royal marriage. The Priest. 14: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 15: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. Sun/Water 1: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master.
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2: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 3: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 4: An oath is broken. A deed is punished. A false path is taken. A bad strategy. Destruction of or by a hero. A gem of weakness. Misguided choices. Sins and consequences. The Fool. 5: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 6: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A
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potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 7: Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found. The King. 8: Destruction of or by a king. A fool conquers. Order collapses. Fall of an empire. Madness. An evil warrior. A major defeat or setback. Corrupt power. The Black Knight. 9: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 10: A character is under an enchanted sleep. A haunting by a ghost or spirit. A setback with potential for advantage. Adversity leads to unity. A villain casts or is under an enchantment. An amulet of dreams. A strategic retreat. A cursed object is stolen. The Enchantress. 11: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion,
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tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 12: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 13: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 14: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 15: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A
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guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. Sun/Night 1: A contest is won through deception. A family member is cruel. Treachery triumphs. Dishonorable behavior has benefits. A gift is poisoned or blighted. Destruction of or by a prince. Abandoning a goal is the right course of action. A retreat is mandated. The Rebel. 2: Conquest of or by a wizard. A stone of wasting. An army is demoralized. A hero is weakened. Hunger. Exhaustion. Wandering to commit great deeds. A change leads to increased strength or power. The Errant Knight. 3: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 4: An illness leads to death. A weakness of character leads to a defeat. The defenders are routed or forced to surrender. Destruction of or by a villain. Something
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important is lost. A child disappears. A responsibility is not met. An oath is not kept. The Traitor. 5: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 6: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 7: Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found. The King. 8: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 9: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical
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object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 10: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. 11: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 12: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or
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by a hero. A spell of confusion. The Traveler. 13: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 14: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 15: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. Sun/Day 1: A reincarnation. The youngest is victorious. Weakness or modesty is rewarded. Treason is exposed. A blight is removed. An antidote for poison. Creation of or by a prince. A chalice of inspiration. The Merchant.
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2: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 3: An oath is fulfilled. A deed is rewarded. Someone is rescued. Someone escapes. Recovering from wounds. Finding the way after being lost. Something lost is recovered. A hero is born or created. A chalice of healing. The Princess. 4: An illness leads to death. A weakness of character leads to a defeat. The defenders are routed or forced to surrender. Destruction of or by a villain. Something important is lost. A child disappears. A responsibility is not met. An oath is not kept. The Traitor. 5: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion,
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tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 6: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 7: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 8: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 9: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically
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transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 10: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 11: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 12: A character is under an enchanted sleep. A haunting by a ghost or spirit. A setback with potential for advantage.
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Adversity leads to unity. A villain casts or is under an enchantment. An amulet of dreams. A strategic retreat. A cursed object is stolen. The Enchantress. 13: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 14: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 15: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a
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kingdom. A helm of courage. The Champion. Moon/Wind 1: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 2: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 3: Conquest of or by a wizard. A stone of wasting. An army is demoralized. A hero is weakened. Hunger. Exhaustion. Wandering to commit great deeds. A change leads to increased strength or power. The Errant Knight. 4: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded.
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An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. 5: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 6: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 7: A curse is lifted. Creation of or by a king. A princess conquers. A gem of wisdom. Order is restored. An empire established. Madness is healed. A major victory. The Unicorn. 8: A danger or calamity threatens the world. Total defeat. The quest has failed. A significant death. A city or kingdom falls. Conquests of or by a villain. A spell of wrath. A loss of face. The Tyrant. 9: The world or its order or human culture is created. An oath is taken. Progress is
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made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 10: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 11: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 12: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 13: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master.
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14: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 15: A reincarnation. The youngest is victorious. Weakness or modesty is rewarded. Treason is exposed. A blight is removed. An antidote for poison. Creation of or by a prince. A chalice of inspiration. The Merchant. Moon/Fire 1: A character is under an enchanted sleep. A haunting by a ghost or spirit. A setback with potential for advantage. Adversity leads to unity. A villain casts or is under an enchantment. An amulet of dreams. A strategic retreat. A cursed object is stolen. The Enchantress. 2: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 3: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is
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threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 4: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 5: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 6: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 7: A judgment is given. Marriage of or to a princess. Creation of or by a queen. Long study. Serenity. Sagehood. A building project. Philosophy. The Hermit.
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8: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 9: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 10: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 11: A character has or gains magical powers. There is a test of cleverness. There is a test of truthfulness, innocence or honesty. An uncertain victory. A fragile peace. Love gained but threatened. A good enchantment. A beneficial change. Winning a wager or game of chance. A prince enchanted. A book of prophecies. The Alchemist.
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12: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 13: A marriage is celebrated. Lovers meet or are united. A child is conceived. A valuable object is inherited. A goal is reached. A battle is won. Treasure is found. A wise decision is made. Plunder is obtained. A quest to win a kingdom. The Prince. 14: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 15: An oath is fulfilled. A deed is rewarded. Someone is rescued. Someone escapes. Recovering from wounds. Finding the way after being lost. Something lost is
