DA DERGA'S HOSTEL

An aspect of the inner heart chakra expressed outwardly as a geomantic feature, a celestial residence of spiritual adepts participating in the bliss and perpetual presence of the Christ Consciousness.

Also known as Ananda-kanda chakra, Elysian Fields, Elysium, Jeweled Altar, Valhalla.

Description: Irish myth recounts several inns (bruiden), residences, banqueting halls, and sumptuous residences, possibly otherworldly in nature, called hostels. A well-known bruiden is the Brugh na Boinne, Boand's Hostel, or the Inn on the River Boyne, near Dublin, known today as Newgrange. An Irish tale called The Destruction of Da Derga's Hostel describes the awesome guests at Da Derga's inn on the River Dodder in Leinster just before it is ruined by invading pirates. Da Derga is the “Chief Hospitall” in all of Eriu, Ireland's ancient, original name.

Conaire Mor, King of Ireland at the Hill of Tara, a ruler who brought peace and plenty to Ireland, travels with his retinue to Da Derga's Hostel to collect a debt of hospitality owed the King for an earlier favor. The hostel is an enormous building: It has seven doorways with seven rooms built between every two doorways; 17 of Conaire's chariots stand at every door, and if you're outside looking in, you can see the hearth fires through the chariot wheels.

The company assembled at Da Derga's Hostel is formidable: nine immortal pipers from Sidhe Bregia (an otherworldly fortress); Mac Cecht, Conaire's champion whose sword stands 30 feet high and whose eyes are like two large lakes next to a mountain (his nose); the Fomorians, ancient giants with three heads and 300 teeth apiece; Tulchinne the Juggler, who carries nine swords in his hand, nine silver shields, and nine golden apples; the three chief champions, each of whose limbs is as thick as a man's waist and whose lances will kill nine men at one throw; and Da Derga himself, red-haired with a green cloak, who has been constantly boiling food for the men of Eriu in a cauldron that has never been taken from the fire since he opened his inn.

Explanation: Irish myth is describing the psychic perception of an assemblage of the Great White Brotherhood in another dimension, though accessible to ours through openings in Earth's visionary geography.

Norse myth calls this feature a Valhalla, Odin's Hall of the Slain. In Norse myth, 432,000 Einherjar, warriors slain in battle and selected by the Valkyries at Odin's request, are brought to Valhalla for endless feasting and drinking. The Einherjar are “lone fighters,” spiritual adepts who have mastered themselves, their body, matter, and consciousness, and have been elected into the Great White Brotherhood; this is a vast conclave of enlightened sages, spiritual adepts, angels, and benign intelligences from other star systems that supervise human evolution, as well as larger affairs of the solar system, galaxy, and universe.

The Einherjar, or, in Irish language, the guests of Da Derga's Hostel, are indeed prodigies of battle, but the battle is against unconsciousness and ignorance. Some, like the three-headed Fomorians, are angels in metaphoric disguise; others, like the various shield-bearers, cup-bearers, harpers, pipers, swordsmen, are Great White Brotherhood members of various specialties.

Da Derga's Hostel is the chief Hospitaller in all Eriu and his hearth fire has never ceased to boil food in his cauldron because it is the Christ Consciousness that is served at his inn. More precisely, the champions feasting in Da Derga's Hostel partake of the inexhaustible Boar of Christ Consciousness; it is a kind of agape or Eucharistic celebration of spiritual peers in service to the highest good. In Norse myth, the boar whose flesh is perpetually consumed and renewed is called Saehrimnir, and it is a vivid metaphor for the Christ Consciousness.

Da Derga's Hostel is both an excellent metaphoric description of a geomantic feature in Earth's visionary geography and a specific example of it. Irish myth gives the name of five Hostels, including Da Derga's, and the topographic location of these is more or less known today by archeologists. These five Hostels are otherwordly or astral in nature, however, though they may be accessed in a visionary sense at the specific landscape sites given for them.

There are 360 Hostels, or Valhallas, found across the Earth's surface where one may witness and even partake in, to a degree, the endless feasting of the spiritual champions, Some locations include Monticello in Charlottesville, Virginia; Rondvassbhu, Rondane Mountains, in Norway; Ivy Thorn Hill, Glastonbury, England; Saint Paul's Cathedral, Ludgate Hill, London, England.

