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Book – PDF Rune Games, by Marijane Osborn & Stella Longland

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A work of contemplative investigation into the Anglo Saxon Runes, including the Fourth Aett. Covering many aspects of runelore, from divination to self-realisation.

Rune Games by Marijane Osborn and Stella Longland occupies a strange place in the recent history of esoteric runology. First published in 1982, it predates some of the considerably more prominent works from the likes of Stephen Flowers, Freya Aswynn, and Nigel Pennick, with Flowers’ Futhark: A Handbook of Rune Magic arriving two years later, while Aswynn’s Leaves of Yggdrasil would be first self-published in 1988. Only Ralph Blum and his mass market Book of Runes (with little rune tiles in a cloth pouch) can claim to be a contemporary, released in the same year as Rune Games, but let’s not tar the latter with the shameful brush of the former. This pedigree means that despite a metaphysical focus, there’s little in the way of references to Germanic magical groups here, and the slight bibliography naturally contains no related titles (as they didn’t exist yet, of course), with the only works directly relating to runes being academic ones.

While later titles from the milieu of esoteric runology would tend to focus on the 24 runes of the Elder Futhark, Osborn and Longland explore the larger Ango-Saxon version; a natural choice since the accompanying Anglo-Saxon Rune Poem provides the most complete information on the meaning of each rune, cryptic though some of them be; with the poem’s Icelandic and Norwegian counterparts detailing only the sixteen runes of the shorter Younger Futhark. After a brief introduction to the runes in general, Osborn and Longland follow the familiar pattern of books such as these by detailing the meaning of each rune, beginning with a translation of the appropriate verse from the Anglo-Saxon Rune Poem before providing an investigation of symbolism that usually runs up to a page and a half for longer entries, and as little as half a page for others. The authors draw fairly purely and pragmatically from etymology and the information found in the rune poems, with little in the way of outlandish or metaphysical speculation.

There is a concerted effort to show patterns within the runes, creating a thematic image that emphasises, as the rune poem naturally does, Anglo-Saxon ideas of home, hall and hearth. This reaches its zenith in an additional section where Osborn and Longland return to some of the runes by grouping them via their shapes as well as their association with animals, trees and plants, and the stars.

The unique selling point of Runes Games is said games, eight in all, though Osborn and Longland take their time getting to them, providing a firm grounding in the runes and the metaphysics of divination first, so that it isn’t until half way through the book that they are introduced. Beginning with the simplest, a casting of rune staves (with three of them being selected for a tri-part query), these games are various systems of divination that ramp up in complexity as they progress. Classic children’s’ games play an inspirational role here, with one game being based on a knucklebones while another is comparable to hopscotch, with runes arranged on various grid patterns and the hopping done in the player’s mind. Other games draw from mythology for their framework, with one based on the nine nights spent hanging from the World Tree by Odin, and another that incorporates the charms mentioned in the Ljóðatal section of Hávamál. Another of the games returns to the image of the World Tree but aligns it with the Qabbalistic Tree of Life, assigning various runes to the sephira and then creating five different divinatory trees, with characteristics specific to an assigned rune; for example, the Tree of Man for one’s current personality, the Tree of Aurochs for the will and the Tree of Ing for possible futures.

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