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recovered. A hero is born or created. A chalice of healing. The Princess. Moon/Earth 1: A danger or calamity threatens the world. Total defeat. The quest has failed. A significant death. A city or kingdom falls. Conquests of or by a villain. A spell of wrath. A loss of face. The Tyrant. 2: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 3: Conquest of or by a wizard. A stone of wasting. An army is demoralized. A hero is weakened. Hunger. Exhaustion. Wandering to commit great deeds. A change leads to increased strength or power. The Errant Knight. 4: A danger or calamity threatens the world. Total defeat. The quest has failed. A significant death. A city or kingdom falls. Conquests of or by a villain. A spell of wrath. A loss of face. The Tyrant. 5: A hero brings culture, art or law to the people. Order and justice are established
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despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 6: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 7: A curse is lifted. Creation of or by a king. A princess conquers. A gem of wisdom. Order is restored. An empire established. Madness is healed. A major victory. The Unicorn. 8: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 9: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is
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doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 10: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 11: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 12: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 13: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right
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choice is made. Training begins. Victories in war. A prince at war. The Ranger. 14: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 15: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. Moon/Water 1: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 2: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen.
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3: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 4: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 5: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 6: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 7: A curse is lifted. Creation of or by a king. A princess conquers. A gem of
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wisdom. Order is restored. An empire established. Madness is healed. A major victory. The Unicorn. 8: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 9: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 10: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 11: A test of survival. Creation of or by a wizard. A ring of transformation. An improvement of character. Redemption or salvation. Successful courtship or seduction. Conversion. Rising in station or status. The Shapeshifter. 12: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain.
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A drink of forgetting. Aimless wandering. The Peasant. 13: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 14: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 15: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. Moon/Night 1: An illness leads to death. A weakness of character leads to a defeat. The defenders are routed or forced to surrender.
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Destruction of or by a villain. Something important is lost. A child disappears. A responsibility is not met. An oath is not kept. The Traitor. 2: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 3: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 4: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 5: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book
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of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 6: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 7: A reincarnation. The youngest is victorious. Weakness or modesty is rewarded. Treason is exposed. A blight is removed. An antidote for poison. Creation of or by a prince. A chalice of inspiration. The Merchant. 8: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. 9: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen.
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10: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 11: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 12: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 13: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is
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contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 14: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 15: An oath is fulfilled. A deed is rewarded. Someone is rescued. Someone escapes. Recovering from wounds. Finding the way after being lost. Something lost is recovered. A hero is born or created. A chalice of healing. The Princess. Moon/Day 1: A false path leads to a clue or a magical helper. An old hag requests a kiss, and if it is granted, becomes beautiful and offers something of great value. A delay saves a
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life. A reconciliation after tragedy. A villain is born or created. A princess is captured. Great secrets are guarded by a fierce figure. A love spell. The Guardian. 2: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 3: A test of survival. Creation of or by a wizard. A ring of transformation. An improvement of character. Redemption or salvation. Successful courtship or seduction. Conversion. Rising in station or status. The Shapeshifter. 4: A danger or calamity threatens the world. Total defeat. The quest has failed. A significant death. A city or kingdom falls. Conquests of or by a villain. A spell of wrath. A loss of face. The Tyrant. 5: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master.
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6: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 7: A child must be reared or cared for. A sacred person. A recovery from illness. Enemies are reconciled. The wasteland is healed. Something broken is repaired. An initiation. A curse is lifted. A counterattack. Creation of a kingdom. Potion of youth. The Apprentice. 8: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 9: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard.
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10: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 11: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 12: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 13: A marriage is celebrated. Lovers meet or are united. A child is conceived. A valuable object is inherited. A goal is reached. A battle is won. Treasure is found. A wise decision is made. Plunder is obtained. A quest to win a kingdom. The Prince. 14: Something is stolen by force or deception. Someone is captured by deception. A murder is committed. Someone is abandoned. Someone is persecuted. Lovers are separated. There are
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barriers to success. A battle is lost. A bad decision has consequences. A kingdom captured. The Robber Baron. 15: A reincarnation. The youngest is victorious. Weakness or modesty is rewarded. Treason is exposed. A blight is removed. An antidote for poison. Creation of or by a prince. A chalice of inspiration. The Merchant. Wind/Fire 1: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 2: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 3: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant.
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4: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 5: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 6: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 7: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master.
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8: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 9: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 10: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 11: A judgment is given. Marriage of or to a princess. Creation of or by a queen. Long study. Serenity. Sagehood. A building project. Philosophy. The Hermit. 12: A character is under an enchanted sleep. A haunting by a ghost or spirit. A setback with potential for advantage. Adversity leads to unity. A villain casts or is under an enchantment. An amulet of dreams. A strategic retreat. A cursed object is stolen. The Enchantress.
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13: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 14: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 15: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. Wind/Earth
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1: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 2: A danger or calamity threatens the world. Total defeat. The quest has failed. A significant death. A city or kingdom falls. Conquests of or by a villain. A spell of wrath. A loss of face. The Tyrant. 3: Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found. The King. 4: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 5: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 6: Before a marriage can happen, there must be a test. Marriage of or to a wizard.
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A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 7: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 8: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 9: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 10: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 11: A child must be reared or cared for. A sacred person. A recovery from illness.
384

