The After Life
Jormungrund is often referred to as – “Hel,” and ruled over by the female giantess, “Hel,” or “Hela.” It is also known as Jormungand, which means, the “Underworld.” It was originally divided into three realms, each separated from each other.
First, there is Niflhel, which lies north of a mountain range known as the Nithafjoll, (The Dark Mountains.) Here is a gloomy, muddy, and cold land of frost, which is shroud in mist and fog. In the northern most point, in the Nithafjoll, lies the Hvergelmir, one of the three wells that support the three roots of the Yggdrasil. This well rests atop the mountain region and from it, flow many rivers that disperse throughout the Under World and eventually into other realms such as Niflheim. It is possible the Hvergelmir exist in both Niflhel and Niflheim at the same time, and acts as a portal between the two realms.
Second, there is that land which is owned by Mimir, Odin’s uncle, and it is called Glasisvellir (The Glittering Fields). Within this realm, is located Odainsaker. This is a place of indescribable magnificence and bless, with fields of multicolored flowers and groves of fruits and vegetation that are never ravaged by frost of winter. Here is also where Mimir’s Well is located within Hoddminisholt (Mimir’s Grove). It is surrounded by a great wall of fire and only the chosen are permitted to entire. The entire grove is surrounded by a wall of fire.
Thirdly, there is a southern most region, known as Helheim. Within this realm is Eljuthnir, Hel’s Hall. Also located in this region is Urd’s Well where the three Norns live and where the Gods join them every day, within a circle of great stones before rows of stone seat. Here the dead await the Gods’ judgment. This place is known as the Helthing.
2. Hel or Hela:
The Goddess of the Underworld is called “Hel” or sometimes “Hela” but she is actually a Giantess, the daughter of Loki, Odin’s blood brother, and Odin made her his ward when he placed her as the ruler of the Underworld. In the Norse poem, Thulur, there is reference to a former ruler of the Underworld known as Helreginn. One can speculate that he was driven out by Odin and Hela was put in his place as the ruler of the Underworld. She is charged with the task of making sure the dead do not return to the world of the living. She eventually betrays Odin and leads those who dwell with her in the attack on Asgard during Ragnarok.
The oldest recorded reference to Hela dates back to the 10th century, Voluspa 42: “The House of Hel.” In Snorri’s Edda she is described as Loki’s daughter. She is described as being half black (dead flesh), and half white (living flesh). There are references to her left side being alive and the right side being dead and visa-verse, as well as her being alive from the waist up and dead below the waist.
3. Urd and the Well of Urd:
The third root of the Yggdrasil grows out of the Well of Urd, and it is named after the first of three Norns that dwell there. This well lies within the Underworld in the region of Helheim, known as Vingolf. Here is the Helthing, where the Gods pass judgment on the dead. The three Norns are: Urd (past), Verdhandi (present), and Skuld (future). Urd is the ruler of the Norns and also known as the Dis of Orlog, and the Dis of Death. She determines the length of every human’s life and determines their death. Some sources hint that she might actually be Hela herself.
When every one dies they must travel the road to the Underworld (Helvegr). Once they reach the Helthing, each person’s life is reviewed and then the Gods pass their judgment, determining where each person will dwell in the afterlife. Some might be brought to Asgard by the Valkyries to dwell in Freyja’s hall, Sessrumnir, or in Odin’s hall, Valhalla, or in one of the other Gods’ or Goddesses’ halls. Some will make the journey to the Glittering Fields ruled by Mimir, or travel to Eljuthir and stay with Hela, or be condemned to take one last trek to Niflhel, where they will endure terrible torments before suffering a second death in the jaws of the dragon, Nidhogg.
4. The Matrix of the Soul:
After the Gods killed Ymir (who personified chaos) they took his part and fashioned an ordered multiverse that grew into a giant tree known as the Yggdrasil. The Gods then proceed to create seven new worlds in addition to the original two primordial realms of Niflheim and Muspellheim. The seeds of Yggdrasil dropped into these worlds and in Midgard they grew into various types of trees. One day, as Odin, Hoenir (Ve) and Lodurr (Vili) were visiting Midgard, admiring their creation, they notice that they were self-aware and so they took two trees (some sources refer to “pieces of wood”) Elm and Ash. The Lore says that and from them made the first two human beings–a woman named Embla from the elm and a man named Ask, from the ash.
