Book of the Dead "Al Azif" - "Necronomicon. The Book of the Dead "Necronomicon On the Raising of Stones"

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N. Bavina
Face to face before the dark abyss

Becoming on space point view, we can say that there is an infinite number of worlds, an infinite number of series of both bodily and spiritual adaptation, an infinite number of subjective worlds, i.e., representations of the world, an infinite number of series of experience and response.

Carl du Prel. "Philosophy of Mysticism"

... the fear of his soul before everything wonderful and catastrophic ...

N. Berdyaev

Howard Phillips Lovecraft was born on August 20, 1890 in Providence, Rhode Island, USA. The precocious boy mastered the alphabet when he was two years old, and at four he was already reading fluently. He developed an early interest in the sciences, and at the age of only sixteen he began to write regularly in the Providence Tribune with articles on astronomy. Due to poor health, which caused his early death in 1937, painful shyness and unsociableness, he rarely left his native city, to which he felt the strongest affection and where he lived all his life.

His literary career began in 1923 with the appearance of the short story "Dagon" in a well-known magazine. During the remaining fourteen years of his life, his stories of the mysterious and terrible went on in an unbroken succession; among them are the classics of the genre "Rats in the Walls", "Outsider", "Pickman's Sitter", "Paints from Space", "Call of Cthulhu", "Nightmare of Dunwich", "Whisperer in the Dark", "Invading Darkness" and others. Despite a rather successful literary career, Lovecraft was often tormented by doubts about the true value of many of his short stories, about their ability to influence the reader, and he was so successful in infecting others with his doubts that some of his works, and some of the best (for example, "The Ridges of Madness" ”), were published only after his death. The reason for this lurked, mainly, in the peculiarities of his nature as a visionary and recluse, who felt painfully isolated from people, in communication he preferred correspondence to a living word. Many of the motifs found in his work go back to exceptionally vivid dreams - obviously it would not be a stretch to call them visions - which visited him all his life. This explains the peculiarity of his style, on the one hand, and the feeling of authenticity of a certain reality that he describes, on the other. This reality, not comprehended by the usual set of feelings, “invisible to a simple eye from the back”, and dictates that special manner of writing, more indirectly hinting than directly showing, striving, according to another visionary, to make one feel “through unusual combinations of words, through these images, almost devoid of outline, the presence of such a reality.

“This inner space,” according to the definition of James Bollard, an American science fiction writer who also explores human nature through symbol and myth, “is the territory where the outer world of reality and the inner world of the soul converge and merge,” or, in the words of C. G. Jung, "those border areas psyche that unfold into mysterious cosmic matter." Interest in the borderline states of consciousness is, obviously, a recognition that "unexpired and unknown cosmic energies attack a person from all sides and require sighted, wise activity from his side." For ordinary scientific and philosophical consciousness, this cosmic plan of life remains closed. By the way, Kingsley Amis in his book New Maps of Hell (1960) - a guide to the "unbelievable" world of science fiction - mentioning Lovecraft, finds it necessary to say only that he is more than ripe for a course in psychoanalysis. One can try to look at the works of Lovecraft from the point of view of depth psychology, which offers a very constructive approach to the analysis of creativity that addresses the unconscious and often directly operates with its symbols.

transpersonal experience acquired during deep research psyche, testifies that the boundaries between man and the rest of the universe are not immutable; in deep self-exploration of the individual unconscious, something happens that in its effect resembles a Möbius strip. The individual deployment of the psyche turns into a process of events taking place on the scale of the whole cosmos, the connections between the cosmos and individuality are revealed. For Lovecraft's characters, the Möbius leaf turns, if I may say so, in the opposite direction: turning to the cosmos, attempts to master its secrets and wisdom plunge them into the depths of their own unconscious. In this sense, the image starry skies, a certain area of ​​​​cosmic wisdom, and is Lovecraft's visualization of the special nature of the unconscious. This nature of his, practically in the same images, is captured by introspective intuition, consciousness directed at itself, for example, in the psycho-myth of Ursula K. Le Guin “Stars below”: “Stars reflected in deep water ... golden sand scattered in the blackness of the earth” . Although the psychomyths of Le Guin do not seem to be literature proper, since they are called upon to solve a problem not purely aesthetic, nevertheless, in this case We are also talking about artistic intuition. But here what is a metaphor here is given as an actual reality in an experience of a different order: “... in the depths of his being, the boy knew that he already had the freedom he was looking for. It opened one night when he was barely nine years old. That night the sky with all its stars entered him, throwing him dead to the ground,” we read in the biography of one of the contemporary Indian Teachers. The heights turn into depths, and Lovecraft’s heroes get stuck in the “mud of the depths” (“I am mired in a deep swamp” - Ps. 68: 3), in the dirty slurry of sinful thoughts generated by the mind, in the darkness of their unconscious. And they strive, as a rule, into ever greater darkness and depth, obviously unable to resist the temptation of gaping heights, paradoxes of the psyche. One by one, they begin to be drawn back to the past, to the bosom of their ancestors, to the original undisclosedness, "on the other side." By the will of circumstances or of their own free will, they find themselves in the only place where their fate can be decided: either in a town by the sea, as in the story "Celebration" and "Shadow over Innsmouth", or under the canopy of ancient forests, as in "Nightmare Dunwich", in the story "Hiding at the Threshold" and in the story "Silver Key". The sea in Lovecraft, as if constantly present on the periphery of vision, is mare nostrum with its "mud of the depths", the element of chaos and destruction is the abyss of the unconscious. Following the age-old covenant of the ancestors, the hero of the “Celebration” goes underground corridors into the abyss of the sea, and, having witnessed terrible miracles that are not comprehended by bodily vision, faced with a consciousness not constrained by the skeleton of the head, and having met a gnawing worm, he almost loses his mind, because the daytime , a more inert mind, filled with objects, has no way into those "untrodden, impassable places."

Randolph Carter (“Silver Key”), who differs from other Lovecraft characters in his greater internal integrity (he is not only a “conscious self”, other components of the psyche seem to be integrated in it) and can be called, with some justification, alter ego the author, and not just one of his masks - this Carter, having lost faith in culture and rational thinking, "stating reality in exact terms", quite deliberately turns back, "to the original undisclosed, unrevealed, simplicity and elementary nature of spiritual life." Leaving the urban mechanized civilization, where the inner life of nature is “locked”, he goes deep into the mystical landscape of his childhood, descending to a common source. And here - "admission fee: your sanity." It is necessary to break the familiar perspective of perception by the “conscious self”, a disorientation of the world must occur: “forget everything, lose everything, so that all sides mix, lose their absolute character, become relative, so that the direction ... of movement is the only coordinate of the world, and then it fluctuates all the time” . In search of "inner space" one of the characters of J. Bollard does the same: turning several times at random, he simply gets lost among the huge concrete "cubes" arranged in regular rows. The experience, in fact, is not new - in order to find yourself, you have to lose yourself. When Randolph Carter in the forest, "straying, wandered too far," he returned to his childhood home and to himself - a boy who, in his tenth year, through a deep underground grotto (with the significant name "Aspid's Hole", referring him to the region chthonic and supporting the motif of a tree - the world axis, in whose roots the chthonic serpent lurks) managed to escape, again bogged down in the liquid mud of the "mud of the depths" covering the bottom of the grotto - to go where the dragon of the unconscious, "loving caves and dark places" not yet sacrificed.

