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Landmarks of the Upperworld
Although the upperworlds are considered transitory - like all otherworlds - there are fixed landmarks that can be visited across time, which can act as 'starting points' depending on your culture or your practices. Here are some of the 'landmarks' I have heard others make mention of, or referred to in legend. Many of these are universal.
You may notice other landmarks in your own journeys, feel free to make a note of these places, or any rules that you learn in these places that may be specific to it - such as certain offerings you may have to leave, or certain places you might have to avoid. Having not been to the upperworlds yet myself, I apologise for the sparseness of this page.
The Homes of the Weather Gods / Celestial Gods - There is a 'street', upon which there are many houses. Some are well-maintained, and some are not. In each house lives a 'weather god.' One can knock on the door of the Sun (Karijiana) when she is in the sky, and get no answer, but when one knocks at night-time, you might be gifted with the appearance of a celestial god; personified or not. Many of these houses have offerings left by them from hundreds of other shamans and spiritual people over time. Some houses will be very neglected, others like that of the Moon, or the North Wind, will be 'new' and attractive. Of course they may not appear as houses, they may also appear as tents, or manifest in other ways.
The Birthing Ground - I think this may be specific to Vilturj. In our practices; shooting stars, rainbows and lightning strikes are all dragons. The birthing ground is a dark, starry place where each of these dragons is born into a 'spark' of life. They are then commandeered by gods (such as the thunder god Hrum) to journey back with them to Earth, or they find their own way about the universe (such as shooting stars) having little to do with us. If you find a 'shooting star' dragon and follow it as it grows and coasts across the skies, give it gifts of art, jewellery, scarves and diamonds (and other faceted gems) it is thought that occasionally you can gain it as a powerful spirit helper that will take you anywhere in the upperworlds.
No Place - A place which gives no sense of direction, space or time. It is amorphous, without features. Most people find their way here accidentally. It is also the place of mist and fog - and mist and fog deities - appealing to them and their spirits can help you 'find your way' again. It's possible to get trapped here. Those who leave a part of their spirit here go through life unable to experience or feel anything. They live in a No Place, filled with dense nothingness, unable to access personal power or mature.
The Fountain - All of the worlds seem to have an ancient fountain, a 'safe place' if you will that is specific to it. The upperworld fountain has great healing properties, and can confer gifts onto whoever drinks from it. That said, not too many drink from this fountain, since partaking in any food in the otherworlds can be dangerous, and can have its own 'price' that you may not be willing to pay.
The Gates - This seems to be an image common in Christian iconography, but the idea of 'gates' or a barrier stopping the living from entering the realm of the gods has an ancient grounding in many religions. There are thresholds in both the upperworlds, middleworlds and underworlds. The 'gates' of the upperworld bars the living from the street of gods, and from some of the deceased who have moved onto exist with the celestial and weather gods rather than with the underground or Chthonic gods of the underworld. It is thought that only shamans and other spiritually adept people are able to move through to this place, often on behalf of negotiation between spirit helpers and whoever is guarding the gates. In Vilturj, the gates are often guarded by a white stag, or bear.
Although the upperworlds are considered transitory - like all otherworlds - there are fixed landmarks that can be visited across time, which can act as 'starting points' depending on your culture or your practices. Here are some of the 'landmarks' I have heard others make mention of, or referred to in legend. Many of these are universal.
You may notice other landmarks in your own journeys, feel free to make a note of these places, or any rules that you learn in these places that may be specific to it - such as certain offerings you may have to leave, or certain places you might have to avoid. Having not been to the upperworlds yet myself, I apologise for the sparseness of this page.
The Homes of the Weather Gods / Celestial Gods - There is a 'street', upon which there are many houses. Some are well-maintained, and some are not. In each house lives a 'weather god.' One can knock on the door of the Sun (Karijiana) when she is in the sky, and get no answer, but when one knocks at night-time, you might be gifted with the appearance of a celestial god; personified or not. Many of these houses have offerings left by them from hundreds of other shamans and spiritual people over time. Some houses will be very neglected, others like that of the Moon, or the North Wind, will be 'new' and attractive. Of course they may not appear as houses, they may also appear as tents, or manifest in other ways.
The Birthing Ground - I think this may be specific to Vilturj. In our practices; shooting stars, rainbows and lightning strikes are all dragons. The birthing ground is a dark, starry place where each of these dragons is born into a 'spark' of life. They are then commandeered by gods (such as the thunder god Hrum) to journey back with them to Earth, or they find their own way about the universe (such as shooting stars) having little to do with us. If you find a 'shooting star' dragon and follow it as it grows and coasts across the skies, give it gifts of art, jewellery, scarves and diamonds (and other faceted gems) it is thought that occasionally you can gain it as a powerful spirit helper that will take you anywhere in the upperworlds.
No Place - A place which gives no sense of direction, space or time. It is amorphous, without features. Most people find their way here accidentally. It is also the place of mist and fog - and mist and fog deities - appealing to them and their spirits can help you 'find your way' again. It's possible to get trapped here. Those who leave a part of their spirit here go through life unable to experience or feel anything. They live in a No Place, filled with dense nothingness, unable to access personal power or mature.
The Fountain - All of the worlds seem to have an ancient fountain, a 'safe place' if you will that is specific to it. The upperworld fountain has great healing properties, and can confer gifts onto whoever drinks from it. That said, not too many drink from this fountain, since partaking in any food in the otherworlds can be dangerous, and can have its own 'price' that you may not be willing to pay.
The Gates - This seems to be an image common in Christian iconography, but the idea of 'gates' or a barrier stopping the living from entering the realm of the gods has an ancient grounding in many religions. There are thresholds in both the upperworlds, middleworlds and underworlds. The 'gates' of the upperworld bars the living from the street of gods, and from some of the deceased who have moved onto exist with the celestial and weather gods rather than with the underground or Chthonic gods of the underworld. It is thought that only shamans and other spiritually adept people are able to move through to this place, often on behalf of negotiation between spirit helpers and whoever is guarding the gates. In Vilturj, the gates are often guarded by a white stag, or bear.