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MEDICINE WOMAN BARBATOSI: The Eighth Spirit is Barbatos or Barbatosi. She is a great Duchess, and appears as a sublimely beautiful Native American Medicine Woman when the Sun is in Sagittarius, with four other most attractive Noble looking Warrior Women who are Medicine Chiefs of their respective Tribes of Mother land Four-Corner Wheel. She gives understanding of the Singing of Birds, and the voices of other Creatures, such as the howling of Wolves to the barking of Dogs to also allow her Master to assume their forms when in deepest Trance. She bestows power over the elements to know the language of the Winds and Waters so as to divine far away things. She breaks the hidden Treasures open by her Tomahawk that has been laid by the enchantments of Magicians. She will often stride into the Dreams of her Master so as to abduct him away to her Tipi whereupon she to make love to him and if she be denied her due she will duly scalp him into Madness! She is of the Order of Virtues, of which some part she retains still to have again when the wheel to turn full Circle; and she knows all things ‘Past’ and to Come, to also conciliate friends and those who are in power. Barbatosi will tell of great pain inflicted upon her peoples showing many visions, which in Time to be returned back to the aggressor under Cross one day; not in revenge; for what goes around comes around. She rules over 30 Legions of Female Spirits like unto her self. BARBATOSI OF BONE GAME PSYCHIC GAMBLING
The Hand game predates recorded history. The oral tradition tells us that people originally learned the Hand game from the animals. Historical documentation states that the Hand game was once played for land use and to win female companions, and later on for horses and cattle. Today, the Hand game is played during traditional gatherings, Powwows, Tribal celebrations, and more recently in Tournaments sponsored by Indian Casinos. More recent versions of the Handgame played by tribes in the Northwest added an extra stick, or ‘Kickstick;’ this variation was promulgated by the Paiute Medicine Man Wovoka when he travelled to the Northwest to teach the Ghost Dance. Hand game, Bones and counting Sticks have been identified in ancient Anthropological digs. The Hand game continues to spread amongst Native American tribes; the Indian Gaming Regulatory Act classified it as Class I gaming, leaving its regulation to individual tribes. The Hand game is known in the native language as Sla-Hal, which in English means the Bone game, otherwise known as the Stick game. Indian people of all ages have enjoyed gathering and participating in this exciting traditional game for many generations. The Pacific Northwest tribes have played this game since time immemorial, which is indicated by a set of 14,000-year-old rod-shaped Bones now residing in the Washington State Historical Society Museum. The Bones were originally found back in the late ’80s along with many other artefacts, which were discovered in Douglas County; “they are a complete set of Sla-hal Bones — the oldest found,” said Marvin Kempf of Rockport. What is interesting about Sla-hal is that of its underlying Shamanistic orientation. The Anthropologist, author and Shamanic practitioner Michael Harner utilises Sla-hal in his Shamanic workshops in order to enhance peoples Psychic abilities; whereupon one can associate Sla-hal with the abilities that the Succubus Barbatosi will bestow. "She gives an understanding of the Singing of Birds, and the voices of other Creatures, such as the barking of Wolves." (Slightly adapted from the Goetia) This ancient game also utilises power Songs, which are based on Animal sounds or that of calling upon ones power Animals in order to confuse the opposing teams, which one could consider to be enchantments or that of throwing glamours; whereupon the game also has a Magickal dimension as well a Spiritual orientation let alone being intense of competition; the guesswork involved has an undeniably strong Psychic factor being involved; hence the use of power Songs in order to nullify the opposing teams Psychic perception as well as to Seer their secrets. "She breaks the hidden Treasures open that have been laid by the enchantments of Magicians." (Slightly adapted from the Goetia) "Shamanic power and seeing are seriously utilized in in the Bone game. For example, in the Coast Salish area of Western, Washington State, where the game is still extremely popular, Shamans (locally called "Indian Doctors" in Eglish) are recognized as the best See-ers. Because of the Doctor's powers, it is considered presumptuous for others to play against them. As one Salish said: They have a powerful mind, it's no use playing when them Indian Doctors are there... they just look at you and read what side you got it on right now and that's it... that's not just guessing, this is knowing, you see, you can't fool them. Among the Paviotso or Northern Paiute of Nevada, a man might even seek a vision in a cave at night to obtain power in Seeing in the game. According to the Paviotso, if the