Da Derga's Hostel may appear to clairvoyant perception as a vast sports stadium filled with 432,000 enlightened sages resembling thousands of sparkling, sun-drenched jewels. This geomantic feature is an inherent part of the inner heart chakra, called Ananda-kanda, expressed in both the human and planet. One of the esoteric features of this chakra is a jeweled altar, which is a precise visual metaphor for the sports stadium of 432,000 sparkling, differently hued adepts.

You can access this arcane aspect of your own inner heart chakra through visionary expeditions into the outer, projected form of the same at the 360 locations on Earth and thereby participate in the unending bliss (feasting) and perpetual presence of the Christ Consciousness enjoyed by the Einherjar.

See also: Einherjar, Eriu, Glass Mountain, Saehrimnir, Seven Rishis, Valhalla.

DJINN

The repudiated early version of humanity, now inhabiting a lower astral realm close to physical reality, awaiting redemption along with Iblis, their fallen, repudiated chief; one of two prototypes for humanity.

Also known as Afrits, Antigods, Asura, Genies, Kings of Edom, Raksasas, Shaytans.

Description: A class of supernatural, beings as described by the Islamic tradition, the Djinn are said to have been created before humanity by Allah from the Saharan wind called the simoon or from smokeless fire; existing somewhere between the angels and humans, as a group they rebelled against the divine order and set out to perpetrate violence and evil against the rest of creation.

Iblis (also called Azazel, a fallen angel) is their leader and Lord of the Djinn; in Morocco, he's known as Chaarmarouch. Iblis is also called the king of the Shaytans (Satans), another name for the Djinn in their capacity of leading embodied humans into sin and temptation. The Djinn lived for 25,000 years on Earth but increasingly flaunted the divine laws. Islamic lore says the Djinn now live in an intermediate, immaterial subtle realm (alam al-malakut).

Typically they are humanlike in appearance, but they are said to be shape-shifters as well, appearing either beautiful or deformed or in whatever illusory disguise they choose. The Djinn can be either friendly or hostile to humans, but, generally, they are believed to be malevolent toward humanity in most cases, inhabiting isolated or ruined places, such as the desert.

The Djinn were also known as Shaytans, a race of evil spirits resembling humans who once possessed the Earth until they disobeyed and flaunted the divine laws and were destroyed by an army of angels. They are dangerous because they are strong, unpredictable, and well versed in black magic.

Judaic legend says once King Solomon summoned the Djinn to appear before him to see what they looked like. They appeared in great numbers in the form of bizarre hybrid animals with two heads or that breathed fire. Mastering the Djinn, King Solomon had them perform many useful tasks, such as building, mining, diving for pearls, collecting jewels, and crafting metals. Islamic lore says there are Djinn still alive today in the subtle world who were alive in the time of the Prophet Muhammad; he converted a party of Djinn in the desert and exacted an oath of allegiance from them at the spot called Mosque of the Djinn in Mecca.

Explanation: The Djinn were created before humans as we know ourselves today, as the Supreme Being's first attempt to create humanity. The Djinn were one of two prototypes (see Yeti) created before humanity was perfected. Lilith, Adam's rebellious first wife, was a Djinn, but here Adam must be understood as the spiritual template of the incarnate human and Lilith, and the Djinn as the first attempt to fill this template with a free-will consciousness. Essentially, the Supreme Being tried to make conscious, self-aware beings in material form, didn't quite get it right, and had to abandon the first issue.

Due to their violent, world-damaging excesses from a free will unchecked by morality or limits compounded by vast psychic abilities through mastery of the seven chakras and their occult powers (called siddhis), the Supreme Being aborted His first creation and banished the Djinn to a lower astral realm (or trapped them between this world and the next), there to await their eventual release and redemption by a tamer, more controlled second humanity.

The Djinn are still imprisoned or bound into the Earth at 3,496 geomantic sites called Lucifer Binding Sites, Lucifer being another name for Iblis. Examples of such sites are Tiahuanaco, Bolivia; Dome of the Rock, Jerusalem, Israel; Mount Damavand, Iran; and Lincoln Cathedral, Lincoln, England.

As Lucifer is gradually unbound at these sites by humans, a contingent of Djinn is also simultaneously unbound and redeemed (forgiven) at the same site. Their length of imprisonment is determined by the rate at which humanity can forgive and release them. The forgiveness is required because the Djinn's excesses led to a significant reduction in human psychic freedom and cognitive access as a way of preventing the Djinn excesses from happening again in us.

