The Nature of the War

This is kind of a general reply to, agreement with, and sharing of findings in reply to your video:

My working model of “Ahura Mazda” and the forces of law (including angels) is that they are kind of the presets on a game, somewhere between an adventure-quest and a Sims-like world where you create stuff for the fun of it, and if you want to play battles, quests, whatever, you have that option, either before entering the game (controversial I know for those who have had childhood traumas) or, afterwards, whilst in the game itself.

Sure, these law-keepers/order-creators are also sentient, have personalities, quirks, whatever, but they are essentially built into the system in a way that’s not true of gods, emergent consciousnesses, animals, and humans.

I saw this before encountering the Ahriman current, then it was revealed to me at the time in the metaphor of a “clockwork” reality, whose stability is necessary to create the very canvas upon which we create, but which is essentially given to becoming lifeless and restrictive unless counterbalanced by the forces of Ahriman, of isolate consciousness, chaos, and random chance.

When a group of us dismantled the troll god entity last year (I think we did this, anyway, I don’t blame anyone who finds it hard to believe!), the way it was represented was as cast-off molds of things, like a fairly hollow force that dwelled within what it could take from real creators (us, and every other spiritual being around).

Going to war with the forces of law and light per se though, seems to me like being in this hypothetical game, and going to war with the pixels and screen resolution that created it! They are NOT the problem, they are simply tools.

Once removed from any control by the thing I refer to as the troll god, they are entirely neutral and available to us, along with all the “dark” stuff.

It seems to me that you’re reverse-engineering the code of the game (the mass-observed spacetime perception we call “reality”) to pass along ways for people to get better games, break free of NPCs-gone-rogue, and maybe it’s causing some people’s own games to glitch, as they interact with various elements along the way.

You’re also removing the power from the forces set up to maintain reality so it runs along certain lines that favour growth and more experience the trend of the universe we’re in, in order to remove, from them, the locks that got installed, and that’s going to make life a bit weird.

(My first principle of magick is that when you do weird shit, expect weird shit to happen, and that ranges from honey jars, to counter-creation work. :wink: )

I’m going to drop the game metaphor for a moment and go full Trekkie: the Amesha Spentas, along with numerous other forces, they’re kind of that TNG episode Unnatural Selection where a planet’s population unwittingly fucked themselves by making their immune systems active, not reactive, and this killed everyone who came into contact with them by causing rapidly accelerated ageing.

That time is a bond, as much as a portal, and tool, is also something that tends to come up for me over and over when I dig into this – the cube symbol, the hexagram, and saturn are all linked, Kali as time the great destroyer, both mother and reaper, is another image we’ve inherited from the past.

(Imagine those characters are NPCs set up originally to facilitate game play, and we’re back in the game metaphor again.)

My work on Saturday is to inhabit, once more, the form of “the Angel of Lost Things” (in game-metaphor, this is system restore, before the software started trying to control the players) and – well, do some stuff. :smiley:

I’m overdue posting on the exact nature of that for the joint working I’m inviting people to, mainly because it’s so bloody weird I can’t wrap my head around it all, let alone turn it into a 1000 word forum post, but I am assured by my handlers (joke!) that it will be much lulz.

BUT I very much agree that the warfare - the need to BREAK the limitations - is very real, though, deadly serious (beyond deadly) and my own work exists in two currents – this, and the “in-game” stuff, which takes various forms of playing with known, already-created, elements of the world.

Anyway this is just my own findings, I posted what I believe would have happened IF humans had not begun the drive towards theogenesis (which I believe is essentially the same as what you refer to as “fulfil(ling) the human potential, to produce a divine individual”) in the thread linked below:

Finally, when I first encountered Ahriman, it entered me as a current that ran along one side of my spine.

The other side simultaneously opened as a kind of black chaotic chasm, a current that was a portal to a realm of voices, literal “legion” and I was told that they represented outcomes that had not occured (preumably because of the NPCs and rules running the players prior to this point) - this I believe is possibly what was described in this newsletter and other people’s encounters with similar black, chaotic, multi-voiced (and often distorted) realms and beings.

It may even be why I saw Balam, demon of prophecy, as a grotesque being with many faces, like the heads-on-stalks in the original movie The Thing - he foresees probabilities, and among them are the discarded ones, which we perceive as hideous because we are attuned to see as wholesome and beautiful, only that which aligns with more life and growth within the previous strictures of the game.

As a final comment, those specific currents were not related in any way to Ida & Pingala, which are existing parts of each human’s energy body - they seem related to this overall concept of breaking rules that have become self-policing and self-perpetuating, and deeply destructive to the lived experience of humanity.

I think you have your area of that work, and it’s amazing, I have mine, and I believe many other people have their own parts to play, and that this is the most important “magickal” work to have ever occurred. :thumbsup:

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