vision comes, thereafter, it is said, "he can see through anything." (The Way Of The Shaman. Power Practice p: 132-133, Michael Harner) "She knows all things Past, and to Come, and conciliates Friends and those who are in power." (Slightly adapted from the Goetia) The game links today’s tribal members with their ancient ancestors; whereupon one finds the game being played by the Blackfeet, Flathead, Spokane, Walker River, Coeur d'Alene, and upon the Crow reservations as well as by many other tribes. The object of the game is to correctly guess where certain game Bones are located; hence if one is Psychic of disposition it then goes beyond mere guesswork; although if one is intuitively sensitive enough one can read much by observing the body language of ones opponent. In the past the winnings would have included clothing, blankets, shawls, horses and buckskin; whereas today the stakes can be worth many thousands of dollars; the most important part of the ‘Bone Game’ are of course, the Bones, which are ritually utilised; in order to play, designated ‘leaders’ will need two pairs of Bones. Each pair will have one plain Bone (Female), and one marked Bone (Male). There will also be ten "tally" sticks and an additional stick, which would be known as the "Kick Stick" or "King Stick". These sticks will be used for keeping score. It is these pieces of the Sla-hal game, which determines its common names of the Bone Game (from the Bones) and Stick Game (from the score keeping Sticks). The players sit on the ground or on benches in a straight line formation, each team facing the other. Each side selects a team leader. The leader has the two pairs of Bones. When the leader starts his power Song, which is accompanied by drumming and the pounding of sticks by each player, the game has begun. He then chooses two people who will hold the two pairs of Bones. They will hide their hands behind their back or under scarves and switch the Bones around. The song and drumming continues as the players try to cover and hide the black band around the Bones with their fists. The players will do all of this in rhythm with the music. Eventually the leader of the opposing team will motion to the other leader that they are ready to guess the location of the unmarked Bones. He uses a set of hand signals to make his guess. Each time he guesses incorrectly, he must throw one of his score keeping sticks to the opposing team. The ‘Kick Stick’ will be the last stick given up. When the opposing leader has guessed by his Psychic prowess where both unmarked Bones are the Bones will then be given to his team and the game continues as before, with his team hiding the Bones. Once one team has won all of the tally sticks and the final kick stick, the game is finished. The jackpot is then distributed among all the team mates on the winning side. Spectators usually watch while the game is played, many placing side bets on the outcome. A Bone Game can go on for hours and hours, with the scoring sticks passing from one side to the other many times as one team nearly wins, then loses their sticks again to the other side, and back again, before the final stick is won. Sla-hal, or the Bone or Stick Game, and it is customary side betting, are an integral part of most Northern powwow's weekend entertainment. As mentioned earlier Tribal lore has it that tribes in the Pacific Northwest have played Sla-hal since ‘time immemorial.’ The tradition also became very popular with many of the Plains Indian tribes, as well. “We are still the same people we were 14,000 years ago,” A Native American woman called Michele said. “And we’re playing the same game.” From wearable art in silver jewellery and woven cedar hats to edible tradition in smoked salmon, American Indian culture throughout the Pacific Northwest and beyond have a potent tradition, which is intertwined with the realm of Spirits and Magick. One will find that the tribes of the Northwest have many similarities with the Shamanic cultures of Siberia, which is especially the case concerning the Coast Salish whose artistic motifs are that of exquisitely adorned shirts, jewellery and distinctive hats. At many a Powwow one will discover silver and turquoise squash blossoms and other South-Western tribal jewellery on sale as well as reindeer hides, sweet grass braids and hand drums. “Learning more about the roots of Sla-hal allows the Native people to get closer to their own tribal roots,” said Michele. “The game is linked today with high stakes; winners take home pots of thousands of dollars. But you can hardly tell the story of how tribes began playing Sla-hal,” Marvin said, “without telling how the tribes came to be.” Michele relates the story: “Animals and humans were fighting it out, and running out of food. The creator gave humans and animals a game to play, Sla-hal, and decreed that whoever won the game could eat the other from then on. But humans were losing, down to their last stick, and beseeched the creator to take pity on them,” Michele said. “So the spirit let humans win the game, and also gave them four laws, to turn away from