Tag Archives: automatic writing

The Witches’ Book of the Dead

The Witches’ Book of the Dead [also] by Christian Day, available from Weiser Books, arrived at the Reading Room courtesy of the publisher. Although I find myself a bit wary of the work, judging a book by my superficial expectation of much self-consciously witchy fare, on looking twice this seems like it has some nice, if moderately basic, primer coverage of useful ceremonial and Goëtic topics and skills. There’s sections about ceremonial tools, rituals, necromancy, sections on history, and so on. This could be a nice gateway title for the budding, if given the right push, Goëtes; or maybe they end up pursuing Voudon or similar; or minimally a practice informed by this actual structure and information … But, either way, the grounding in history and ceremonial ritual seems a decent start for the student.

Christian Day's The Witches' Book of the Dead from Weiser Books

“Witches are creatures of magic. They cast spells, heal, and foretell the future. What you might not know is that Witches can also commune with the spirits of the dead.

In The Witches’ Book of the Dead, modern-day Salem Warlock Christian Day shows how the spirits of our beloved dead can be summoned to perform such tasks as helping you to discover hidden opportunities, influence the minds of others, seduce the object of your affection, and even reach into the dreams of the unwary. According to legend, the Spirits of the dead can confer magical talents, fame, love, and wealth on those brave enough to summon them.

The Witches’ Book of the Dead explores the enduring relationship between witches and the dead and teaches rituals and incantations to help readers open doorways to the spirit world.

Topics include:

· Legendary Witches who have raised the dead, including The Witch of Endor, Circe, and Erichtho
· Creating ancestral altars and building relationships with spirits
· The tools of Necromancy: the bronze dagger, yew wand, iron keys, graveyard dust, the offering cauldron, spirit powders, the human skull, and more.
· Methods of spirit contact, including automatic writing, scrying mirrors, spirit boards, pendulums, and spirit mediumship
· The ancient arts of necromancy as a method of conjuring the dead to assist in magic
· Ridding yourself of unwanted spirits using rituals of cleansing, banishing and exorcism
· Ghost hunting techniques that combine psychic wisdom with modern technology
· Communing with the dead in dreams
· Sacred holidays and powerful celebrations of the dead
· Resources on where to ethically obtain the tools of the trade
· An overview of the feared deities of the Underworld
· Rituals, recipes, exercises, and more!

Dare to walk between the worlds with Christian Day as he guides you across the River Styx into the shadowy realms where the dead long to connect with us once more!” [via]

 

De Profundis

Quite a while ago actually, I wandered into a local game shop and happened to start looking through the small press roleplaying games. There were several that struck me as interesting, but one in particular not only struck me but has stuck in my mind. Thinking over the last month or more about ALA’s National Gaming Day, which was today, I found myself thinking about this game once again.

De Profundis is a game created by a Polish designer Michał Oracz, and has been translated to English in two editions. The first edition was from Hogshead Publishing, and is still available through Chaosium. The second edition is available directly from Cubicle 7, as a PDF and print bundle, or many other outlets, such as in a downloadable PDF via DriveThruRPG.

 

What struck me at first about this game is that it outlines a way to play through correspondence, whether that’s physical snail mail, through email or maybe even in an online forum; and that play progresses not through rolling dice and consulting tables, but rather through the players telling the story of their characters as part of a collective narrative.

“Sometimes when I’m working on the game I enter a strange state of consciousness, as if someone were whispering things in my ear. Have you heard of ‘automatic writing’? You must have. Well, it’s like that. Or almost, because I still need to use my brain. In the next letters, ‘ll describe the game. I wonder what you’ll think. I have this eerie impression that if only I had the right key, and unlocked the right door in my brain, the whole game would just fall out, complete, finished, as though it were already there somewhere, and I just had to peep through the keyhole to see it. I can feel it’s close, but I can’t reach it; I just grab at bits of it and piece them together like parts of a torn photograph. Not everything fits yet, but I know they’re parts of a coherent whole.” — De Profundis

So, the participants in this build a emergent narrative by weaving together their separate personal narratives. The letters develop a story that has a life of its own. And, not only that, but that story then becomes part of the life of the participants.

“So, imagine a tree with many branches, walking on three legs. That’s what De Profundis is like: like a symbol for the three-legged form of Nyarlathotep. It has three parts, rests on three pillars: part one is Letters from the Abyss, part two is Phantasmagoria, and part three is Hermitage. They’re all inextricably interconnected, together forming a whole game.” — De Profundis

These three parts, “Letters from the Abyss”, “Phantasmagoria” and “Hermitage”, are three kinds of psychodrama which are acted out via correspondence, in the field and solo, by the player alone. So, the whole is characterized as different modes of psychodrama. It was when I read the description of the nature of pure psychodrama that this game became stuck in my mind, and if you’ve participated in any group trance work, you’ll recognize this immediately.

“Psychodrama is close to a role-playing game, but without a game master. The players create everything themselves, from their characters to events in the game world. Every participant is a player and a game master at the same time. You don’t need anything to play a psychodrama session: a description of the world, character sheets, rules, a scenario. The players – gathered in a darkened room – simply close their eyes, and one of them describes a place. They all go there in their imagination.” — De Profundis

The primary mode of play is the first, “Letters from the Abyss”, and it is formed by the interwoven letters of those participating. If you aren’t sure what that looks like, just remind yourself by taking a look at the text of Bram Stoker’s Dracula and some of the complete works of Lovecraft.

The other two modes are both more personal and more real than the first, each a kind of escalation of the magical, archetypal and narrative practice, where the game develops a kind of feedback loop into the reality of the participants, and the whole emerges greater than the sum of its parts or the individual participants.

This kind of diceless and personal narrative driven roleplaying reminds me of of many things, but in particular of both Amber and Toon. In Amber, the system developed to roleplay in Roger Zelazney’s stories, dice are not used but rather there is a reliance on narrative. Also, I remember reading the instruction in Toon, a roleplaying game about being cartoon characters, that if a player could explain some way that to do what they want to accomplish, and the more bizarre and convoluted the description, they should be allowed to do so, no matter what the rules might otherwise say.

The creative and narrative nature of this game also suggests to me some of the same foundation as can be found in HipBone Games’ Glass Bead Game which I posted about earlier this week.

A collection of the letters and journals from a complete session might look very much like the text of Dracula or a fully formed Lovecraft tale, but is moreover a kind of magical journal for not just a personal practice but a record of a group trance.

 

I’ve been exploring a bit of the influence of esoterica on fiction, and visa versa, over at the Cadaver Synod: Esoteric Fiction and Fictional Esoterica. What if, instead of setting the game within the Lovecraftian tales of the Cthulhu Mythos, a bunch of people interested in the Western Esoteric Tradition, including gamers, writers, readers, magicians, Jungians, and who ever else might be both creative and crazy enough to want to join, were to tell each other a strange emerging tale, a shared narrative, using this method, using shared, sequential narratives and perhaps, for recording field and solo modes, personal journal entries. Now that would be interesting!

All that would be needed is a venue, such as a dedicated website or a blog, where correspondence and journals could be posted, a framework for the setting of the story, and a bunch of crazy kids interested in forming a secret psychodrama cult club … you know, maybe not something to start up smack in the middle of NaNoWriMo, but what about starting that up in the coming New Year?