A portion of Lucifer (1/3496th) and a number of Djinn were bound at each of the 3,496 sites as a way of containing, limiting, and even eclipsing their influence on humanity; thus both Iblis (Lucifer) and the Djinn entered the unacknowledged Shadow of the Earth and humanity.

If the Djinn pose any present danger to humans it is a psychic one—their siren call from the lower astral world is to replicate their physical indulgences. This is the meaning of the reference to Iblis as king of the Shaytans who seek to lead humanity into sin and temptation; they can project enticing visions of the pleasures or excesses of the flesh and psychic power into human minds, entreating us to follow the old lifestyle of the Djinn on their behalf.

See also: Adam, Asura, Fall of Man, Kings of Edom, Lucifer, Raksasas, Tower of Babel.

DOLOROUS STROKE

A momentous transition from first to second generation humanity, occasioning a deep wounding in the ability to remember divine origins and purpose, and have easy access to cosmic consciousness.

Also known as Pandora's Box, Expulsion from Paradise, Fall of Man, Loss of the Divine Name, Wasteland.

Description: The term “Dolorous Stroke” comes from the medieval European legends of the Holy Grail and the Knights of the Round Table. The variously named Fisher King or Grail King (Varian, Brulen, Pellam, Anfortas) grievously wounds himself with the Sword of David due to a lack of knowledge of its proper use. The Sword of David came from the giant Goliath whom David overcame; it was handed down through generations to the Fisher King.

Explanation: The giant Goliath is a coded sign for the Elohim, an angelic family temporarily in human, though giant, form and charged with tutoring early humanity in divine knowledge and practices. David did not overcome and slay Goliath; rather, he mastered the teachings offered him by the Elohim and thus earned the right to wield the sword because he could do so responsibly.

The sword here stands for the array of psychic powers and magical abilities (siddhis) that come with the awakening of kundalini (the gods' fire, in Greek myth) illuminating the chakras in an embodied human with free will. It is sometimes called the Word Sword, suggesting spoken incantations or the power of speech to shape reality. Without expert and strict tutoring, it's only a matter of time before this power gets abused and people start getting hurt. The Stroke is also insight used for oneself in a separatist sense, rather than insight used for the good of many with the interests of the individual self secondary.

The wounding of the once Rich Fisher King, who now becomes the Wounded Fisher King, is actually a punishment and limitation, not an injury. The excesses perpetrated on the world and humanity by the undisciplined use of the Sword of Goliath (i.e., divine knowledge of the Elohim) led to the curtailment of the possibility of its use. The injury (the Fisher King wounds himself in the upper thigh or groin, i.e., the root chakra) means consciousness cannot complete the intended circuit of root chakra to crown chakra and the corresponding flow of the gods' fire (kundalini) through it, illuminating all.

The Dolorous Stroke symbolizes this ontological change of status. In a sense, it was the last stroke permitted humanity with this sword of the gods. Equally, the Supreme Being wounded humanity in the root chakra, which is to say, diminished the potency of the kundalini circuit, or simply toned it down.

The consequence of the Dolorous Stroke was the emergence of the Wasteland. Outwardly, a once fertile, Edenic land became barren and fruitless; inwardly, a once unsundered unity with God and the spiritual worlds was broken, and consciousness dried up, aware of only the physical world. The consequences are dolorous because humans can no longer remember their divine origin and thus live in an existential wasteland devoid of purpose.

The Dolorous Stroke and the inception of the Wasteland inaugurated the quest for the Holy Grail and the emergence of the perfected, Christed Grail Knight who could use the Grail to heal the Wounded Fisher King and restore the land to vibrancy. The story marks the transition from open-ended consciousness of the first generation of humanity to the limitations and requirements for spiritual practice in the next.

An allegorical way of interpreting the Dolorous Stroke is through the Masonic and Judiac accounts of the loss of the Builder's Word or Divine Name. Qabalists say that, since the Jewish Exile, the correct pronunciation of the Divine Name or Omnific Word has been lost. Once the high priests knew how to pronounce the consonants and vowel points in YHVH, but now they know only the consonants, which are like the outer shell of the great Mystery of the Name.