greed, lust, hate and jealousy.” “The spirit gave us a gift, to show the people who we are,” Michelle to have related, “from then on, people used Sla-hal to settle disputes through bloodless war.” The game has also been used in healing, she said. “Researchers who found and studied the Bones for nearly thirty years weren’t certain what they were,” Marvin communicated that, “Some theorized they were sled runners.” But Marvin, who had grown up playing Sla-hal, related that he had held replicas of the Bones in his hands and had a hunch. He asked how many there were; 13, including two small ones, was the reply, and then he knew. “I could not stop smiling,” he said. The Kempfs have been travelling throughout the Pacific Northwest to share photos of the Bones with tribal elders, in the traditional way of sharing such important news. Each shared their own stories about Sla-hal and its origins, Michele related that, “each one like a small part of a larger story.” But they couldn’t get to everyone; whereupon they were advised that it was time to get the word out more quickly. “Our elders, when we bring this out, they cry,” Michele said. “It is so deep inside of them.” ASSUMING THE ALTERNATE PERSONA OF A BONE GAME MEDICINE MAN When a Male practitioner Evokes the Succubus Barbatosi he will be able to assume the Alternate Persona of a Medicine Man who is highly successful in the Bone Game to thence experience within a Lucid Dream, which Barbatosi will empower. Just as the Paviotso or Northern Paiute of Nevada where a man might seek a vision in a cave at night in order to obtain power in Seeing in the game one can do likewise by inducing a Lucid Dream. This will awaken dormant Psychic abilities within one to become empowered by ones conscious Lucid Dream contacts with Barbatosi; whereupon ones Psychic prowess can then be utilised in the Bone game and that of other similar gambling games, such as card games, betting on horses or that of Lotteries etc, to take further of practice since she also tells of the Past and of the Future to reveal. The Lucid Dream world of Barbatosi will obviously be of a Native American nature; hence ones Assumed Persona within a Lucid Dream, (should one not be a Native) will be that of a Native American, which will also lead one into acquiring a deeper understanding and greater respect for Native American culture whose Bone game is very ancient of lineage.
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ART-MUSE PHENEXIE: The Thirty-Seventh Spirit is Phenex, Pheynix, Phenexi or Phenexie. She is a Great Marchioness and appears initially like the bird Phoenix, having the voice of a child to sing many sweet notes before the Magician, which he must not regard, but eventually he must require her to assume human form, wherefore she will be seen in vision to be standing or reclining naked in an Art studio, which to appear in many locales of a Paris attic, a Mexican hacienda, or a New York art ghetto to a London studio-flat and many another locale besides while she to pose before her Master as an Artists Model. She to assume the most ravishingly beautiful elfin form of a nubile young woman to speak marvellously of all wonderful sciences in regards to the Arts of Drawing, Painting, Sculpture and that of many another Artistic discipline such as Computer Generated Imagery; She will instantaneously increase the Artistic creative skills of her Master manifold beyond the par of human Genius wherefore she will bestow great fame, glory and wealth upon him as an Artist. She will also bestow the trance ability of creating automatic Paintings, which to act as Mandala Star-gates into the realms of the Quantum Dream via which her Master can access other realities. Her Master will also be given the ability to make flesh his desires through the medium of iconic images made as Spirit repository talismans and fetishes. She will also teach the art of divining the Past, Present and Future through such images like that of canvas Tarot cards. She also loves Comics and Manga to often be seen in visions reading such to inspire the art-form of merging poetic Narrative with flowing Images; she also has an indulgence for Animation, Anime, Hentai and Film so as to also inspire. She is a most excellent Poet and she will be most willing to perform the requests of the Magician but only after she has had her insatiable carnal hunger fulfilled for her eyes do burn desiring fellatio to make wet the paintbrush of her Master via those vivid Erotic Dreams she to bring . She has hopes to return to the Seventh throne after 1,200 years more, as she said unto the first Shaman Wodkhan when she inspired his art of Runic signs to paint upon his Mare Skin Drum. She governs 20 legions of Female Spirits like unto her self whom to pose for her Master; for she has inspired many an Artist as the Divine-Feminine throughout the Ages. ART IS MAGICK, MAGICK IS ART Art is Magick, Magick is Art, they are indivisible from each other, one and the same of practice; it is through Art one can transform the Consciousness of ones self as well as others so as to affect. An Artist can