P. Florensky's remark that "symbols do not fit on the plane of reason, their structure is antinomic through and through", describes the confrontation between "this" and "other" world, built vertically by Lovecraft, in the best possible way. That closed, windowless space on the bell tower, where Robert Blake finds the Shining Trapezohedron (“Invading Darkness”), takes him not only into the depths of space, but also into the abysses of his own psyche; the same function is performed by another closed space in the story "Tiny Dreams", where the hero is obsessed with the desire to get into the attic with rats, located directly above his head. The internal correlation of these closed, cramped spaces, which, however, give access to the infinity of the cosmos, with a cramped skull and the abyss of spirit gaping in it, is hinted at by two metaphors, voluntarily or involuntarily realized in the text. it rats in the attic(rats in the attic) and bats in the belfries(bats on the bell tower), similar to the Russian "the attic is not in order." In the story "Invading Darkness", the image of the bell-head is further enhanced by the image of the "huge body" of the church. In both stories, the hero with interests and inclinations of a strange nature and, most importantly, constantly thinking in the same direction and thereby, as it were, setting different orders of being into resonance, having penetrated into this closed space, experiences a paradoxical state of their synharmonicity - interconnectedness and interdependence, - separate-merged existence of "this" and "other" worlds. The concept of miasma that invariably accompanies such breakthroughs, the poisonous breath of the underworld, gives information about exactly what areas of the spirit Lovecraft’s hero penetrates, that it is again about the “mud of the depths”. In the short story “The Music of Erich Zann”, remarkable for its poetic expressiveness, where the violinist, with his playing, generates vibrations that stably maintain the resonance of two orders of being (a kind of black version of the obsession with the muses - after all, “the artist remains open to the spirit, from whatever side it influences him” ), the whole street on which the action takes place is permeated with malice.

Another way of entering another being for many of Lovecraft's characters is sleep and dreams ("Beyond Sleep"). The mystical experience of the ancient Indian Teachers, who said that in deep sleep a person is equal to the Universe, echoes modern transpersonal experience, which testifies that “under certain conditions, spatial identification with any object of the universe, including the entire cosmos, is possible.” Lovecraft's visionaries sooner or later encounter transpersonal dimensions of the psyche and, whether they like it or not, go on a "journey beyond the brain." The experience of experiencing a double reality is painful for them: the daytime mind, operating with objects, rejects nighttime revelations, even when evidence is allegedly found - burns of an unearthly sun on the face and hands, an inexplicable stench exhaled by clothes and hair; but this mental tension itself generates stress, which acts as a trigger. To accept these visions as real by reason is not tantamount to admitting that “nightmares are the cracks of hell? And terrible dreams take us to hell in the literal sense of the word? When talking about dreams visiting Lovecraft's characters, it is implied that they are "tiny"; when it comes to breakthroughs into another existence, it is understood that this is not a divine cosmos, but infernal chaos (the divine light, having undergone inversion, turns into a foul-smelling hellish flame). What makes the experience of another reality unequivocally a nightmare, even to the point of the presence of a demon that causes a nightmare? The assimilation of another reality is going on at the level of the entire universe, which is signaled by geometric symbols, "a class of mythopoetic signs that embody the model of the world." Amazing curvilinear hieroglyphs, once captured, do not let go of the attention of Professor Peasley, setting off into the darkness of time ("Shadow of the Darkness of Time"). Even greater geometrism is inherent in Gilman's visions: "...sometimes Gilman likened inorganic matter to prisms, labyrinths, clusters of cubes and planes"; with each immersion in the "twilight abyss" around him, "geometric bodies swarmed" (as specific visual hallucinations, often encountered during the transformation of consciousness, "colored geometric bodies", they were called in 1928 by Heinrich Klüver "constant forms"), until finally, the geometric apogee is not reached in the vision of “a vast jungle of outlandish, incredible spiers, balancing planes, domes, minarets, disks balanced horizontally on the points of peaks, and countless objects of an even wilder configuration that shone with a richness of colors in a mixed, almost burning glow of multicolored sky" (probably the same "sky in diamonds" that "Lucy" showed: Lucy in the Sky with Diamonds, LSD) and a flash of "unprecedented, unearthly light, in which ocher, carmine and indigo are breathtakingly and inseparably mixed." Intense color experience is also one of the components of transpersonal experience: "kaleidoscopic swirling of colors", "intricate patterns of peacock plumage", or cauda pavonis. The fluorescent, iridescent tints of the stone from which the whole city was built in the darkness of the past, Professor Peasley also notes. Gilman, on the other hand, is still experiencing not only the refinement of hearing “to an unbearable unnatural degree”, but also “noticeable changes in perspective”: “... he could not judge his own appearance, since his arms, legs and torso did not fall into his field of vision due to a strange perspective disturbances; but he felt that physical structure and abilities were somehow surprisingly translated into a displaced projection, but not without some grotesque connection with his normal constitution and properties", that is, when traveling outside the brain, he experiences "neither confusion nor disorientation regarding personality identification." Another component of transpersonal experience, called presque vu(almost seen; a term also put into circulation by H. Kluver), is meaningfully connected with the mythologeme, on the basis of which Lovecraft builds his world. This is the component that characterizes the cognitive side of transpersonal experience: the feeling of being on the verge of a great insight, apocalyptic revelation or irrefutable truth. Gilman has this feeling about his mathematical calculations; but at a deeper level, this sense of the possibility of omniscience is what draws Gilman and other Lovecraft characters, including the basest half-degenerates who pay for the service of the dark gods of their ancestors, to the dream of these Eternal gods. At the center of the universe is a kind of gnostic deity that has no attributes, res simplex(“a simple thing” of alchemy), “unconscious”: “That from which creatures acquire their createdness is the invisible and immovable God, by whose will understanding is born.”

For Lovecraft, this is the mythologeme of Absolute Chaos, “in the heart of which lies the sightless, senseless god Azafoth, the Lord of All Creatures, surrounded by a shuffling swarm of his thoughtless and shapeless dancers, lulled by the piercing monotonous whistle of a demonic flute in nameless paws” 1
Here we can recall the idea, widespread in antiquity, that blindness and darkness or invisibility, like sight and light, are in a certain sense identical. And "blind" blind) can be translated by the old Russian word “nevishnoy”, semantically almost interlocking with “invisible”; and a number of synonyms for the word "blind" - clouded, dark, like another meaning blind- "meaningless", supports the idea of ​​the collapse of light and order as the onset of darkness and chaos.

The complex phonetics of the name Azafot, apparently, is not only intended to contribute to the creation of an image that is "almost devoid of outlines", functioning as "the phonetics of incomprehensible words, which is free from concepts imposed from outside - it leads to the formation of the most unexpected visual representations." His name as the almighty of knowledge can, it seems, be traced back to the term Azoth, which in "Aurelia occulta" Mercury is named and which is explained there as follows: “For he is Α and Ω, existing everywhere. It is adorned with the name of philosophers Azoth, which is composed of the A and Z of the Latins, the alpha and omega of the Greeks, and the aleph and tau of the Hebrews. The passage refers to Mercury, Hermes Trismegistus, which is a chthonic triad (“for in a stone are the body, soul and spirit, and yet this is a single stone”), correlated with the Trinity, “the system higher powers in the lower"; although he represents the dark half, he is not evil per se, he is called "good and evil." From the name Azafoth, one can isolate the name of the Egyptian god Thoth ( Toth), the messenger of the gods, the hermeneutus (interpreter), who points the way in a mystical journey: "He will make you a witness to the mysteries of the deity and the secrets of nature." In Lovecraft, this aspect of the supreme deity becomes a separate hypostasis: “the representative, or messenger of the dark and terrible forces of the “Black Man” of witchcraft and Nyarlathotep of the Necronomicon. Meetings with him, with the messenger of the senseless demon Sultan Azafot, are so terribly afraid of Gilman, who is well-read in the Necronomicon, a book of terrifying secrets of the mad Arab Abdul Alhazred. The semantics of this name is clarified by its correlation with the sphere necronomic phenomena of telepathy, or events-signs of the future; in one of the old lexicons it is defined as "signs falling from heaven to earth." The insane Arab warlock himself, prophesying about the abysses of the cosmos and the spirit, seems to be the dark hypostasis of the writer, trembling recoiling from the edge of these abysses.