The importance of knowing how to pronounce the Name in full is that it has a mighty creative power, it is a Word Sword that generates or changes reality. Presently the divine Word Sword is broken; it was fragmented by the Dolorous Stroke, a misuse of its powers, and then a gradual forgetting of the pronunciation.

Various facade words are used instead, such as Jehovah or Tetragrammaton, but when, someday, humankind recovers the correct pronunciation, we will once again know the secret of our eternal essence, be one with God's power, and competently and responsibly command the divine forces latent in us.

The story of the Dolorous Stroke is akin to the Greek tale of Pandora's Box and the biblical account of the expulsion from the Garden of Eden and the Fall. It is equivalent also to the Egyptian myth of the dismemberment of Osiris into 14 pieces scattered across Egypt; this is also the fragmented Word Sword.

See also: Antichrist, Fall of Man, Fisher King, Garden of Eden, Grail Castle, Grail Knight, Holy Grail, Klingsor, Pandora's Box, Tower of Babel, Wasteland.

DRAGON

A celestial being who acts as a reservoir for prime creative force and the Waters of Life, with multiple geomantic expressions on Earth.

Also known as drake, knucker, serpent, walm, worm, wyvern.

Description: Many of the major myth systems of the world, such as Greek, Celtic, Teutonic, Norse, and Chinese, have tales of dragons and dragon-slayers.

Norse myth says a single massive dragon called Midgardsormr, or Midgard Serpent, lies coiled around the planet, its tail in its vast gaping mouth. Greek myth once said Ophion, the world serpent, lay coiled seven times around the world egg laid by the goddess Eurynome as the precursor for planet Earth.

Various culture heroes made their reputations or secured boons or safety for humanity by slaying dragons. The Greek Olympian god Apollo slew Delphyne or Pytho at Delphi, making the site fit to be his oracular shrine. Cadmus killed a dragon at Thebes; Herakles killed Ladon who was guarding the golden apples in the Gardens of the Hesperides, possibly in Libya. Siegfried (Sigurd) killed Fafnir, who guarded one of the world's jewel treasures. The Russian bogatyr Dobrynya dispatched Goryshche who was threatening to destroy Kiev. England's patron saint Saint George killed numerous dragons as did Saint Michael (and his archangelic mentor), often dedicating sacred sites as the result.

The Aztec brothers-heroes Quetzalcoatl and Tezcatlipoca, at the beginning of time and creation, subdued the Earth Monster Tlaltecuhtli, who had gaping mouths on her face, knees, elbows, and other joints. They tore her in half: One half they hurled upward to become the sky; the other became the Earth's surface and out of it came all of Earth's natural features, such as mountains, rivers, springs, and the entire plant kingcom.

Usually the dragon threatens public safety, killing and sometimes eating the unfortunate who approach their dens, or sometimes demanding virgins as sacrifices to keep them from destroying on a greater level. Typically the dragon lives in a cave, or sometimes in a dark pool or lake, and he sits on a great treasure, most often jewels, gold, and precious objects made from them.

Some areas seem to have a preponderance of dragon legends, such as England, which has, by some estimates, 80 dragon legends specific to localities, such as the Lambton Worm, the Dragon of Wantley, the Knucker of Lyminster, Linton Worm, Mordiford Wyvern, Longwitton Dragon, and many more. Often the local landscape names reflect the dragon legends, such as Walmsgate, Worm's Den, Wormhill, Knucker Hole, Wormstall, and Serpent Mound (Ohio).

Certain municipalities and even the seats of royalty or kingship have been established where a dragon has been slain. For example, the ancient royal family of Maui in Hawaii established its seat at Lahaina, home of the dragon Kihawahine; Babylon was founded seemingly on the back of a dragon called Mushussu, slain by the local god Marduk, but whose mammoth coiled body remained under Babylon's Ishtar Gate; Wawel Hill in Cracow, Poland, is the former den of the dragon Smok Wawelski.

One early epithet for Thebes, founded by Cadmus, was City of the Dragon. This dragon was considered the offspring of Ares, the Olympian war god, and he guarded the Spring of Ares. He had a golden crest, his eyes flashed fire, he was filled with poison, his tongue had three forks, and he was as large as the dragon (Draco) lying between the two Bears in the sky, that is, Ursa Major and Ursa Minor.