Enemies are reconciled. The wasteland is healed. Something broken is repaired. An initiation. A curse is lifted. A counterattack. Creation of a kingdom. Potion of youth. The Apprentice. 12: Conquest of or by a wizard. A stone of wasting. An army is demoralized. A hero is weakened. Hunger. Exhaustion. Wandering to commit great deeds. A change leads to increased strength or power. The Errant Knight. 13: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 14: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 15: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a
385

hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. Wind/Water 1: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 2: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 3: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 4: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a
386

kingdom. A helm of courage. The Champion. 5: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 6: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 7: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 8: Something is stolen by force or deception. Someone is captured by deception. A murder is committed. Someone is abandoned. Someone is persecuted. Lovers are separated. There are barriers to success. A battle is lost. A bad decision has consequences. A kingdom captured. The Robber Baron.
387

9: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 10: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 11: A marriage is celebrated. Lovers meet or are united. A child is conceived. A valuable object is inherited. A goal is reached. A battle is won. Treasure is found. A wise decision is made. Plunder is obtained. A quest to win a kingdom. The Prince. 12: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 13: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads
388

to skill. Power is gained or obtained. The Dragon. 14: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 15: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. Wind/Night 1: An oath is broken. A deed is punished. A false path is taken. A bad strategy. Destruction of or by a hero. A gem of weakness. Misguided choices. Sins and consequences. The Fool. 2: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 3: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An
389

extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. 4: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 5: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 6: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 7: A marriage is celebrated. Lovers meet or are united. A child is conceived. A valuable object is inherited. A goal is reached. A battle is won. Treasure is found. A wise decision is made. Plunder is
390

obtained. A quest to win a kingdom. The Prince. 8: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 9: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 10: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 11: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation
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must be accepted. A royal marriage. The Priest. 12: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 13: Conquest of or by a wizard. A stone of wasting. An army is demoralized. A hero is weakened. Hunger. Exhaustion. Wandering to commit great deeds. A change leads to increased strength or power. The Errant Knight. 14: A character is under an enchanted sleep. A haunting by a ghost or spirit. A setback with potential for advantage. Adversity leads to unity. A villain casts or is under an enchantment. An amulet of dreams. A strategic retreat. A cursed object is stolen. The Enchantress. 15: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger.