manipulate Symbols, which is a Magickal act to thereby redirect somewhere else, this in turn affects the thoughts of others whom are fixated upon certain Symbols; for it is all about the power of language. Ones language sculpts ones very culture and its perceptions of its self, which includes the nature of belief and the search for meaning especially in regards to Religion. A Religion is merely a language form of associated Symbols, which coheres the focus of many, whereby a Religion steers the thoughts of its believers along certain lines, hence one has a Religion employing many an Artist in order to manifest its particular vision into material form to thereby affect the Consciousness of the populace. When one looks at the Symbolic structure of a Religion one can determine its Social and Political orientation. One will find that the Hierarchal structure of Christianity, Islam and Judaism is primarily Feudal of orchestration at a Temporal level, which in turn permeates the Western Occult Tradition with its feudal hierarchies of Spirits, Demons and Angels; wherefore their Religious structures are orientated towards the Aristocratic elite atop of their Pyramid of power. In regards to Christianity, one has a Messiah God King of a Christ whose sole representative on Earth in Catholicism is the Pope; the deity of Christianity, Islam and Judaism is perceived to be a jealous intelligence, which is traditionally intolerant of other ancestral belief systems and their associated political will, whereby one has the politics of a Fascist dictatorship seeking a Centralist New-World-Order; hence one has a small Aristocratic class of an elite controlling the rest of us. The Religious Symbolism of Christianity, Islam and Judaism points to what is actually going on at a Temporal level, which has nothing to do with secretive organisations such as the Illuminati or conspiracies concerning Occult orders let alone warring Aliens whose vivid stories are woven in order to get one to look in the other direction. When one looks at the Symbolism of the Illuminati, Freemasons and Rosicrucians or that of the Vril or Thule Societies etc, one will find that they are all essentially Judaeo-Christian of orientation. In regards to the New-Age movement one will discover that its underlying Hierarchal structure is essentially Gnostic-Christian where Angels and Demons have been transformed into Aliens. The New-Age movement has assimilated other cultural systems such as those of the Native American's, Hindu's, Chinese, African's and numerous others to make Christian of hue for the New-Age movement is primarily focused upon the Middle-East, which is most especially the case in regards to Egypt whereby one is invariably led back to a Biblical foundation of focus. One can thereby determine that the whole affair has been orchestrated to keep ones focus to be fixated upon what has been already established of an ingrained Feudal system whose underlying Politics is in essence Fascist. The imaginations of many are captured by the Artistry and thereby that of woven Magick in relation to the ancient sites of Egypt; however, its Symbolism can easily be manipulated to thereby empower the already established framework of Control over the masses. Where one has Egypt one also has Babylon in Iraq whose symbolism has in turn been manipulated to serve the purposes of what has been established of a Religious and Political Control structure whose Symbolic orientation is primarily Patriarchal; hence one has a reactive statement from many an Artist whom is looking towards the missing Feminine principle of a Symbol for she clearly indicates of Art that one has been entirely Brainwashed.
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AMAZONIAN INDIAN LERAIKHA: The Fourteenth Spirit is called Leraikha (or Leraje Leraie). She is Marchioness Great in Power. She appears when the Sun is in Sagittarius, in the likeness of a most beautiful lithe Amazonian Indian Woman of gymnastic form carrying a Bow and Quiver. She will manifest amidst the enfolding Green depths of the Amazonian Jungle within ones visions. She can instigate great battles and contests so as to harass the enemies of her Master whereupon those who have malign intentions whom seek to cause harm will experience the spread of worm eaten wounds to erupt forth upon their bodies that will putrefy, which will be brought about by the influence of her ‘Power Intrusion’ flying Arrows very much like that of Elf-Shot. She teaches her Master about the art of Shamanic ‘Sucking Doctoring’ whereupon he will be enabled to suck out 'Power Intrusions' in order to heal others should her Master desire it so. She is also very wise in the usage of the ‘Soul Vine’ Ayahuasca to know of numerous other Amazon Rainforest Power Plant Spirits all Feminine, which she will reveal in depth about as well as to teach of those Shamanistic ways practiced by many an Amazon tribe. She Governs 30 Legions of Spirits like her self whom to appear as a tribe of Women hunting within the depths of the Amazonian Jungle Green.
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