Dragons specific to a landscape are not always named, but in the Norse legends about Yggdrasil, or World Tree, eight dragons are named—Ogoncho, Graback, Goin, Svafnir, Grafvolluth, Ofnir, Moin, Grafvitnir—and said to lie coiled about the base of this massive, towering tree of the high god, Odin.

On the cosmic level, dragons are implicated in the creation of the world and in hindering the flow of necessary water into it. In the Hindu myths, Sesa-Ananta is the thousand-headed dragon who is older than Creation; in between vast cycles of Creation called Pralaya (in the West, Flood or Deluge), Vishnu (the Hindu version of Christ) dreams atop Sesa-Ananta who floats on the cosmic sea. Later in the unfoldment of the world, Indra, king of the Hindu gods, slays Vrtra, another form of the cosmic dragon who is withholding the Waters of Life.

Not only gods and culture heroes are credited with slaying dragons, but in Christian lore at least 40 saints are praised for having killed formidable dragons.

The English word dragon is derived from the Greek drakon or draconta and the Latin draco. The general sense of these words is “to watch or look at,” probably a way of depicting the dragon as ever wakefully guarding something. Probably the ultimate dragon expression in the West is the constellation Draco, which asymmetrically coils about the celestial North Pole. The Olympian goddess Athena reportedly first hurled Draco from Earth to Heaven where he continued his life as a constellation.

Depending on where you live in the world, dragons are either dangerous, destructive, immoral, and evil (the West), or benevolent, morally upstanding protector beings (the East). Revelation characterizes the “great red dragon” of the Apocalypse as having seven heads and seven horns. Typically, dragons are described as resembling immensely large winged lizards rather than snakes; they are scaly, almost entirely impregnable to swords; they have two horns, massive wings, and forked tails; they exhale spumes of fire.

They prefer the dark and dank, such as caves or pools, yet oddly, they often communicate intelligently with their slayers. When Siegfried slew Fafnir and tasted a mere drop of his blood, he became suddenly able to understand the speech of the birds. Curiously, Fafnir was once a giant who assumed dragon form to protect a vast treasure horde at Gnita-heid. Similarly, Sesa-Ananta was once a celestial being of seeming human stature who was asked by Brahma the Creator to be the dragon upon which he would place the entire world as the prime support.

Explanation: The biggest and truest statement one can make about dragons is that they are real and are legitimate, mandated aspects of Earth's energy body. Dragons exist within Earth's visionary geography at four levels and total 1,067.

First, the Midgard Serpent (equivalent to the Aztec Earth Monster) encircles the planet just as the myths tell; one Norse name for it is revealing: Jormungrundr, which means “huge monster,” yet the same word also refers to the Earth as “mighty ground.” The Midgard Serpent is wrapped around the planet in a single massive coil; its head sits approximately at the South Pacific Ocean around Polynesia. Its face appears like a generic human one, though exaggerated and puffed out; it has a huge nose and mouth. Its eyes are jewels, its body golden, and it is both benevolent and scary to behold.

On the second tier of dragons are 13 major or primary ones. Selected locations include Uluru (Ayer's Rock; see Rainbow Serpent) near Alice Springs, Australia; the Tor, Glastonbury, Somerset, England; Silbury Hill, Wiltshire, England; the Serpent Mound at Locust Grove in Ohio, Grand Canyon in Arizona, and Fajada Butte at Chaco Canyon in New Mexico, all in the United States; and Delphi, Greece.

Each of these 13 dragons produces up to 81 progeny by way of eggs. Some of these secondary dragons are hatched and active, others not. Those dragon eggs among the 1, 053 secondary dragons that have been hatched also have been “slain,” for the two expressions are equivalent even if initially different.

Selected locations include the sites mentioned here in relation to dragon-slaying, as well as some surprises: Tintagel in Cornwall, England; three at the Lake Tahoe area in California, including one at the Lake (north end), one at Spooner Valley, another at D.L. Bliss State Park; Bell Rock, near Sedona, Arizona; Dinas Emrys (Snowdonia), Wales; Uturoa, Raiatea in French Polynesia; Mount Pilatus, Wilser, Switzerland; and Mont-Saint-Michel, Brittany, France.

The fourth level of dragon is mostly one of potential in the form of dragon eggs intended for humans and other sentient life forms on Earth, such as dolphins and whales, and even some “species” not in recognizable form. These eggs were laid by the 1,067 dragons in the earliest days of the Earth and total 49 × 49' or more than 33 trillion, presumably enough for every soul who will ever inhabit Earth.