392

Wind/Day 1: An oath is fulfilled. A deed is rewarded. Someone is rescued. Someone escapes. Recovering from wounds. Finding the way after being lost. Something lost is recovered. A hero is born or created. A chalice of healing. The Princess. 2: Conquest of or by a wizard. A stone of wasting. An army is demoralized. A hero is weakened. Hunger. Exhaustion. Wandering to commit great deeds. A change leads to increased strength or power. The Errant Knight. 3: A curse is lifted. Creation of or by a king. A princess conquers. A gem of wisdom. Order is restored. An empire established. Madness is healed. A major victory. The Unicorn. 4: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 5: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 6: The natural order is determined or revealed. A decree is made. A character is
393

chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 7: A curse is lifted. Creation of or by a king. A princess conquers. A gem of wisdom. Order is restored. An empire established. Madness is healed. A major victory. The Unicorn. 8: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 9: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 10: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A
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kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. 11: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 12: Something is stolen by force or deception. Someone is captured by deception. A murder is committed. Someone is abandoned. Someone is persecuted. Lovers are separated. There are barriers to success. A battle is lost. A bad decision has consequences. A kingdom captured. The Robber Baron. 13: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed
395

down. A skill is learned. Business thrives. The Master. 14: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 15: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. Fire/Earth 1: Conquest of or by a wizard. A stone of wasting. An army is demoralized. A hero is weakened. Hunger. Exhaustion. Wandering to commit great deeds. A change leads to increased strength or power. The Errant Knight. 2: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 3: A hero brings culture, art or law to the people. Order and justice are established
396

despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 4: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 5: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 6: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard.
397

7: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 8: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. 9: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 10: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest.
398

11: A child must be reared or cared for. A sacred person. A recovery from illness. Enemies are reconciled. The wasteland is healed. Something broken is repaired. An initiation. A curse is lifted. A counterattack. Creation of a kingdom. Potion of youth. The Apprentice. 12: An illness leads to death. A weakness of character leads to a defeat. The defenders are routed or forced to surrender. Destruction of or by a villain. Something important is lost. A child disappears. A responsibility is not met. An oath is not kept. The Traitor. 13: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 14: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard.
399

15: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. Fire/Water 1: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 2: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 3: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen.
400

4: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 5: A character has or gains magical powers. There is a test of cleverness. There is a test of truthfulness, innocence or honesty. An uncertain victory. A fragile peace. Love gained but threatened. A good enchantment. A beneficial change. Winning a wager or game of chance. A prince enchanted. A book of prophecies. The Alchemist. 6: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 7: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 8: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots
401

of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 9: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 10: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 11: An oath is fulfilled. A deed is rewarded. Someone is rescued. Someone escapes. Recovering from wounds. Finding the way after being lost. Something lost is recovered. A hero is born or created. A chalice of healing. The Princess. 12: A character is offended. A disguise or imposture occurs. A false accusation is made. Illicit sexual relations. A disease causes a person to waste away. A marriage or other strong bond breaks down. The land becomes a wasteland. A retreat or rout. A failure of character. Destruction of a kingdom. The Coward.
402

13: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 14: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 15: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. Fire/Night

403

1: A change of shape as a result of violating a prohibition. Enchanted confusion. Destruction of or by a wizard. A sleeping potion. Invasion of a kingdom. Overthrow of the established order. Being on the run. A ship blown off course. Falling in station or status. The Exile. 2: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 3: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 4: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 5: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned.
404

Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 6: Something is stolen by force or deception. Someone is captured by deception. A murder is committed. Someone is abandoned. Someone is persecuted. Lovers are separated. There are barriers to success. A battle is lost. A bad decision has consequences. A kingdom captured. The Robber Baron. 7: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 8: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 9: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is
405

endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 10: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 11: A judgment is given. Marriage of or to a princess. Creation of or by a queen. Long study. Serenity. Sagehood. A building project. Philosophy. The Hermit. 12: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 13: A character has or gains magical powers. There is a test of cleverness. There is a test of truthfulness, innocence or honesty. An uncertain victory. A fragile peace. Love gained but threatened. A good enchantment. A beneficial change. Winning a wager or game of chance. A prince enchanted. A book of prophecies. The Alchemist. 14: Before a marriage can happen, there must be a test. Marriage of or to a wizard.
406

A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 15: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. Fire/Day 1: A test of survival. Creation of or by a wizard. A ring of transformation. An improvement of character. Redemption or salvation. Successful courtship or seduction. Conversion. Rising in station or status. The Shapeshifter. 2: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 3: A judgment is given. Marriage of or to a princess. Creation of or by a queen. Long study. Serenity. Sagehood. A building project. Philosophy. The Hermit.
407

4: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 5: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 6: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A
408

kingdom is under enchantment. A book of spells. The Wizard. 7: A judgment is given. Marriage of or to a princess. Creation of or by a queen. Long study. Serenity. Sagehood. A building project. Philosophy. The Hermit. 8: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 9: A character has or gains magical powers. There is a test of cleverness. There is a test of truthfulness, innocence or honesty. An uncertain victory. A fragile peace. Love gained but threatened. A good enchantment. A beneficial change. Winning a wager or game of chance. A prince enchanted. A book of prophecies. The Alchemist. 10: Something is stolen by force or deception. Someone is captured by deception. A murder is committed. Someone is abandoned. Someone is persecuted. Lovers are separated. There are barriers to success. A battle is lost. A bad decision has consequences. A kingdom captured. The Robber Baron.
409

11: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 12: Something is stolen by force or deception. Someone is captured by deception. A murder is committed. Someone is abandoned. Someone is persecuted. Lovers are separated. There are barriers to success. A battle is lost. A bad decision has consequences. A kingdom captured. The Robber Baron. 13: A marriage is celebrated. Lovers meet or are united. A child is conceived. A valuable object is inherited. A goal is reached. A battle is won. Treasure is found. A wise decision is made. Plunder is obtained. A quest to win a kingdom. The Prince. 14: There is an encounter with a mermaid or other such creature of mixed nature. There is an encounter with a magical animal or marvelous creature. A character has an animal familiar. A character is magically transformed or changes shape. A
410

magical object is found or used. A character uses trickery or deception. There is a test of identity or recognition. A character or place is enchanted. Treason is contemplated. A kingdom is under enchantment. A book of spells. The Wizard. 15: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. Earth/Water 1: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 2: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 3: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots
411

of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 4: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 5: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 6: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 7: Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found. The King. 8: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes
412

the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 9: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 10: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 11: A test of survival. Creation of or by a wizard. A ring of transformation. An improvement of character. Redemption or salvation. Successful courtship or seduction. Conversion. Rising in station or status. The Shapeshifter. 12: Something is stolen by force or deception. Someone is captured by deception. A murder is committed. Someone is abandoned. Someone is persecuted. Lovers are separated. There are barriers to success. A battle is lost. A bad
413

decision has consequences. A kingdom captured. The Robber Baron. 13: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 14: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 15: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. Earth/Night 1: Destruction of or by a king. A fool conquers. Order collapses. Fall of an empire. Madness. An evil warrior. A major defeat or setback. Corrupt power. The Black Knight.
414

2: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 3: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. 4: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. 5: The natural order is determined or revealed. A decree is made. A character is
415

chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 6: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 7: A marriage is celebrated. Lovers meet or are united. A child is conceived. A valuable object is inherited. A goal is reached. A battle is won. Treasure is found. A wise decision is made. Plunder is obtained. A quest to win a kingdom. The Prince. 8: Something is stolen by force or deception. Someone is captured by deception. A murder is committed. Someone is abandoned. Someone is persecuted. Lovers are separated. There are barriers to success. A battle is lost. A bad decision has consequences. A kingdom captured. The Robber Baron. 9: A hero brings culture, art or law to the people. Order and justice are established
416

despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 10: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 11: A character has or gains magical powers. There is a test of cleverness. There is a test of truthfulness, innocence or honesty. An uncertain victory. A fragile peace. Love gained but threatened. A good enchantment. A beneficial change. Winning a wager or game of chance. A prince enchanted. A book of prophecies. The Alchemist. 12: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 13: A wish is made. A journey is made to the otherworld or underworld. A character
417

is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 14: A character is under an enchanted sleep. A haunting by a ghost or spirit. A setback with potential for advantage. Adversity leads to unity. A villain casts or is under an enchantment. An amulet of dreams. A strategic retreat. A cursed object is stolen. The Enchantress. 15: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. Earth/Day 1: A curse is lifted. Creation of or by a king. A princess conquers. A gem of wisdom. Order is restored. An empire established. Madness is healed. A major victory. The Unicorn.
418

2: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 3: A curse is lifted. Creation of or by a king. A princess conquers. A gem of wisdom. Order is restored. An empire established. Madness is healed. A major victory. The Unicorn. 4: A danger or calamity threatens the world. Total defeat. The quest has failed. A significant death. A city or kingdom falls. Conquests of or by a villain. A spell of wrath. A loss of face. The Tyrant. 5: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 6: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned.
419

Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 7: A curse is lifted. Creation of or by a king. A princess conquers. A gem of wisdom. Order is restored. An empire established. Madness is healed. A major victory. The Unicorn. 8: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 9: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 10: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 11: A wish is made. A journey is made to the otherworld or underworld. A character
420

is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 12: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 13: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 14: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 15: A reincarnation. The youngest is victorious. Weakness or modesty is rewarded. Treason is exposed. A blight is removed. An antidote for poison. Creation
421

of or by a prince. A chalice of inspiration. The Merchant. Water/Night 1: Marriage of or to a fool. Destruction of or by a queen. Captivity. A character flaw. An unsuccessful life. An oppressive empire. A corrupt institution. Slavery. The Jailer. 2: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 3: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. 4: There is an encounter with a dragon, giant or powerful creature. An extraordinary place is discovered. An extraordinary object is found. An extraordinary event occurs. Total victory is achieved. A total defeat is suffered. A kingdom, nation, empire or city is founded. An amazing feat of strength. A display of
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powerful magic. Conquest by or of a kingdom. A helm of courage. The Champion. 5: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 6: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 7: Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found. The King. 8: Something is stolen by force or deception. Someone is captured by deception. A murder is committed. Someone is abandoned. Someone is persecuted. Lovers are separated. There are barriers to success. A battle is lost. A bad decision has consequences. A kingdom captured. The Robber Baron. 9: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or
423

given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 10: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 11: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 12: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 13: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of
424

wandering. The established order is challenged. Nomadic peoples. The Bard. 14: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 15: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide. Water/Day 1: A judgment is given. Marriage of or to a princess. Creation of or by a queen. Long study. Serenity. Sagehood. A building project. Philosophy. The Hermit. 2: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard.
425

3: An oath is fulfilled. A deed is rewarded. Someone is rescued. Someone escapes. Recovering from wounds. Finding the way after being lost. Something lost is recovered. A hero is born or created. A chalice of healing. The Princess. 4: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 5: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 6: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 7: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes
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the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 8: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 9: A marriage is celebrated. Lovers meet or are united. A child is conceived. A valuable object is inherited. A goal is reached. A battle is won. Treasure is found. A wise decision is made. Plunder is obtained. A quest to win a kingdom. The Prince. 10: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 11: An oath is fulfilled. A deed is rewarded. Someone is rescued. Someone escapes. Recovering from wounds. Finding the way after being lost. Something lost is recovered. A hero is born or created. A chalice of healing. The Princess. 12: Before a marriage can happen, there must be a test. Marriage of or to a wizard.
427

