Tenebrae Runes and Divination
Below are the details of a Tenebrae runic system I've devised, based on a combination of tarot, Norse runes and Qabalah. These can be used for sigils, talismans, etc. as well as for divination. That is, given chaos magic principles, I see no reason why this Tenebrae system shouldn't be usable by interested magical practitioners in the "real" world.

The divination system uses the following 3 types of "cards":

Archetype (Major Arcana equivalent)

A single rune from the Archetype list (below left). There are 27.
Why not 22? Click here for modified Daemon "Qabalah + Da'ath" diagram. (More info on the Daemons here)
 

Element (Minor Archana equivalent)
  5 #1-10 + a rune from the Element list (below right). 40 in total.

Incarnation (Court Cards equivalent)

An Incarnation rune (bottom right) + an Element. 16 combinations.

This makes for 83 "cards" total. ("Cards" is in quotes because the rune combinations could also be put on tiles, tokens, etc.) The oracle is consulted by placing "cards" in the following positions, order indicated by numbers:

4 3 10

1,2: "You", the querant; the situation at hand
3: What you want others to think/feel about the situation
4: The recent past; conscious influences
5: Your true inner thoughts and concerns
6: The distant past; unconscious influences
7: What others in fact think/feel about the situation
8: The near future; immediate outcome
9: Factors beyond your control which may affect things
10: The far future; long-term results

5 1,2 9
6 7 8

Here is a picture of the wooden block runes that I use (black and white to improve contrast). Meanings of all 83 "cards" are provided below.


<- Archetype


<- Element


<- Incarnation




Archetypes
Elements
Antl (Horn) - The Fool
Pure potential, freedom from commitment, a new beginning.
Fire
  1. Adventure: an impulse to do something new.
  2. Resolution: settling past conflict prior to new endeavors.
  3. Challenge: a clever move rewarded.
  4. Accomplishment: peace and prosperity.
  5. Conflict: competition and excitement.
  6. Success: recognition through hard work.
  7. Courage: odds surmounted despite uncertainty.
  8. Haste: reckless action, perhaps ill-advised.
  9. Liberation: non-conformity, inspiration of others.
  10. Oppression: abuse of power, excess.
Water
  1. Pleasure: potential for love and happiness.
  2. Love: harmony in a new relationship.
  3. Comfort: healing through friendship.
  4. Weariness: past problems pollute the present.
  5. Regret: disillusionment and sorrow.
  6. Boon: a gift or discovery.
  7. Delusion: self-deception and idleness.
  8. Loss: disappointment, moving on to something better.
  9. Joy: a wish granted, satisfaction
  10. Bliss: passion and lasting happiness
Air
  1. Insight: a new idea or insight.
  2. Indecision: tension and imbalance.
  3. Cruelty: agony, betrayal, an outside influence.
  4. Release: retreat and recovery.
  5. Defeat: humiliation and unfairness.
  6. Journey: strong action to move away from the past.
  7. Risk: bad luck, less success than expected.
  8. Imprisonment: a crisis that is difficult to escape from.
  9. Torment: misery, danger, isolation.
  10. Ruin: despair, reaching the very bottom.
Earth
  1. Abundance: news, a windfall.
  2. Duality: constructive tension between two forces.
  3. Artistry: productivity inspired by passion.
  4. Dissatisfaction: mixed happiness, restlessness.
  5. Distress: unexpected difficulties, a turning point.
  6. Generousity: kindness, a well-deserved reward.
  7. Progress: material success, improved luck.
  8. Completion: end of a cycle and beginning of something new.
  9. Acceptance: satisfaction with the material world.
  10. Happiness: an excellent outcome, rewards and riches.
Byrk (Key) - The Mage
Creative power, ambition, mastery, action.
Gral (Chalice) - The Maiden
Intuition, hidden influences, mystery, unconscious influences. a.k.a. The Daughter.
Dolth (Door) - The Mother
Fertility, nurturing, passion, abundance.
Isll (Wall) - The Ogre
Hostility, defensiveness, shoring up of barriers between self and others.
Helg (Roof) - The Father
Leadership, benevolent authority, responsibility.
Vow (Dagger) - Law
Conformity, constraint by others, tradition.
Xin (Dream) - The Harlot
Potential barrier dissolution and loss of self; may be liberating or dangerous.
Zalg (Shield/Banner) - The Lovers
Tension within a relationship, the need to make choices.
Chet (Heat) - The Rider
Impetus, willpower, triumph over fear, greatness. a.k.a. The Son.
Fehl (Field/Graveyard) - The Wraith
Stasis, refusal of the future, vengeance, feeling haunted.
Tharu (Metal) - The Dragon
Destruction, violent and conscious rejection of the past.
Ngia (Flower) - The Vampire
Anguish, manipulation, a victim who victimizes others.
Teir (Spear) - Strength
Inner strength, confidence, quiet determination.
Ywaz (Drug) - The Crone
Introspection, withdrawl from the world, wisdom.
Kean (Hand) - Fortune
Unexpected change in circumstances, seizing the moment.
Lamu (Water) - Justice
Balance through reconsideration and elimination of excess.
Incarnations

Wizard
  • Fire: Incarnation of the Father. Compassionate and impulsive.
  • Water: Incarnation of the Ogre. Powerful and domineering.
  • Air: Incarnation of the Law. Intellectual and autocratic.
  • Earth: Incarnation of the Wraith. Reliable and grave.
Witch
  • Fire: Incarnation of the Harlot. Wild energy and sexuality.
  • Water: Incarnation of the Mother. Creative and devoted.
  • Air: Incarnation of the Vampire. Mysterious and distant.
  • Earth: Incarnation of the Crone. Serene and practical.
Sorceror/ess
  • Fire: (Sorceress) One half of Alchemy. Energy and idealism.
  • Water: (Sorceror) Incarnation of the Rider. Drive and independence.
  • Air: (Sorceress) One half of Alchemy. Righteousness and courage.
  • Earth: (Sorceror) Incarnation of the Mage. Integrity and dedication.
Virgin
  • Fire: Incarnation of the Initiate. Initiative and responsibility.
  • Water: Incarnation of the Maiden. Imaginative and vivacious.
  • Air: One of the Lovers. Intuitive and graceful.
  • Earth: One of the Lovers. Curious and respectful.
Mana (Blood) - The Initiate
Independence and new awareness in spiritual matters.
Nuth (Soil) - Death
Release from old patterns, letting go of the past.
Saol (Lightning) - Alchemy
Constructive cooperation, moderation, a good combination
Eyin (Trap) - Decadence
Temptation, dark gratification, self-indulgence, irresponsibility.
Perh (Earthquake) - Catastrophe
Impending collapse of something longstanding, possibly resulting in enlightenment.
Waji (Omen) - The Star
New understanding, clarity, cleansing, insight.
Uruq (Darkness) - Darkness
Hidden danger, deception, mystery, the imagination.
Rais (Light) - Light
Energy, reason, joy, simplicity, contentment.
Jhir (Spirit) - Revelation
Renewal, redemption after painful change.
Olith (World/Year) - The World
Success, recovery, unity, a positive future.

Last update: August 29, 2006



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