The overseer of the four dragon realms is the original cosmic dragon, known by many names. The constellation Draco is its outer form and expression. Some of its guises have been recorded in the myths about Leviathan, Sesa-Ananta, Tiamat, Vrtra, and others.

Dragons do many things for the Earth. The Midgard Serpent is a reservoir of cosmic energy (the withheld “waters” that Vrtra released) also known as kundalini. The 13 major dragons also hold and release vital cosmic life force for Earth. These two tiers of dragons are interacted with solely by the 14 Ray Masters of the Great Bear, known in Hindu myth, for example, as the Seven Rishis. The Ray Masters (see Seven Rishis) ground their celestial energies and Rays through the dragons and help them release their energies (“waters”) into the Earth grid.

A clear example of this from British folk legend is that Saint George killed a dragon at Dragon Hill, Just below Uffington Castle on the Ridgeway in Oxfordshire, England. The dragon's venomous blood soaked the land so that no grass grows there and his carcass is buried under the hill. Saint George is a culturally shaped description of one of the 14 Ray Masters, all “dragon-slayers.” (The Dragon Hill dragon, incidentally, is one of the planet's 13 primary dragons.)

One way to visualize this is to think of the Rainbow Serpent, one of the Australian Aborigines' names for the dragon at Uluru. The Rainbow Serpent is an excellent metaphor for the electromagnetic field spectrum of light, another nuance to the Waters of Life that Vrtra and all “slain” dragons release into the world.

Dragons guard temples and geomantic features such as Golden Apples, as well as specialized geomantic installations such as the Golden Fleece at Colchis near the Black Sea (in today's Republic of Georgia). They protect the national watcher angels (known as egregors; see Marduk) for countries or continents and their landscapes; 81 dragons are devoted to this assignment.

They are associated with spirallic energy lines (sometimes called ley lines) coming out of domes (see Holy Mountain), etheric energy canopies over mountains that comprise a major part of the Earth's geomantic equipment.

Usually, any of the 1,053 secondary dragons are found at the larger dome caps, which are subsidiary dome-like energy centers arrayed in orderly fashion like flower petals out from the central, very bright “blossom” of the dome.

Dragons are not slain; they are encountered and assimilated by trained geomantic experts, remembered in myth as dragon-slayers. When you can master the dragon within you (the lower self; the kundalini in the root chakra and the primordial personality and drives based on this), and you do this at a landscape dragon site (at one of the 1,053 secondary dragons), then this activates the geomantic dragon and allows the celestial light from the dome to flow through the spirallic dome lines to the dragon, illuminating him in place.

This, in turn, illuminates the local physical landscape, all of Nature, and human consciousness and culture. The dragon is no longer a subliminal threat to psychic and social stability, but a benevolent illuminator of life and culture.

Similarly of benefit to the local landscape and of considerable spiritual benefit to the humans undertaking this is to hatch one's own dragon egg. It is an operation that takes time, months or years, and will put you in front of a representation of the human dragon, that is, the chakra system of seven major energy-consciousness centers and their seven subaspects each, totaling 49.

These 49 and the totality of the system make 50, a mystical threshold in many wisdom teachings, called, for example, the 50 Gates of Wisdom (or Binah). Anciently, initiates having passed a certain level of training were called Dragons. Drinking the dragon's blood is another way of saying one has mastered the 50 Gates; Siegfried understanding the “speech of the birds” means he became clairvoyant and understood the communications among the angelic orders.

As for the treasure the dragon guards in his cave, experientially, one finds the treasure hoard is actually inside the dragon itself, and he offers a little of it voluntarily as a gift for good-faith geomantic interactions with him by humans.

The Judaic tradition both disparages the cosmic dragon and gives it a prime role in the times after Judgment Day. Called Lotan, Leviathan, and Rahab, the primordial dragon of the deep cosmic sea, even though a tyrant with seven heads during Creation and human time on Earth, in the future will be the divine flesh served at the feast of the righteous in Heaven. This is another way of saying one day our limited human consciousness will be reunited with the full panoply, or we will eat continuously, joyously of full cosmic awareness (Leviathan's flesh).

This is consistent with the Hindu explanation of Sesa-Ananta as the “Remainder,” the residue of consciousness from the previous cycle of creation. He embodies undying consciousness, the rich flesh or waters of immortality, and the prima materia from which our universe and everything in it were created.