What Gilman read in reality materializes in his dreams, he struggles with all his last strength to distinguish between the reality of reality and the reality of a dream: did he aspire to? The fear familiar to dreamers, for example, in Borges, is to wake up “not to wakefulness, but to the previous sleep. And this dream, in turn, is enclosed in another. It is terrible because foreknowledge is rooted in this:


We are made of matter
The same as our dreams.
And surrounded by sleep
All our little lives

This means that the walls that the “ego” fences in, protecting the “I-concept” from “spraying cosmic winds” - “because it is dangerous to know some cosmic forces and secrets”, “it is dangerous to see and hear too much, so as not to be blinded and deafened” , are not fixed and not absolute. "Consciousness ... can go beyond the usual boundaries and include those elements of the deep unconscious that no one under normal circumstances suspects." Fear is caused by the shadow that always looms behind the back of the “conscious self”, threatening the “conscious self” with obsession. In a vain attempt to get rid of, the "ego" rejects the Shadow in the form of a projection - the Black Man, the messenger of the black throne of Absolute Chaos, the interpreter and guide in the mystical journey. Antinomic in its structure, it comes to life in Gilman's subconscious, performing its function of a guide: "... he felt that in the subconscious there are those corners(geometric. - N. B.) who will guide him, for the first time alone and without anyone's help, on the road to the normal world. Hamlet seems to say the same thing:


…us recklessness
sometimes helps out there,
where deep thought perishes;
then the deity of our intentions
completes, at least the mind
planned and not so ...

But Gilman's mental skill is too developed for his relationship with the Shadow to be anything other than an obsession. The flooding of the conscious sphere with unconscious contents leads to the experience of "ego death" - the ruthless destruction of all ties in a person's life.

But even if consciousness could, to some extent, integrate the “psychic” part of the projection, the “cosmic” part would also integrate with it, since what stands between light and darkness, uniting opposite poles, is involved in each of the parties. And since the cosmos is infinitely larger than us, then, rather, we will be absorbed by its "impersonal, inhuman spirit, one." “In these projections, we meet with manifestations of the “objective” spirit, the true source and beginning ( matrix) mental experience, the most appropriate symbol for which is matter ... this objective spirit, which today we call "unconscious": unyielding, like matter, mysterious and elusive, it obeys laws so inhuman or superhuman that for us they seem to be the gravest crime against man” (K. G. Jung). This is exactly the experience of “cosmic absorption” for Lovecraft’s heroes: Randolph Carter, having gone beyond the Gate of the Silver Key, experiences total annihilation of “getting to the bottom of space”, when, having passed the worlds of the gods, he enters the empty Absolute. His movement towards the transcendent (“beyond the Gates”) Primordial Principle was retrogressive, reversible – archaization, striving “for the original undisclosedness and ... simplicity”, for the disorientation of the world; it proceeded as the destruction of his highly organized human personality; the end of such a path can only be complete annihilation, dispersion by cosmic whirlwinds.

In the works of Lovecraft, which were mainly discussed, the stages of the "mystical journey" are indicated, perhaps, most fully. However, in his other works, and in "small forms", and even in unfinished passages, certain vicissitudes of deep self-exploration are reflected ( self-discovery). In the brilliant short story "Outsider" one can single out, as it were, two messages - mythological, about the separate-merged existence of "this" and "other" worlds; and psychological, about the breakthrough into consciousness of unconscious contents. The hero, living in the absolute solitude of a certain castle and unable to endure loneliness any longer, decides to climb the tower, which rises above the highest trees surrounding the castle, in the hope of seeing a way out of the forest from above. Having reached the upper platform of the tower, he comes out of the ground ... to the surface. According to the fact that the world of the hero turns out to be the underworld, he himself - to his greatest horror - turns out to be a native of the other world. The feeling of dizzying horror is achieved primarily by this unexpected switching of the “up” and “down” positions, causing a feeling that the ground is moving out from under the feet. In addition, in typical Lovecraft fashion, the narrative ends at the very moment of the catastrophe - the hero, stricken with horror, is left face to face with his dark half.

In the story “Paints from Space”, the medieval idea of ​​a potion descending from the sky and, therefore, contributing to “sublimation” (sublimation, purification) is realized in its own way. This is "a ray or radiation from a certain star, or its waste, excesses dumped on the earth" (they are also called "star jelly" and "witch's oil"; these are gelatinous algae that appear after prolonged rains). It is adjacent to another cleansing drug - honeydew, which contains ergot alkaloids and acts, including as a psychedelic. Combining the gelatinity and the ability to generate an iridescent play of colors, the substance brought from space, however, produces an effect that is directly opposite to the cleansing one.

In Lovecraft, it must be said, the “average person”, one who only accidentally finds himself drawn into the “tornado-like seething” of the objective spirit, is more than happy to return to the comfort of the garden strip, but from now on, his dreams continue to disturb him - these cracks of hell. In hell, moreover, Lovecraft not only opens new sites that have become frequently visited after him, he also calls into the daylight some previously unknown inhabitants of the underworld - at a banquet about Last battle of good and evil on the eve of the new millennium (not necessarily the third), when Dr. Austin read his report on Lovecraft, the Nameless Horror, fragrant with the musk of glumes, walks hand in hand with Pickman's sitter, surrounded by Asmodeus, the Mask of the Red Death, Hekate and others canonical figures. (“Bring me the head of the Prince Charming” (1991), the novel was written by canonical figures in turn: R. Zelazny, new wave, and Robert Sheckley, mainstream).

Franz Westen, the hero of F. Leiber's story Madonna of Darkness, becomes involved in the experience of Robert Blake ("Invading Darkness"); and he is fascinated by the hill, visible from the window in the distance, in the city pillowcase. A writer himself, and even the author of macabre stories about the supernatural, he quickly grasps the literary allusions that are woven into his experience of another reality. Watching through binoculars the mysterious figure that appears and disappears on the top of the hill, he calls it "Hiding at the top", making an unconscious inversion of the Lovecraftian name "Hiding at the threshold" ("up" and "down" in the "inner space" easily change places). Unconscious - because he draws a conscious parallel with the story "Invading Darkness".

We can continue to multiply examples of the fact that behind the most extravagant fantasies of Lovecraft there is a "separate reality"; one can speak of the archaism of his style (even in his letters he prefers ancient grammatical forms), which in its structure sometimes resembles the structure of biblical texts, requiring a certain repetition (if we consider his style a tribute to Lord Dunsany, whom Lovecraft admired, it must still be said that he began to write "fantasies in the manner of Dunsany" before he discovered the work of the Irish master). But reasoning does not reach any point, pointing to which, one can say - this is what fright seizes the soul. Here you need experience of a different order.

D. Andreev, A. Remizov, N. Berdyaev, D. Zhukovsky, F. Sologub, Timothy Leary, St. Grof, J. Cortazar, C. Castaneda, W. Shakespeare.

Nina Bavina

Necronomicon

Colin Wilson, George Hay, Robert Turner, and David Langford have translated Dr. John Dee's ciphered manuscript, Liber Logaeth, part of a larger manuscript of unknown provenance. Based on the history of this manuscript and the similarity of its content with the myths about Cthulhu, researchers present it as a document or part of the document that formed the basis of H.F. Lovecraft's Necronomicon.