“Personally I believe they made all living things from these two trees and create the male gender from Ash and the female gender from Elm. It was later that Heimdall, known as Rig, created the first humans from proto-primordial hominoids. All living things were given a soul, but the human soul was much more evolved.
Each of the three Gods gave all living things three gifts: Odin gave them Ond, breath and life which is the spirit. Also known as Athem and it is the first breath of life or current of Vril that makes us self-aware. Hoenir gave them Odhr or Wode. This is the part of the Soul from which we acquire inspiration, ecstasy and passion. Lodurr gave Shade or Litr as his gift.”
This is the physical image or form that all living things possess and includes “la” which is blood and Laeti “flesh,” as well as the senses.
Thus the Soul is made up of the following part:
1. Self or Mod, what we refer to as self-consciousness, which holds the entire soul matrix together. The Self is that part of us that survives after death.
2. Lyke, also known as the Litr, is the physical body, the image and form, given to us by Lodurr. The Self and the Lyke are reflections of each other and the Lyke is a conduit by which our Soul is affected by our actions in the physical reality of Midgard.
3. Athem or Ond, which is the vital breath given to us by Odin and is the spirit that is also the “spark of life.” It is our connection with the Gods because we share the same life force.
4. Hugh, is the conscious mind rooted in the left side of the brain and is related to one of Odin’s ravens, Huginn or thought.
5. Myne, is the subconscious mind rooted in the right side of the brain and is related to one of Odin’s ravens, Muninn, or memory.
6. Wode, is also known as Odhr. It is the source of passion, ecstasy, inspiration and derived from one of Odin’s other names–Woden. It is the source of higher consciousness.
7. Hamr, also known as the Hyde. This ectoplasma, quasi-material that has the same shape of the Lyke or body is more commonly known as a “Ghost.” It is a type of soul-skin that travels during faring-forth and can remain in Midgard as a form of unconscious ghost.
8. Fetch of Fylgja is a manifestation of oneself in the form of the human, always the opposite sex, or as an animal totem. In rare cases it can appear as a geometric shape. You can cultivate a relationship with your fetch and after you die, it moves on to become a part of the collective consciousness of your family, tribe and folk also known the race-soul.
9. Aura or Morphogenic Life-energy field that surrounds you and is charged by what is in your Hamingja.
10. Hamingja is that part of the Soul that produces you Megan or Personal Luck. It is also the seat of your Orlog, which will color your Megan and Life-energy Field.
5. What happens when one dies:
When each person is born, they are given a personal Norn which is a dis, who guides you through your life. This Norn stays with you throughout your life and guides you to the afterlife when you die. If you ever should see your Norn, it will appear to you as a terrible beast and it means that you will soon die.
By the decreed of the Norns, after you die, you must travel to the Helthing and you will have to answer the call. Your Norn hears the call before anyone else when Urd has announced one’s death. If one is a Nithinger (criminal) his Norn will abandon him and he will have to make the journey alone, otherwise, your Norn will accompany you all along the journey. One should have a good pair of Hel-shoes called Helskoar so he can bare-up under the harsh journey. These Hel-shoes will be given to you by your Norn.
6. Three ways to raise the dead:
It is important to undergo a period of grief, to help those loved ones who have passed on. They will gain power from your expression of love. But if too much grief is expressed, the tears that you shed will cause them to appear to you, speak to you and comfort you, especially by appearing in your dreams.
Another way to cause the dead to appear to you is through prayer using Runes. These are Malrunes or Speaking Runes. Prayers should be said at night when the magic is the strongest. A third way to raise the dead is through conjuration. But to do so one must know the magic and how to use with so as not to cause harm.
7. When you Die:
The Like (physical body) is made up of flesh (litr) and blood (la). When you die, these are separated from the Self, Ond, Wode, Shade (self-consciousness, spirit, soul, image), and other parts begin your journey along the Helvegr (Hel-road). For those who are condemned to a second death, the Wode will be separated from the rest and it is destined to be devoured by Nidhogg and consigned to oblivion.
Odin decreed that the dead should be burnt, for those who are buried in a grave-mound, elements of your Soul, such as the Hamr, Self and Shade will remain behind with the Like and form a new kind of entity, a Doppelganger (Draupnir) that rises from the grave and seeks nourishment by drinking the blood of their loved one. Such a creature is tormented by the animal desire for food and does not seem to have any feelings or memories of bonds tied in life. For those who do not remain behind they will begin their Helfor–Hel Journey.