The most probable reason for the general level of disappreciation and pejoratives thrown at dragons in the West is due to a cultural and religious unwillingness to undertake the awakening of kundalini, or even to acknowledge its existence or potential in humans. That energy was presumably judged dangerous to culture.

See also: Dreamtime, Golden Apple, Golden Fleece, Flood, Holy Mountain, Hurqalya, Leviathan, Marduk, Pele, Quetzalcoatl, Rainbow Serpent, Seven Rishis, Tezcatlipoca, Zep Tepi.

DREAMTIME

The mystical, geomythic, primordial realm in which all the planet's features and its visionary geography were first templated by the gods.

Also known as Aknganentye, Altjeringa, Altyerre, Creation Time, Dome Presence, Faëry, Fairyland, First Occasion, First Time, Golden Age, Ngarranggarni, Panaleri Time, Satya-yuga, Tjukurrpa, Yemurraki, Zep Tepi.

Description: Dreamtime is a Western scholars' interpretation of a variety of different tribal names from the Australian Aborigines for a primordial creative time on Earth when all species, features of the landscape, and humanity were emerging from the thoughts, or dreams, or the gods, and may still be accessed. It is an identical concept to the classical Egyptian First Occasion, or Zep Tepi.

Sample Aboriginal names for the Dreamtime include Yemurraki, which means the distant past, Dreamtime legend; Ngarranggarni, the “long ago”; Altyerre, the time of the Dreaming or creation of the world and its things; Aknganentye, the dreaming associated with a particular thing, such as rain. Other names include Altjeringa, Tjukurrpa, Creation Time, or Panaleri Time.

The Dreamtime, as Western interpreters explain it, refers to the mystical or dreamlike moment outside of normal mundane time in which all the features of the Earth, its species, terrain, and humanity, were created. It is the time when the primeval ancestors, or the gods, did their Dreaming of things into being, dropping them like eggs or infants or seeds through the Dreaming spots in the landscape from their realm into the human, material one.

The Aborigines call this original “seed power” deposited in the landscape jiva or guruwari. Similarly, they say every feature of the landscape is a symbolic physical footprint left by the metaphysical ancestors as a result of their creative actions. The spiritual power of a landscape site is correlated with the memory it maintains of its own origin, its Dreaming, which, in turn, is a guide to ritual.

In Western terms, the Dreaming of a place, or its innate memory of its own origin, is equivalent to the myth in the landscape, as in a god did this here then. The Dreamtime is a landscape of deep memory where every site has a geomyth.

Such places were afterward known as Kangaroo Dreaming, Wombat Dreaming, Thorny Devil Dreaming, among many others. For example, Wagyal is the great ancestral being of the Nyungar people of Australia. The Wagyal is a primordial snake deity who created everything in the Nyungar domain in the Dreamtime and who can be contacted any time through appropriate ritual.

The Wandjina are the spirit ancestors of the Kimberley region, who walked the world long ago in human form, their heads encircled by thunder and lightning, their bodies enclothed in rain, creating everything, naming plants and animals, and leaving their images on the walls of caves and other sites. Such places are wunggud, places of concentrated Earth potency and life force.

During the Dreamtime, the variety of ancestors roamed the virginal land, forming the landscape's features, creating the plants and animals out of the original archetypes. Where the ancestors traveled became Dreaming tracks, or song-lines. These are both sacred tracks across the primordial landscape and sound currents left by the creative ancestors; the sacrality of the Dreamtime landscape can be reinvoked by using these sounds in ceremonies, legend says.

Where the ancestors camped, they often left little bundles of stones called Churinga containing a residual of their immortal souls. Their campsites became known as Knanikilla. or totem centers, later vital for ritual. The Aborigines regarded the Churinga as numinous reminders of the ever-present ancestors from the Dreamtime; in fact, the entire landscape was a vast Churinga—in Western terms, a nonstop theophany, or revelation of the gods.

The gods taught the first humans the rules of life, that is, the protocols of maintaining harmony between Heaven and Earth. The ancient Egyptians called this divine order, rightness, and justice maat, and they personified it as well as a beautiful winged goddess, Maat (see Zep Tepi).