THE BOOK OF THE ARAB ABDOUL ALHAZRED, DAMASCUS, 730

About the Ancients and their offspring.

The ancients were, are and will be. Before the birth of man, They came from the dark stars, invisible and disgusting, They descended to the primeval earth.

For many centuries They bred at the bottom of the oceans, but then the seas receded before the land, and Their hordes crawled ashore, and darkness reigned over the Earth.

At the icy Poles They erected cities and fortresses, and on the heights They erected temples to Those over whom nature has no power, To Those over whom the curse of the Gods weighs. And the offspring of the Ancients flooded the Earth, and Their children lived for many centuries. The monstrous birds of Lang, the creations of Their hands, and the Pale Ghosts that lived in the primeval crypts of Zin, revered Them as their Lords. They gave birth to the Na-Hag and the skinny Riders of the Night; Great Cthulhu is Their brother and driver of Their slaves. Wild Dogs they swear allegiance to them in the gloomy valley of Pnoth, and the Wolves sing their praises in the foothills of ancient Throk.

They traveled between the stars and roamed the earth. The city of Irem in the great wilderness knew Them; Lang, lying in the middle of the Icefields, saw Them pass by; Their sign remained on the walls of the eternal citadel, hidden in the sky-high heights of the mysterious Kadaf.

The Ancients wandered aimlessly along the paths of darkness, Their wicked power over the Earth was great: all creations bowed before Their might and knew the power of Their malice.

And then the Senior Lords opened their eyes and saw all the abomination of Those who raged on Earth. In Their anger, the Elder Masters seized the Ancients in the midst of Their excesses and threw Them from the Earth into the Void beyond the worlds, where chaos and variability of forms reign. And the Senior Lords placed their seal on the Gates, the strength of which will not yield to the onslaught of the Ancients. Then the monstrous Cthulhu rose from the depths and unleashed his fury on the Guardians of the Earth. They also bound his poisonous jaws with powerful spells and imprisoned him in the underwater City of R "lieh, where he will sleep in a dead sleep until the end of the Eon.

From now on, the Ancients live on the other side of the Gate, in the nooks and crannies between the worlds known to man. They wander outside the sphere of the Earth in eternal expectation of the hour when They can return to the Earth again: for the Earth has known them and will know them from now on at the appointed hour.

The vile formless Azathoth commands the Ancients, and They live with Him in a black cave in the center of infinity, where He greedily bites into the bottomless chaos under the maddening roar of invisible drums, the discordant screech of piercing flutes and the incessant roar of the blind, mindless gods, which relentlessly tottering aimlessly and waving their arms.

The soul of Azathoth dwells in Yog-sothoth, and He will give a sign to the Old Ones when the stars indicate the time of Their coming; for Yog-sothoth is that Gate through which the Nether Dwellers will return. Yog-sothothu knows the labyrinths of time, for all time is one for Him. He knows where in time the Old Ones appeared in the distant past, and where They will reappear when the wheel is completed.

Day turns to night; the day of man will pass, and they will reign again in their former dominions. You will know their filth and abomination, and their curse will fall upon the Earth.

About the observation of times and seasons.

Whenever you call them from Outworld, you must follow the seasons and times when the spheres cross and the currents from the Void open. You must watch the cycle of the Moon, the movements of the planets, the path of the Sun through the Zodiac, and the rising of the constellations.

The Last Rites are to be performed only at their proper time, namely: on the Feast of Candles (the second day of the second month), on the Feast of the Bonfires of Beltane (May Eve), on the Feast of the Harvest (the first day of the eighth month), on the Day of the Cross (the fourteenth day of the ninth month) and Halloween, All Saints' Eve (November Eve).

Call upon the terrible Azathoth when the Sun is in the sign of Aries, Leo, or Sagittarius; when the moon wanes and mars conjuncts saturn. The mighty Yog-Sothoth will answer your call when the Sun resides in the fiery dwelling of the Lion for the harvest festival. Call the monstrous Gastur on the Night of Candles, when the Sun is in Aquarius, and Mercury is strengthened by the favorable aspect of the trine.

Great Cthulhu is allowed to be disturbed only on Halloween night, when the Sun is in the dwelling of Scorpio and Orion rises. When Halloween coincides with the new moon, your spells will be at their most powerful.

Conjure Shab-Niggurath on that night when the fires of Beltane are burning on the hills, and the Sun is in the second sign. Repeat the rites of the Day of the Cross, and the Black One will appear before you.

About raising stones.

In order to arrange a Gate through which They can appear to you from the Outer Void, eleven stones must be placed in a special order.

First, four main stones should be placed, which will indicate the directions of the four winds, each of which blows at its own time. In the North, erect a stone of Great Cold, which will become the Gate for the winter wind, and carve on it the sign of the Earth Bull:.

In the South (at a distance of five steps from the stone of the North), set up a stone of heat, through which the summer winds blow, and depict on it the mark of Leo-serpent:.

The whirlwind stone is to be placed in the East, where the first equinox occurs. Carve on it the sign of the one who supports the waters:

The Gate of Hurricanes should mark the point of the extreme West (at a distance of five paces from the stone of the East) where the Sun dies in the evenings and the night is reborn. Decorate this stone with the emblem of the Scorpion, whose tail reaches the stars:.

Then set up the seven stones of Those who wander in heaven, placing them around the four inner Gates in such a way that their conflicting influences are concentrated in a point of power.

In the North, behind the stone of the Great Cold, at a distance of three steps, place the first stone, the stone of Saturn. Further, at equal distances, place the stones of Jupiter, Mercury, Venus, the Sun and the Moon in a circle clockwise, marking each with the appropriate sign.

In the center of this structure, the Altar of the Great Old Ones is to be installed, sealed with the symbol of Yog-Sothoth and the mighty Names of Azathoth, Cthulhu, Gastur, Shub-Niggurath and Nyarlathotep. And these stones will become the Gates through which you will call them from the Void that lies beyond time and space.

Turn to these stones at night when the Moon is waning, turning your face in the direction from which They will come. Speak words and make gestures that will call the Ancients and help them to set foot on Earth again.

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Necronomicon

Colin Wilson, George Hay, Robert Turner, and David Langford have translated Dr. John Dee's ciphered manuscript, Liber Logaeth, part of a larger manuscript of unknown provenance. Based on the history of this manuscript and the similarity of its content with the myths about Cthulhu, researchers present it as a document or part of the document that formed the basis of H.F. Lovecraft's Necronomicon.



THE BOOK OF THE ARAB ABDOUL ALHAZRED, DAMASCUS, 730

About the Ancients and their offspring.

The ancients were, are and will be. Before the birth of man, They came from the dark stars, invisible and disgusting, They descended to the primeval earth.

For many centuries They bred at the bottom of the oceans, but then the seas receded before the land, and Their hordes crawled ashore, and darkness reigned over the Earth.

At the icy Poles They erected cities and fortresses, and on the heights They erected temples to Those over whom nature has no power, To Those over whom the curse of the Gods weighs. And the offspring of the Ancients flooded the Earth, and Their children lived for many centuries. The monstrous birds of Lang, the creations of Their hands, and the Pale Ghosts that lived in the primeval crypts of Zin, revered Them as their Lords. They gave birth to the Na-Hag and the skinny Riders of the Night; Great Cthulhu is Their brother and driver of Their slaves. The Wild Dogs swear allegiance to them in the gloomy valley of Pnoth, and the Wolves sing their praises in the foothills of ancient Throk.