A. When you begin your Helfor your Norn will appear to you by the way you lived and died.
For those who died of old age, your Norn will appear as a hand maiden.
For children, their Norn will appear motherly and tender.
For those who died of “plague” (which is a metaphor for an evil life) you Norn abandons you and you are led by a Leikn–a being from Niflhel that torments you along your entire journey.
Those who died of illness, the Norn will correspond to a nursemaid to care for each affliction.
Those who lived evil lives are known as the Ovaettir while those who lived good lives are called Hollarvaettir.
B. You eventually board a ship and cross a vast ocean (life-energy) known as Ifing, which is sometimes described as a river that separates Asgard and/or Midgard from Jotunheim. You reach Jotunheim, a realm of night and perennial darkness and inhabited by monstrous hordes, until you reach the Eastern Gate to Hel. One of four gates leading into Jormungand.
C. Once inside, the road leads the dead westward and at one point they must pass through a mile-wide heath overgrown with thorns. The Ovaettir suffer greatly while the Hollarvaettir come through unharmed.
D. Finally they come to a river known as Gjoll. Its rushing waters are filled with sharp-edge irons and its waters are mixed with blood. Foot wide boards float on the river and give support when the Hollarvaettir step on them, but the Ovaettir must wade through the deadly currents and suffer many cuts.
E. When they reach the far side of the river, their wounds are healed and they enter a region filled with light and the ground is covered with green fields. Finally they come to another river of blue-black water, swirling in headlong descent and weapons of various kind flow in its rushing currents.
F. Eventually they come to a fork in the road. The northern path leads to Mimir’s realm, and the other leads south to Urd’s Well. Those who are deemed the Asmegir, the chosen destined to dwell in the high citadel within Mimir’s Grove known as Odainsaker, depart and head north. They have been chosen and therefore, need not be judged. The rest continue their journey until they come to another river.
G. They must pass over this river by way of the Gjallarbru (Golden Bridge) and on the other side, to greet them, is a woman demon named Mothguther, who guard their way and takes note of who passes when they cross over the bridge into the Vingolf region of Helheim. They continue to move south through mountains and valleys until they come to the Helthing, where the Well of Urd is located and there the three Norns awaits them. The entire journey takes nine nights.
H. When the dead finally reach the Helthing, they sit on rows of stone benches known as the seats of the doomed. Waiting for them are their Norns. The criminal has no Norn to sit with him, and if he does not know the Speaking Runes, his fate is most unfortunate. Before them is the Ring of Stones where the Gods take up seats and here the review of the life of each dead person sitting before them. In the center, on the High Seat is Odin, and the other Gods and Goddesses sit on either side of him. Each day they cross the Rainbow Bridge (Bifrost) from Asgard to pass judgment. Only Thor does not cross the bridge, for he too powerful and his weight would destroy the bridge if he wouls step foot on it, and so he must wade through four rivers; Kormt, Ormt, West Kerlauger and East Kerlauger.
Those who have Norns representing them will speak for them because the dead cannot speak, except for those who know how to use the Speaking Runes, and these are the most fortunate, for they will speak for themselves and this always impresses the Gods.
You cattle die
your kindred die
you yourself die
but the fame fair
of him who has earned it
Your cattle die
your kindred die
you yourself die
one thing I know
which never dies
the Judgment on each one dead.
The Gods review the human faults and frailties and the mistakes they made in life, but most importantly, how they dealt with their mistakes. Did they learn from them or not? The dead can expect a good judgment if they strove to free their earthly lives from chaos as much as possible–if they tried to live lives that were honorable, helpful, free from deceit, and without fear of death, they will receive a favorable judgment, while a bad judgment was reserved for those who engaged in self-destructive activities as well as harming others and their folk without justification.
It is here that the Gods decide who among the dead will go to Asgard. Those individuals who have lead heroic lives or have been chosen by a God or a Goddess are taken to Asgard by the Valkyries. It is misconception that everyone who dies in battle or only those who die in battle go to Valhalla. This misconception rose out of the romanicization of Norse mythology by the 19th century Romantic cultural movement. Once they arrive in Asgard, Freyja has first choice of who will spend the afterlife with her in her hall, Sessrumnir in Folkvang. Odin then chooses those who will go to Valhalla and join the ranks of the Einherjar. But others might have been chosen to spend the afterlife in the halls of other Gods and Goddesses.