The concept of Dreamtime implies the recognition of a preexistent interconnected web among all created things, creatures, and landscapes. Another name the Aborigines use for the fundamental creative energy of the Dreamtime is djang (also malagi). They understand it to be the spiritual power that sustains, even organizes, life and consciousness and they invoke and recharge it in rituals and dances originally taught by the ancestors.

Sacred places are sites with strong djang, pre-sanctified and energized by the ancestors; djang is the stored-up primal spiritual power, left latent in certain locations by the creative ancestors for their descendants to access through rituals. This concept is similar to the Egyptian description of Pay Lands or Blessed Islands created in the Beginning by the sounds of the gods and still accessible through ceremonies performed in human-made temples erected at the sites.

A site with strong djang is likened to a powerful battery that constantly emits energy to keep species flourishing and the landscape vital and healthy. These sites, called Thalu places (or Tala places), must be maintained by humans through regular ritual for the benefit of all living creatures around them; the term Walkabout refers to deliberate, regular pilgrimages made by Aborigines to their totemically assigned Dreaming places to conduct revivifying ceremonies.

Explanation: Dreamtime refers to the totality of the design and the purity of the original template of Earth's visionary geography, known to most Westerners, at best sketchily, as the array of sacred sites and power points. It is both the gods' state of mind in which they laid down the sacred sites terrain and the arresting geomythic reality of that realm to contemporary human experience. It refers to the planet's Light body, a placental, multidimensional web of light and sound that encases and nourishes the physical planet.

The Dreamtime is the geomythic moment outside time (like the time between the completion of a newly built house and the arrival of its occupants) when all the planet's sacred sites are pristine, fully functional, open for business. It is also the complete, experienceable map (and rationality) of the original planetary design and the methods and goals of the terraforming of its body.

The totemic tales of the Wagyal, Wandjina, and the numerous Dreaming places and ancestor camps in the landscape are accounts of terraforming, equivalent to other reports from, for example, the Irish mythic canon when the primordial gods, Tuatha de Danann, created and shaped the Irish landscape.

Originally, the Earth's visionary geography, an array of 100 + different geomantic features, with multiple copies of each, was an organizing template laid down for physical reality and human consciousness by the Earth's designers. The geography was installed to work in flexible, interactive alignment and harmony with the galaxy, but it required regular human intervention, through ritual or focused acts of consciousness, to keep it healthy and vital.

In practical Western terms, the Dreamtime is the master blueprint for the workings, mechanics, and interrelationships of what's variously called Earth's interactive energy body, grid, terrain of sacred sites, or visionary geography. Equivalently, it is the Earth Spirit's, or Gaia's, lucid dream of her own body.

In Western European lore, entering the Dreamtime was known, if only sketchily, as entering Faëry or Fairyland, a dreamlike place of super-naturals.

The various Aboriginal terms, such as djang, wunggud, Churinga, Knanikilla, malagi, Dreaming places, and songlines, all attest to the primordial purity, potency, and rationality of this galaxy-Earth matrix. When the ancestors taught the First People (a self-referential term used by the Aborigines), implicit in that teaching was the perception that the system was orderly and purposeful.

The time period indicated by the Dreamtime was about 27 million years. That is about how long it took to get all the conditions correct and ready for life on Earth, such as installing and regulating the 100 + different geomantic features.

During this period, the Holy Mountains were being prepared by way of their activation by extraterrestrial devices overlaid on them called domes. Domes were etheric energy canopies brought to Earth from elsewhere in the galaxy, distributed around the planet in accordance with star patterns as a way of creating and nourishing the Earth's etheric structure. The domes shaped the Earth's etheric web by imposing on it a conscious matrix—the overall distribution pattern—that would enable conscious-being evolution.

The domes, devices in between matter and light, came three times to the Earth to reaffirm and energize the intended distribution pattern. Each visit was called a Dome Presence: During the first, there was no human life on Earth; during the second, there was primitive human life; during the third, some humans were able to see the domes and interact with their occupants.

The Dreamtime encompasses all three Dome Presences, the time when the visionary geography was templated, nourished, activated, and made ready.

See also: Atlas, Brigit's Mantle, Gaia, Ghost Dance, Hollow Hill, Holy Mountain, Hurqalya, Hyperboreans, Land of Milk and Honey, Ley Lines, Monster-Slayer, Rainbow Serpent, Tuatha de Danann, White Mount, Zep Tepi.