They traveled between the stars and roamed the earth. The city of Irem in the great wilderness knew Them; Lang, lying in the middle of the Icefields, saw Them pass by; Their sign remained on the walls of the eternal citadel, hidden in the sky-high heights of the mysterious Kadaf.

The Ancients wandered aimlessly along the paths of darkness, Their wicked power over the Earth was great: all creations bowed before Their might and knew the power of Their malice.

And then the Senior Lords opened their eyes and saw all the abomination of Those who raged on Earth. In Their anger, the Elder Masters seized the Ancients in the midst of Their excesses and threw Them from the Earth into the Void beyond the worlds, where chaos and variability of forms reign. And the Senior Lords placed their seal on the Gates, the strength of which will not yield to the onslaught of the Ancients. Then the monstrous Cthulhu rose from the depths and unleashed his fury on the Guardians of the Earth. They also bound his poisonous jaws with powerful spells and imprisoned him in the underwater City of R "lieh, where he will sleep in a dead sleep until the end of the Eon.

From now on, the Ancients live on the other side of the Gate, in the nooks and crannies between the worlds known to man. They wander outside the sphere of the Earth in eternal expectation of the hour when They can return to the Earth again: for the Earth has known them and will know them from now on at the appointed hour.

The vile formless Azathoth commands the Ancients, and They live with Him in a black cave in the center of infinity, where He greedily bites into the bottomless chaos under the maddening roar of invisible drums, the discordant screech of piercing flutes and the incessant roar of the blind, mindless gods, which relentlessly tottering aimlessly and waving their arms.

The soul of Azathoth dwells in Yog-sothoth, and He will give a sign to the Old Ones when the stars indicate the time of Their coming; for Yog-sothoth is that Gate through which the Nether Dwellers will return. Yog-sothothu knows the labyrinths of time, for all time is one for Him. He knows where in time the Old Ones appeared in the distant past, and where They will reappear when the wheel is completed.

Day turns to night; the day of man will pass, and they will reign again in their former dominions. You will know their filth and abomination, and their curse will fall upon the Earth.

About the observation of times and seasons.

Whenever you call Them from the Outside World, you must follow the seasons and times when the spheres cross and the currents from the Void open. You must watch the cycle of the Moon, the movements of the planets, the path of the Sun through the Zodiac, and the rising of the constellations.

The Last Rites are to be performed only at their proper time, namely: on the Feast of Candles (the second day of the second month), on the Feast of the Bonfires of Beltane (May Eve), on the Feast of the Harvest (the first day of the eighth month), on the Day of the Cross (the fourteenth day of the ninth month) and Halloween, All Saints' Eve (November Eve).

Call upon the terrible Azathoth when the Sun is in the sign of Aries, Leo, or Sagittarius; when the moon wanes and mars conjuncts saturn. The mighty Yog-Sothoth will answer your call when the Sun resides in the fiery dwelling of the Lion for the harvest festival. Call the monstrous Gastur on the Night of Candles, when the Sun is in Aquarius, and Mercury is strengthened by the favorable aspect of the trine.

Great Cthulhu is allowed to be disturbed only on Halloween night, when the Sun is in the dwelling of Scorpio and Orion rises. When Halloween coincides with the new moon, your spells will be at their most powerful.

Conjure Shab-Niggurath on that night when the fires of Beltane are burning on the hills, and the Sun is in the second sign. Repeat the rites of the Day of the Cross, and the Black One will appear before you.

About raising stones.

In order to arrange a Gate through which They can appear to you from the Outer Void, eleven stones must be placed in a special order.

First, four main stones should be placed, which will indicate the directions of the four winds, each of which blows at its own time. In the North, erect a stone of Great Cold, which will become the Gate for the winter wind, and carve on it the sign of the Earth Bull:.

In the South (at a distance of five steps from the stone of the North), set up a stone of heat, through which the summer winds blow, and depict on it the mark of Leo-serpent:.

The whirlwind stone is to be placed in the East, where the first equinox occurs. Carve on it the sign of the one who supports the waters:

The Gate of Hurricanes should mark the point of the extreme West (at a distance of five paces from the stone of the East) where the Sun dies in the evenings and the night is reborn. Decorate this stone with the emblem of the Scorpion, whose tail reaches the stars:.

Then set up the seven stones of Those who wander in heaven, placing them around the four inner Gates in such a way that their conflicting influences are concentrated in a point of power.

In the North, behind the stone of the Great Cold, at a distance of three steps, place the first stone, the stone of Saturn. Further, at equal distances, place the stones of Jupiter, Mercury, Venus, the Sun and the Moon in a circle clockwise, marking each with the appropriate sign.

In the center of this structure, the Altar of the Great Old Ones is to be installed, sealed with the symbol of Yog-Sothoth and the mighty Names of Azathoth, Cthulhu, Gastur, Shub-Niggurath and Nyarlathotep. And these stones will become the Gates through which you will call them from the Void that lies beyond time and space.

Turn to these stones at night when the Moon is waning, turning your face in the direction from which They will come. Speak words and make gestures that will call the Ancients and help them to set foot on Earth again.

About different signs.

These mighty signs are to be made with the left hand during the Rituals. The first of these is the sign of Vur; by its very nature it is the true symbol of the Ancients. Do it always, whenever you call on Those who are always waiting outside the Door.

The second sign of Kish. He destroys all barriers and opens the gates of the Ultimate Spheres.

In third place is the Great Sign of Koth, which seals the Gates and guards the paths.

The fourth sign of the Elder Gods. He protects the one who awakens these forces at night, and banishes the forces of madness and enmity.

(Note: The Elder Sign has another form. If depicted in this form on a gray Mnar stone, it will help you ward off the powers of the Great Old Ones forever.)

On the preparation of Zkaub's incense.

On the day and hour of Mercury, during the period of the waxing Moon, equal parts of myrrh, civet, storax, bitter wormwood, assafoetida, galbanum and musk should be taken, mixed thoroughly and ground into the finest powder.

Place these components in a green glass vessel and seal with a copper stopper, on which the signs of Mars and Saturn should first be carved.

Raise the vessel to the Four Winds and say aloud these words of sovereignty:

To North: ZIDZHMUORSOVIET, NOIDZHM, ZAVAKHO!

East: KVEHAIDJ, ABAUO, NOKVETONAIDJI!

To the south: OASAIJ, VURAM, FEFOTOSON!

West: ZIDJORONAIFUEFO, MUGELFOR, MUGELFOR-YZHE!

Cover the vessel with a piece of black velvet and hide it.

For seven consecutive nights, this vessel should be washed in the light of the moon for one hour, and kept under a black cloth from dawn to dusk.

Having done all this, know that the incense is ready for use and has such power that if you use it wisely, you will have the power to call the hordes of hell and command them.

Note: For the use of this incense in the Last Rites, it can be made more effective by adding one part powder of crushed Egyptian mummy. Use the fragrance of Zkaub in all the ceremonies of ancient Knowledge, wetting the glowing coals from the burnt wood of yew or oak with this essence. And when the spirits approach you, its vapors will enchant and bewitch them, making them bow to your will.

Note. Ed.: In the published edition, the formulas described above are provided with a number of planetary and zodiacal symbols. In the present work, we have decided to omit them, since these signs were taken by the publishers not from the original manuscript, but from other texts that have nothing to do with it.)

On the preparation of Ibn Ghazi powder

MYSTICAL POWDER OF MATERIALIZATION:

Take three parts of the ashes from the grave where the body has lain for at least two hundred years. Take two parts of amaranth powder, one part of crushed ivy leaf and one part of fine salt. Mix all the ingredients in an open mortar on the day and hour of Saturn. Make the sign of Voor on this mixture and seal it in a lead box on which the sign of Qoph is carved.