A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 13: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 14: An initiation. A vocation is conferred. A marriage. Marriage of or to a hero. A book of maps. A situation is stable. Peace is established. Prosperity reigns. The Queen. 15: Knowledge is acquired. Fame or glory is gained. A quest achieved. Love is found. Conquest. Conquests by or of a prince. A sword of victory. A treasure is found. The King. Night/Day 1: A character is revived from death. An exorcism. A tragedy that teaches or improves. A triumph that goes bad. An
428

ambiguous outcome. Selling one's soul for power. A struggle between good and evil. Destruction of or by a princess. Creation of or by a fool. The Necromancer. 2: A character is offended. A disguise or imposture occurs. A false accusation is made. Illicit sexual relations. A disease causes a person to waste away. A marriage or other strong bond breaks down. The land becomes a wasteland. A retreat or rout. A failure of character. Destruction of a kingdom. The Coward. 3: A wish is made. A journey is made to the otherworld or underworld. A character is tested by fear. A character is given a task. A test of prowess. A decision is doubted. A direction is questioned. Determination falters. Enchantment of or by a hero. A spell of confusion. The Traveler. 4: Someone is captured. Someone pursues. The wrong path is taken. A false or doomed course of action. A kingdom misgoverned. War by or against a villain. A drink of forgetting. Aimless wandering. The Peasant. 5: A marriage is celebrated. Lovers meet or are united. A child is conceived. A valuable object is inherited. A goal is
429

reached. A battle is won. Treasure is found. A wise decision is made. Plunder is obtained. A quest to win a kingdom. The Prince. 6: The natural order is determined or revealed. A decree is made. A character is chaste or celibate. A ceremony or service is held. A tradition is passed down. A religious order is involved. A situation is endured. A city, nation or government resists overthrow or siege. A bad situation must be accepted. A royal marriage. The Priest. 7: A shield of strength. A bodyguard. A calm and stable person. A strongman. A heroic defender. A castle. An ancient land. An ancient church. The Giant. 8: A prophecy is fulfilled. A good strategy. A map is found or given. A guide describes the way. Conquests of or by a hero. Boots of great speed. Training leads to skill. Power is gained or obtained. The Dragon. 9: Before a marriage can happen, there must be a test. Marriage of or to a wizard. A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard.
430

10: A character is under an enchanted sleep. A haunting by a ghost or spirit. A setback with potential for advantage. Adversity leads to unity. A villain casts or is under an enchantment. An amulet of dreams. A strategic retreat. A cursed object is stolen. The Enchantress. 11: The world or its order or human culture is created. An oath is taken. Progress is made. A great struggle, effort or quest is undertaken. A clue or hint is found or given. Magical aid or guidance. The right choice is made. Training begins. Victories in war. A prince at war. The Ranger. 12: An evil must be endured. Misrule continues. A cursed place or crossed condition. Marriage of or to a villain. A potion of melancholy. A blighted life. A disabling wound. Imprisonment. The Hag. 13: A hero brings culture, art or law to the people. Order and justice are established despite obstacles. A marriage endures or succeeds. A nation, empire, religion, tradition, or order endures over time. A prince is married. A tradition is passed down. A skill is learned. Business thrives. The Master. 14: Before a marriage can happen, there must be a test. Marriage of or to a wizard.
431

A relationship is threatened. A kingdom is threatened. A heresy arises. A life of wandering. The established order is challenged. Nomadic peoples. The Bard. 15: A prophecy is made. A curse is declared. A journey is undertaken. A decision is made. An attack is ordered. A guide gives directions. A map is found or made. An oracle is consulted. Laws are declared. Wars of a kingdom. The Guide.

432

Appendix- Rune Singing "Rune singing," as with the rune poems, is not a reference to the Norse runes but to a Scottish word for a charm. These chants or mantras in the Language of the Elements were developed for each of the 36 Lesser Mysteries according to the "zed tree expansion" rules of Relationship Theory. They can be used for a variety of meditative purposes.
Sky/Sun Mu Yi Ek Ez Fei Fei Ez Ez Ef Fei Da Et Wo Ef Ez Sky/Moon Mi 433

Hei Yu Ez Fei Fei Da Wa Ef Wo Po Ed Wo Fei Na Sky/Wind Lei Hu Bu Ez Fei Fei Lei Hu Wo Wo Po Tho Ef Ri Bu Sky/Fire 434

Lo Ri Ung Lei Lo Lo Lei Hu Ung Ri Ko Ath Ung Ri Bu Sky/Earth Wa Mi Ek Hei Yu Fei Ez Ez Fei Fei Da Tho Wo Wo Bu