I. After the Gods pass judgment on those who remain at the Helthing, Urd determines the destination of the dead. The virtuous are known as the Hollarvaetir and they will travel to join their ancestors in the Glittering Fields. This judgment is known as Lofstier. The damned are known as the Ovaettir and their judgment is called Namaeli. They will travel on the road that passes through Helheim and eventually takes them to Niflhel.
Before the Hollarvaettir leave for Glittering Fields, they are given a drink called Dyrar Veigar (Precious Liquids) by a beautiful Dis maiden. It is of the purest mead made from the waters of the three wells – Urd, Mimir and Hvergelmir, and served in the horn, Gjallarhorn. This drink is also known as Skirar Veigar. It restores warmth and eternal youth and health to them and bestows on them new bodies, made from their Hamr and composed of the purest Vril energy with no weaknesses that accompanied their flesh and blood bodies (Lyke). The drink also eliminates all sorrow and regrets and they enjoy an afterlife of pure bliss.
They are then guided by their Norns across the River Leipter (the Shinning River), and enter the realm of Glasisbellir (the Glittering Fields). The fields are green and covered with multi-colored flowers and the sun shines all day long and no cold or winter ever comes to the Glittering Fields. They are welcomed by the sons of Mimir and they come to the hall Munvegir (Hall of Ancestors), where they get to meet their ancestors and learn from them their family history. This discovery is known as Leita Kynnis. They will live in the great hall known as Hoddgotha (Mimir’s Great Treasure Hall).
K. The rest are known as the Ovaettir and they will continue their journey into Helheim. They are bound by the cords of Hel.
First they come to Hela’s great hall Eljurnir which means “the damp place.” Her plate and knife are called hunger. Her servant is named Ganglati, “the stumbling block.” The beds within the hall are known as “illness.” The bed curtains are called Blikjanda-bolr “bleak misfortune.” The halls and surrounding lands are bleak and barren and everyone moves so slowly that a flower opening its pedals in the morning appears fast compare to the speed that they move. Those who remain with Hela are not criminals, nor are they punished, but they are the multitudes that have wasted their lives, or lived lives fill with self-destructive acts, or wallowed in self-pity or guilt and suffered from terrible low self-esteem.
The rest of the Ovasttir will continue along the Helptir (Hel Road) that takes them close to the Glittering Fields so they might see what they will never know. They are fettered with chains as they march along, all the while they are tormented by the Heipter, flying furies lashing at them with thorny rods.
L. Finally the Ovaettir will come to the southern slopes of the Nithafjoll (the Dark Mountains). The procession goes up into the mountain range through valleys and gorges, cut by the flowing rivers from Hvergelmir. Behind the mountains is a gloomy, decayed realm covered with misty clouds and where the sunlight never penetrates, leaving the land shrouded in everlasting night. Finally they come to the gates of Niflhel (Nagrindar – the Corpses Gates). Before the Ovaettir pass through the gates, a terrible witch hag gives them a poisonous drink known as Eitr. The drink is made from the blood of demons that inhabit Niflheim. The drink restores the bodies of the condemned so they can feel the torments that await them. But they still cannot speak so they must suffer the agonies in silence.
What happens with the drinking of Eitr is the death of the Ond or spirit, which is returned to Odin. With it flies away the image the Gods gave them. This was the gift from Lodurr. They are confronted by the Hel-hound known as Garm, who attacks them and rips what’s left of their godly images from them. The damned souls now receive their new bodies reflecting the horrible crimes they committed while alive in Midgard. They are now hideous looking creatures that reflect their blackened souls. They now appear as ugly as the monstrously deformed trolls.
From here on they are known as the Nair.
M. As they continue the last part of their journey they are set upon by black, bat-like eagle whose wings at pointed and sharp known like knives and are known as the Hrasvelgr or Ari.
To the south of the road they travel on through Niflhel, lies the vast and endless forest known as the Ironwoods – the Jarnvither. There, lives a huge Giantess who gives birth to Thurses in the form of monster wolves. She is known as Jarnvithja.
Beyond the woods is a vast ocean called the Amsvarter and in the center of its black waves is the island Lyngui. On the island is where the wolf Fenrir to fettered, and in a cave on the island is Loki, bound and tormented by the serpent that drops is burning venom on his head, and his wife Sigyn who tries to catch the poison in a cup.