POWDER APPLICATION:

When you wish to observe the aerial manifestations of spirits, blow a pinch of this powder in the direction from which it comes, pouring it either on the palm of your hand or on the blade of the Magical Dagger. Do not forget to make the Elder Sign when they appear, otherwise the snares of darkness will envelop your soul.

Ointment of Kephnes the Egyptian

The one who anoints his head with the ointment of Kefnes will contemplate true visions of the future in a dream.

During the waxing moon, pour a large portion of lotus oil into an earthenware crucible, add one ounce of mandrake powder, and mix thoroughly with a forked branch of wild thorn. Then say the following incantation to Yebs (from scattered papyrus lines):

I am the Master of Spirits

Oridimbay, Sonadir, Episges,

I am Ubaste, Ptho, born of Binui Sfe, Fas;

In the name of Auebotiabatabaitobeuee

Give strength to my charms, O Nasira Oapkis Shfe,

Give strength Khons-Thebes-Nefer-hotep, Ofois,

Give strength! Oh Bakahikeh!

Add to this potion a pinch of red earth, nine drops of soda, four drops of Olibanum balm, and one drop of blood (taken from your right hand). Mix all this with the same amount of goat fat and place the vessel on the fire. When everything is properly melted and dark vapors begin to rise, perform the Elder Sign and remove the potion from the fire.

When the ointment has cooled, place it in a vase of the finest alabaster and keep it in a secret place (of which only you will know) until you need it.

On the making of the scimitar Barzai

On the day and hour of Mars, with the growing moon, make a scimitar of bronze with a handle of ebonite.

One side of the blade should be engraved with the following characters:

And on the other side are:

Note. ed.: Images in the manuscript are not given.)

In the day and hour of Saturn, with the waning moon, kindle a fire from laurel and yew branches and, plunging the blade into the flame, say the following spell five times:

X KORIAHOJU, ZODKARNES, I powerfully call you and command you to arise, O mighty spirits that dwell in the Great Abyss.

In the name of the terrible and mighty AZATHOTH, appear and empower this blade, created in accordance with the ancient Knowledge.

In the name of KHENTHONO-ROHMATR, I command you, O AZIABELIS, in the name of YSECHIROROSETHA, I call you, O ANTIQUELIS, in the name of the Huge and Terrible DAMAMIACH, which is pronounced as Krom-yha and shakes the mountains, I command you to come, O BARBUELIS, listen to me! help me! empower my spell so that this weapon, carved with runes of fire, may have the power to strike terror into the hearts of all spirits who disobey my orders, and help me draw all kinds of Circles, figures and mystical signs necessary in the rituals of the Magical Art. In the Name of the Great and Mighty YOG-SOTHOTH and the invulnerable sign of Vur (make a sign)

Give me strength!

Give me strength!

Give me strength!

When the flames turn blue, consider this a sure sign that the spirits have obeyed your demands. Then you must immerse the blade in a mixture of sea water and cock bile prepared in advance.

Pour the fragrance of Zkaub into the fire as a sacrifice to the spirits summoned to battle, and then release them with these words:

In the name of AZATHOTH and YOG-SOTHOTH and their servant Nyarlathotep, and by the power of this sign(make the Elder Sign), I release you; go in peace and do not return until I myself call you.(Seal the entrances with the sign of Koph.)

Wrap the scimitar in a piece of black silk and lay it aside until you need it; but remember that no one but you should touch this scimitar, otherwise its power will be forever lost.

Note. ed.: The following graphic alphabet, according to the publishers, is extracted from the ciphered manuscript by means of the "Magic Square Cipher" included in the manuscript itself and, accordingly, in this expanded edition.)

Nag-Sotha alphabet

(Note: in writing the Nag-Sotha mystic runes, the Latin "C" stands for "K".)

The letters Naga contain the key to the plans of the universe. Use them in the art of making talismans and in all sacred inscriptions.

Hear Him, serpent-toothed, howling in the bowels of the underworld; hear Him, whose unceasing roar fills the timeless skies of hidden Lang."

His power brings down the forest and crushes cities, but no one can see the merciless hand and know the soul of the destroyer, for the Damned is faceless and ugly, and His form is unknown to people.

About Nyarlathotep.

I hear the Creeping Chaos calling from beyond the stars.

They created Nyarlathotep and made him their messenger. They clothed Him in Chaos, so that His face would be forever hidden between the stars.

Who can know the secret of Nyarlathotep? for He is but the mask and will of Those who existed before the beginning of time. He is the priest of Ether, the Dweller of the Air. He has many disguises, but no one can remember at least one of them.

The waves freeze before Him; The gods tremble at His call. His whisper sounds in people's dreams, but who recognizes his appearance?

About Lang in the Ice Desert.

Those who go in their search to the North, beyond the twilight land of Inkwanok, will find among the ice fields the dark plateau of the thrice-forbidden Lang.

You will recognize Lang, forgotten by time, by the ever-burning evil fires and the disgusting scream of scaly birds soaring high above the earth; by the howls of Na-hag, languishing in starless caves and sending strange madness to people through dreams; and over the temple built of gray stone at the lair of the Riders of the Night, where the Wearer of the Yellow Mask dwells alone.

But beware, O man, beware of Those who wander in the Darkness of the tower walls of Kadaf, for he who sees Their heads crowned with miters will know the sharp claws of fate.

About the unknown Kadaf

Which of the people recognized Gadaf?

For to whom it is given to know him,

forever lurking in an unknown time, between yesterday, today and tomorrow?

Somewhere in the middle of the Ice Desert rises Mount Kadafa, on top of which stands the Onyx Castle. Dark clouds swirl around it, the light of ancient stars flickering on its walls, on silent cyclopean towers and in distant forbidden halls.

Cursed runes, carved by forgotten hands, guard the dark gates, and woe to those who dare to enter these terrible doors.

The gods of the Earth feast where the Others once wandered through the mysterious, timeless halls. And only in dreams do we sometimes see the dim reflections of vaulted dungeons in the strange, expressionless eyes of the Departed.

About invoking Yog-Sothoth

For Yog-sothoth is the Gate.

He knows where in time

The Ancients appeared in the distant past, and where

They will reappear when

the wheel is completed.

When you want to invoke Yog-sothoth, you should wait until the Sun is in the fifth sign in a trine to Saturn. Then you must enter the structure of stones and outline yourself with the Circle of Summoning with the help of Barzai's magical scimitar.

Go around the circle clockwise three times and, facing the South, say the spell that opens the Gate:

O You who dwell in the darkness of the Outer Void, come to Earth again, I conjure you.

O you who dwell beyond the Spheres of Time, hear my prayer. (Make the sign of the Dragon's Head.)

O thou whose essence is the Gate and the Way, appear, appear, Thy servant calls Thee. (Make the sign of Kish.)

BENATIR! KARARKAU! DEDOS! YOG-SOTHOTH! come! come! I name the words, I break Your fetters, the seal is broken, pass through the Gate and enter the World, I make Your mighty Sign!

(Make the sign of Voor.)

Draw a pentagram of Fire and cast a spell that allows the Great One to appear before the Gates:

Zyveso, uekato, keoso, Huneue-rurom, Heverator, Menhatoy, Zyveforosto zuy, Zururogos Yo-Sothoth! Orary Ysgewot, khomor athanatos nyue zumkuros, Ysehiroroseth Honeozebefoos Azathoth! Hono, Zuvezet, Kwihet kesos ysgeboth Nyarlathotep! zui rumoy quano duzy Heuerator, YSHETO, FIYM, quaowe heuerator foe nagoo, Gastur! Nagathowos yahyros Gaba Shab Niggurath! meweth, hosoy Vzeuoth!