435

Sky/Water Wo Ri Ung Lei Lo Lo Lei Hu Ung Ri Ko Ath Ung Ri Bu Sky/Night Et Hei Yu Ez Fei Fei Ef Wa Ef Wo Es Ed Fei Wo Zu 436

Sky/Day Es Mi Ko Hei Yu Lo Da Ez Fei Fei Da Ri Ung Fei Na Sun/Moon Ga Ro Ro Sei Wo Wo Na Lei Wo Hei Ek Ri Ek Ro 437

Ek Sun/Wind Ek Nei Ez Ath Wo Wo Ez Lei Lo Ri Ek Yi Ek Ef Ez Sun/Fire Yu Fei Ef Pi Wo Wo Ez Ef Lo Yi Ung Mi Ek 438

Wo Bu Sun/Earth Bu Nei Ek Ath Ef Fei Ez Ed Lo Wa Wo Wa Wo Ef Wa Sun/Water Ung Fei Lei Ed Wo Ri Bu Sei Fei Yi Ung Lei 439

Ro Ro Lei Sun/Night Bi Nei Lei Ath Ef Ri Bu Lei Lo Wa Ef Ro Fei Fei Lei Sun/Day Ko Lo Da Ath Ung Wo Ez Lei Lo Lo Lei 440

Yi Ek Wo Wa Moon/Wind Hei Ez Nei Wa Ef Wo Na Hu Ek Zu Fei Hei Ung Fei Ko Moon/Fire Yi Ef Fei Zu Wo Wo Ang Hei Wo Ri 441

Yu Ri Mu Lo Da Moon/Earth Hu Lei Nei Hu Ung Wo Na Ez Ro Ro Lei Hei Ek Wo Ez Moon/Water Ri Ef Ro Zu Fei Wo Na Ef Lei 442

Ef Po Hei Ung Fei Ek Moon/Night Ath Ez Lo Ez Ef Ri Ko Wa Ef Zu Wo Lei Lo Lo Da Moon/Day Gi Lei Po Hu Ung Wo Es Lei 443

Fei Fei Lei Ri Mu Mi Ko Wind/Fire Ro Zu Zu Zu Ro Wo Ung Zu Wo Zu Ang Yi Ung Lo Ef Wind/Earth Ez Hu Bu Hei Fei Fei Ek 444

Ez Fei Ef Es Nei Wo Fei Ez Wind/Water Ef Ez Ez Wa Wo Ef Ez Mi Ek Ri Mu Fei Ez Ef Ez Wind/Night Ed Ez Wa Ez Ef Hei 445

Mu Ez Wo Ez Wo Ef Nei Yi Ek Wind/Day Da Nei Na Ef Ef Wo Na Ez Fei Wa Wo Mi Ung Lei Lei Fire/Earth Nei Ef Ung Ez Fei 446

Lo Ef Wa Ef Wo Es Ath Ung Fei Ez Fire/Water Fei Wo Ef Hei Yu Fei Ez Ez Fei Fei Da Et Ef Wo Wa Fire/Night Tho Zu Wo Zu 447

Ro Mi Ek Hei Wo Zu Ang Hei Yu Fei Ez Fire/Day Po Fei Ang Wo Wo Lo Ang Ri Yu Mi Ung Mi Mu Lo Lei Earth/Water Zu Hei Ez 448

Ez Fei Wo Bu Ez Wo Ef Po Mi Ek Fei Lei Earth/Night Sei Ez Wa Wa Wo Ri Mu Mi Ung Hei Yu Lei Ro Yi Ek Earth/Day Na Lei 449

Na Hu Ung Ro Na Ez Fei Ro Ro Wo Zu Fei Ko Water/Night Pi Ez Lei Wa Ef Ri Bu Mi Ek Zu Wo Ro Fei Ro Lei Water/Day Ang 450

Fei Da Wo Fei Fei Ez Ri Mu Fei Da Fei Wo Ef Bu Night/Day Tei Et Ro Hei Mu Wo Zu Ez Fei Yi Ek Ri Ung Fei Lei

451

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