N. As the Nair continued their travels as they passed through forest of detached heads impaled on spikes. They then come upon four demon-witches named Topi, Opi, Morn and Otholi which represent “restless uneasiness,” “mental agony,” “convulsive weeping,” and “insanity.” Next they pass Leikn, Loki’s daughter who personifies all the diseases that plague mankind.
O. Next they must pass the region where the hall Hrimthorsar is located. It is the home of the souls of dead frost giants.
P. Beyond the giants’ ghostly home is the realm of orcs known as Dojjalfar. They are black and deformed elves that feed on human flesh.
Q. Finally they come upon the terrible hall known as Nastrond (shore of death.) All its gates face north and from its roof, where snakes live, burning poison drops on all who enter.
In Voluspa 37-38 it’s described:
I saw a hall that stood
far from the sun
on the beaches of corpses;
the doors face north.
Drops of poison
fall through the roof;
its walls are encircled
In saw oathbreakers
those thick streams,
and those who seduce
sucks the corpses of the fallen,
snaps them in his jaws.
Nastrond sits on a hill and under it is the nine vast mountain-grottos, joined to each other through openings broken into the mountain walls and obstructed by gates that have guards standing outside of them who by shape and conduct represent the “Nith” of the Nithingar (crimes of the criminals) they watch over. The walls of Nastrond are black with filth, the ceiling dingy and the floor infested with filth from the venom and waste from the serpents.
The hall, completely ruinous within and thick with the vile, dreadful odor, is crammed with everything which could disgust the eye and mind. The door-posts smeared with age-old soot, the walls plastered with grime, the ceiling composed with spikes, the floors and walls crawling with serpents.
R. Here lives the dragon, Nidhogg (the personification of hate) the “Were-worm of Death,” who drinks the blood (life-force or souls) of the Nair. The dragon is huge and black with bat-like wings and breaths fire. He gnaws on one of the roots of the Yggdrasil that grows out of the well, Hvergelmir nearby. Those whom Nidhogg consumes suffer the final death and oblivion.
THE PURPOSE OF MIMIR’S GROVE, ODAINSAKER AND THE ASMEGIR
In the Lower World there is a grove, surrounded by an impassable wall of flames and ruled over by Mimir, also known as Gudmund who is the guardian of one of the three great wells—Mimir’s Well, the source of all knowledge, from which Odin sacrifices an eye for a drink from the well. Mimir, as the guardian of the well of knowledge, showed great empathy for the human race and the terrible suffering they had to endure. Because of the corruption of Gullveig, their morals and customs continued to deteriorate. He knew that they were doomed, just as the Gods were doomed, and sought to find a way for the human race to survive the coming Ragnarok.
Mimir gathered his sons Uni and Iri, Ori, Bari, Varr and Vegdrasill, Dori and Uri, and together they built this grove, a nine miles wide on each side of a square, shaped like the rune Ingwaz. This grove is known as Hoddminis Holt. It means “Mimir’s Treasure Hall” and the treasure is the best of the human race known as the Asmegir. Within the grove they constructed a castle for the Asmegir to dwell. The castle is called Odainsaker. It is high above the ground resting on a high pillar.
Within the grove they brought all sorts of animals, birds and vegetation and it was protected by a wall of flames in which the dead cannot pass. Within they made water flow in a lake a mile long where they settled birds, surrounded by green fields and trees that never fade, with food that never fails. There they established dwelling places, consisting of houses with balconies, courtyards, and galleries.
Those members of Odin’s Folk, who would dedicate themselves to exploring and discovering the occult known of the ancient Germanic Mystery School, would learn to transcend death and take their place within Mimir’s grove. They, like Odin, would drink from Mimr’s Well, and they are referred to as Lif and Leithrasir–men and women who follow the paths of Odin, master of Germanic magic and transform themselves into Erulians.
Within Odainsaker there will be “no humpbacked, none bulged forward there; no impotent; no practitioner of perverted love; no lunatic; no one malicious; no liar; no one spiteful; none jealous; no one with decayed flesh, bones or blood; no leprous to be pent up; nor any of the brands wherewith illness stamps the bodies of mortals. Within the wall will never come sorrow or suffering, never disability of sickness, never aging or death.”