(Make the sign of the Dragon's Tail.)

TALUBSI! ADULA! ULU! BAAKHUR!

Appear, Yog-sothoth! come! * * *

And then He will appear to you, and bring His Emblems, and give a truthful answer to everything that you wish to know. And He will reveal to you the secret of His seal, with which you will be able to earn the mercy of the Ancients when They again set foot on Earth.

* * *

When His hour is up, the curse of the Elder Masters will force Him to return again beyond the Gate, to where He offends for the time being.

Note. ed.: On this page a number of symbols and an image of a magic circle were given. These illustrations are not in the original manuscript and have been taken from other texts, including The Keys of Solomon and three books on the occult philosophy of Cornelius Agrippa.)

About the spell of the Emblems

Know that the Emblems of Yog-Sothoth are thirteen in number, and they contain the power of the hordes of demons who serve Him and carry out His orders in this world.

Call upon them whenever you need anything, and they will give you their power if you call upon them with the proper spells and perform their sign.

The orbs of Him have various names and appear in a variety of forms.

The first GOMORI, appearing in the form of a camel with a golden crown on its head. He commands twenty-six legions of infernal spirits and endows the knowledge of all magic stones and talismans.

The second ZAGAN, which appears in the form of a huge bull or King, terrible in appearance. Thirty-three legions bow before him. He can teach the secrets of the sea.

The third is called SITR. He appears in the guise of a huge Prince, owns sixty legions and can tell the secrets of future times.

ELIGOR the name of the fourth; he appears in the form of a red man with an iron crown on his head. He also commands sixty legions, communicates knowledge of victory in war, and predicts future strife.

The fifth is called DURSON, owns twenty-two demons and appears in the form of a raven. He can open everything occult secrets and tell about the deeds of the past.

The sixth VEIL. The shape of it is a dark cloud. He teaches all the ancient languages.

The seventh SKOR, appearing in the form of a white snake. He brings money at your behest.

Eighth ALGOR. He is like a fly in his appearance and can tell all the secrets and bring you the mercy of all the great Princes and Kings.

Ninth SEPHON. He has the appearance of a green-faced man and has the power to point out hidden treasures.

Tenth PARTAS. It looks like a huge vulture and can tell you about the properties of herbs and stones, make you invisible and restore your lost sight.

Eleventh GAMOR. He appears in the form of a man and can teach you to seek favor from great persons and distract any spirit guarding treasures.

Twelfth UMBR. He appears in the guise of a giant and can, at your command, transfer money from place to place, and also cause love for you in the woman you want.

Thirteenth Anabot. He takes the form of a yellow toad. It is in his power to teach you the art of necromancy, to ward off the demon that plagues you, and to tell you about strange and hidden things.

* * *

When you want to invoke these Emblems, you must first draw this sign on the ground:

And call them like this:

EZFARES, OLIARAM, IRION-ACTION,

ERYONA, OREA, ORASIM, MOZIM!

With these words, and in the name of your master YOG-SOTHOTH, I perform a powerful spell and call you to come, O "name", so that you help me in my hour of need

Appear! I command you with the sign of Power!

(Make the sign of Voor) * * *

And then the spirit of the corresponding Emblem will appear before you and fulfill your requirements.

If it remains invisible to your eyes, blow on a pinch of Ibn Gazi powder, and he will immediately take on a proper form.

When you release the one you called, erase the marks with Barzai's scimitar and say the following words:

KALDULECH! DALMALEUS! CADAT!

(and seal with the sign of Kof).

Note: If the spirit, appearing before you, stubbornly refuses to speak, cut the air three times with a scimitar and say: ADRICANOROM DUMASO! And then his tongue will be loosened and he will be forced to give a truthful answer.

Necronomicon

Colin Wilson, George Hay, Robert Turner, and David Langford have translated Dr. John Dee's ciphered manuscript, Liber Logaeth, part of a larger manuscript of unknown provenance. Based on the history of this manuscript and the similarity of its content with the myths about Cthulhu, researchers present it as a document or part of the document that formed the basis of H.F. Lovecraft's Necronomicon.



THE BOOK OF THE ARAB ABDOUL ALHAZRED, DAMASCUS, 730

About the Ancients and their offspring.

The ancients were, are and will be. Before the birth of man, They came from the dark stars, invisible and disgusting, They descended to the primeval earth.

For many centuries They bred at the bottom of the oceans, but then the seas receded before the land, and Their hordes crawled ashore, and darkness reigned over the Earth.

At the icy Poles They erected cities and fortresses, and on the heights They erected temples to Those over whom nature has no power, To Those over whom the curse of the Gods weighs. And the offspring of the Ancients flooded the Earth, and Their children lived for many centuries. The monstrous birds of Lang, the creations of Their hands, and the Pale Ghosts that lived in the primeval crypts of Zin, revered Them as their Lords. They gave birth to the Na-Hag and the skinny Riders of the Night; Great Cthulhu is Their brother and driver of Their slaves. The Wild Dogs swear allegiance to them in the gloomy valley of Pnoth, and the Wolves sing their praises in the foothills of ancient Throk.

They traveled between the stars and roamed the earth. The city of Irem in the great wilderness knew Them; Lang, lying in the middle of the Icefields, saw Them pass by; Their sign remained on the walls of the eternal citadel, hidden in the sky-high heights of the mysterious Kadaf.

The Ancients wandered aimlessly along the paths of darkness, Their wicked power over the Earth was great: all creations bowed before Their might and knew the power of Their malice.

And then the Senior Lords opened their eyes and saw all the abomination of Those who raged on Earth. In Their anger, the Elder Masters seized the Ancients in the midst of Their excesses and threw Them from the Earth into the Void beyond the worlds, where chaos and variability of forms reign. And the Senior Lords placed their seal on the Gates, the strength of which will not yield to the onslaught of the Ancients. Then the monstrous Cthulhu rose from the depths and unleashed his fury on the Guardians of the Earth. They also bound his poisonous jaws with powerful spells and imprisoned him in the underwater City of R "lieh, where he will sleep in a dead sleep until the end of the Eon.

From now on, the Ancients live on the other side of the Gate, in the nooks and crannies between the worlds known to man. They wander outside the sphere of the Earth in eternal expectation of the hour when They can return to the Earth again: for the Earth has known them and will know them from now on at the appointed hour.

The vile formless Azathoth commands the Ancients, and They live with Him in a black cave in the center of infinity, where He greedily bites into the bottomless chaos under the maddening roar of invisible drums, the discordant screech of piercing flutes and the incessant roar of the blind, mindless gods, which relentlessly tottering aimlessly and waving their arms.

The soul of Azathoth dwells in Yog-sothoth, and He will give a sign to the Old Ones when the stars indicate the time of Their coming; for Yog-sothoth is that Gate through which the Nether Dwellers will return. Yog-sothothu knows the labyrinths of time, for all time is one for Him. He knows where in time the Old Ones appeared in the distant past, and where They will reappear when the wheel is completed.

Day turns to night; the day of man will pass, and they will reign again in their former dominions. You will know their filth and abomination, and their curse will fall upon the Earth.

About the observation of times and seasons.

Whenever you call Them from the Outside World, you must follow the seasons and times when the spheres cross and the currents from the Void open. You must watch the cycle of the Moon, the movements of the planets, the path of the Sun through the Zodiac, and the rising of the constellations.

The Last Rites are to be performed only at their proper time, namely: on the Feast of Candles (the second day of the second month), on the Feast of the Bonfires of Beltane (May Eve), on the Feast of the Harvest (the first day of the eighth month), on the Day of the Cross (the fourteenth day of the ninth month) and Halloween, All Saints' Eve (November Eve).