The hall they built for the Asegmir is to be inhabited by Balder and his wife Nanna, when they arrive in the Lower World. The hall is richly adorned, with tables filled with food on silver dishes, and mead in golden goblets. There are also splendid beds. Here stands the mead, the Skirar Veigar, prepared for Balder, and the Asmegir are waiting impatiently.
In the Eddic poet, Balder’s Dream, stanzer 7, it states:
Here stands for Balder
mead prepared, pure drink
shields are overspread
and the Asmegir are
The hall is decorated and surrounded by a wall of Vafrlogar (golden ring of fire), and set with a gate. Odainsaker is watched over by the Light Elf, Dellinger.
In the Volsung Saga, the hero Svipdag travels to the lower world and sees a castle which belongs to Asmegir, but he cannot enter.
In the Myth on Ragnarok, a man and woman, Lif and Leifthrasir, take refuge within the trunk of Yggdrasil and survive Ragnarok. They will repopulate the new earth that rises from the lower world during the new golden age of Gimli.
Mimir’s Well and Mimir, are located within Mimir’s Grove, located in the Lower World, right below one of Yggdrasil’s trunk. Yggdrasil and Mimir’s Grove are metaphors for the magical knowledge needed for us to transform ourselves so that we can survive the destruction of the age we live within.
Those who have a knowledge of Runes and Germanic knowledge will be spiritually and esoterically armed with the power to transcend the destruction of the old age. THEY ARE THE ASMEGIR. They are the Vril-ya described in the novel written by the Rosicrucian, Sir George Edward Bulwer-Lytton, in the 19th century, about a “subterranean race descended from the ancient Aryans” who will eventually rise from their redoubt and bring order to the surface world after a war of great destruction.
So, what is the purpose of Mimir’s Grove and Odainsaker? They are the men and women who have mastered the hidden (occult) knowledge of the ancient Germanic mystery schools. Armed with this knowledge, they will take refuge within Mimir’s Grove and use that knowledge (Germanic magic or Vrilology) to protect themselves from the coming conflagration that will put an end to the present age and thus survive Ragnarok.
In the Poetic Edda, Vafthruthnismal 45, and in the Prose Edda, Gyfaginning 52, there are references to Lif and Leithrasir (the men and women who have knowledge of this hidden knowledge) surviving Raganrok because they take refuge within Mimir’s Grove, where Odainsaker is located, and drink from Mimir’s Well as Odin did, and acquire the hidden knowledge we call Vrilology.
ODAINSAKER – CHRISTIAN OR HEATHEN????
All sagas which mention the Glittering Fields and Odainsaker state that it is a tale from heathen times and of heathen origin.
Gorm’s Saga describes that inside the Glittering Fields there is a wall of flames that separate from the region where the dead reside (the Hollarvaettir) from Odainsaker. It is a domain inhabited by super-humans untouched by death. QUESTION—does “death” refer to the death of the Lyke or the Soul (Ond, Wode and Athem)?
Erik Vidforle states “in his heathen environment, he heard reports about Odainsaker.” The King of Miklagard (Constantinople) told him that he never heard about the tale of Odainsaker and the Glittering Fields, but that he thinks the might be what Christians referred to as Paradise.
In Hervor’s saga, he mentions Odainsaker as a heathen belief.
The Asmegir have powers greater than those possessed by warriors. In Rauthbriker’s Saga, Balder is referred to as a Solar God, possessing the power of the sun, which he bestows upon the Asmegir.
“The Asmegir do not have appellations (referring to the power of warriors) and the Asmegir are beings who are not to be used in war, beings whose dwelling, environment, and purpose suggest a realm of Light, (secret powers of enlightenment–symbolized by the sun or Balder) from which the use of weapons are banished.”
They are protected by the Light Elf – Delling – the Elf of the Morning Dawn, (Dagaz rune of enlightenment) the light of the sun, knowledge that was hidden (beyond the horizon) and is now revealed.
EVOCATION TO BALDER:
We are the Asmegir – the descendants of Lif and Leifthrasir – Protected within Mimir’s Hall, the citadel of the Asmegir, guarded by Delling, the Elf of the morning dawn, protecting us from the world’s ills and moral evil. He sings the song of awakening and bliss.
We await the arrival of our Lord and Lady, Balder and his wife, Nanna.
We are his disciples, dedicated to live a blameless life, for he has written his commandments in our hearts.