Call upon the terrible Azathoth when the Sun is in the sign of Aries, Leo, or Sagittarius; when the moon wanes and mars conjuncts saturn. The mighty Yog-Sothoth will answer your call when the Sun resides in the fiery dwelling of the Lion for the harvest festival. Call the monstrous Gastur on the Night of Candles, when the Sun is in Aquarius, and Mercury is strengthened by the favorable aspect of the trine.

Great Cthulhu is allowed to be disturbed only on Halloween night, when the Sun is in the dwelling of Scorpio and Orion rises. When Halloween coincides with the new moon, your spells will be at their most powerful.

Conjure Shab-Niggurath on that night when the fires of Beltane are burning on the hills, and the Sun is in the second sign. Repeat the rites of the Day of the Cross, and the Black One will appear before you.

About raising stones.

In order to arrange a Gate through which They can appear to you from the Outer Void, eleven stones must be placed in a special order.

First, four main stones should be placed, which will indicate the directions of the four winds, each of which blows at its own time. In the North, erect a stone of Great Cold, which will become the Gate for the winter wind, and carve on it the sign of the Earth Bull:.

In the South (at a distance of five steps from the stone of the North), set up a stone of heat, through which the summer winds blow, and depict on it the mark of Leo-serpent:.

The whirlwind stone is to be placed in the East, where the first equinox occurs. Carve on it the sign of the one who supports the waters:

The Gate of Hurricanes should mark the point of the extreme West (at a distance of five paces from the stone of the East) where the Sun dies in the evenings and the night is reborn. Decorate this stone with the emblem of the Scorpion, whose tail reaches the stars:.

Then set up the seven stones of Those who wander in heaven, placing them around the four inner Gates in such a way that their conflicting influences are concentrated in a point of power.

In the North, behind the stone of the Great Cold, at a distance of three steps, place the first stone, the stone of Saturn. Further, at equal distances, place the stones of Jupiter, Mercury, Venus, the Sun and the Moon in a circle clockwise, marking each with the appropriate sign.

In the center of this structure, the Altar of the Great Old Ones is to be installed, sealed with the symbol of Yog-Sothoth and the mighty Names of Azathoth, Cthulhu, Gastur, Shub-Niggurath and Nyarlathotep. And these stones will become the Gates through which you will call them from the Void that lies beyond time and space.

Turn to these stones at night when the Moon is waning, turning your face in the direction from which They will come. Speak words and make gestures that will call the Ancients and help them to set foot on Earth again.

About different signs.

These mighty signs are to be made with the left hand during the Rituals. The first of these is the sign of Vur; by its very nature it is the true symbol of the Ancients. Do it always, whenever you call on Those who are always waiting outside the Door.

The second sign of Kish. He destroys all barriers and opens the gates of the Ultimate Spheres.

In third place is the Great Sign of Koth, which seals the Gates and guards the paths.

The fourth sign of the Elder Gods. He protects the one who awakens these forces at night, and banishes the forces of madness and enmity.

(Note: The Elder Sign has another form. If depicted in this form on a gray Mnar stone, it will help you ward off the powers of the Great Old Ones forever.)

On the preparation of Zkaub's incense.

On the day and hour of Mercury, during the period of the waxing Moon, equal parts of myrrh, civet, storax, bitter wormwood, assafoetida, galbanum and musk should be taken, mixed thoroughly and ground into the finest powder.

Place these components in a green glass vessel and seal with a copper stopper, on which the signs of Mars and Saturn should first be carved.

Raise the vessel to the Four Winds and say aloud these words of sovereignty:

To North: ZIDZHMUORSOVIET, NOIDZHM, ZAVAKHO!

East: KVEHAIDJ, ABAUO, NOKVETONAIDJI!

To the south: OASAIJ, VURAM, FEFOTOSON!

West: ZIDJORONAIFUEFO, MUGELFOR, MUGELFOR-YZHE!

Cover the vessel with a piece of black velvet and hide it.

For seven consecutive nights, this vessel should be washed in the light of the moon for one hour, and kept under a black cloth from dawn to dusk.

Having done all this, know that the incense is ready for use and has such power that if you use it wisely, you will have the power to call the hordes of hell and command them.

Note: For the use of this incense in the Last Rites, it can be made more effective by adding one part powder of crushed Egyptian mummy. Use the fragrance of Zkaub in all the ceremonies of ancient Knowledge, wetting the glowing coals from the burnt wood of yew or oak with this essence. And when the spirits approach you, its vapors will enchant and bewitch them, making them bow to your will.

Note. Ed.: In the published edition, the formulas described above are provided with a number of planetary and zodiacal symbols. In the present work, we have decided to omit them, since these signs were taken by the publishers not from the original manuscript, but from other texts that have nothing to do with it.)

On the preparation of Ibn Ghazi powder

MYSTICAL POWDER OF MATERIALIZATION:

Take three parts of the ashes from the grave where the body has lain for at least two hundred years. Take two parts of amaranth powder, one part of crushed ivy leaf and one part of fine salt. Mix all the ingredients in an open mortar on the day and hour of Saturn. Make the sign of Voor on this mixture and seal it in a lead box on which the sign of Qoph is carved.

POWDER APPLICATION:

When you wish to observe the aerial manifestations of spirits, blow a pinch of this powder in the direction from which it comes, pouring it either on the palm of your hand or on the blade of the Magical Dagger. Do not forget to make the Elder Sign when they appear, otherwise the snares of darkness will envelop your soul.

Ointment of Kephnes the Egyptian

The one who anoints his head with the ointment of Kefnes will contemplate true visions of the future in a dream.

During the waxing moon, pour a large portion of lotus oil into an earthenware crucible, add one ounce of mandrake powder, and mix thoroughly with a forked branch of wild thorn. Then say the following incantation to Yebs (from scattered papyrus lines):

I am the Master of Spirits

Oridimbay, Sonadir, Episges,

I am Ubaste, Ptho, born of Binui Sfe, Fas;

In the name of Auebotiabatabaitobeuee

Give strength to my charms, O Nasira Oapkis Shfe,

Give strength Khons-Thebes-Nefer-hotep, Ofois,

Give strength! Oh Bakahikeh!

Add to this potion a pinch of red earth, nine drops of soda, four drops of Olibanum balm, and one drop of blood (taken from your right hand). Mix all this with the same amount of goat fat and place the vessel on the fire. When everything is properly melted and dark vapors begin to rise, perform the Elder Sign and remove the potion from the fire.

When the ointment has cooled, place it in a vase of the finest alabaster and keep it in a secret place (of which only you will know) until you need it.

On the making of the scimitar Barzai

On the day and hour of Mars, with the growing moon, make a scimitar of bronze with a handle of ebonite.

One side of the blade should be engraved with the following characters:

And on the other side are:

Note. ed.: Images in the manuscript are not given.)

In the day and hour of Saturn, with the waning moon, kindle a fire from laurel and yew branches and, plunging the blade into the flame, say the following spell five times:

X KORIAHOJU, ZODKARNES, I powerfully call you and command you to arise, O mighty spirits that dwell in the Great Abyss.

In the name of the terrible and mighty AZATHOTH, appear and empower this blade, created in accordance with the ancient Knowledge.

In the name of KHENTHONO-ROHMATR, I command you, O AZIABELIS, in the name of YSECHIROROSETHA, I call you, O ANTIQUELIS, in the name of the Huge and Terrible DAMAMIACH, which is pronounced as Krom-yha and shakes the mountains, I command you to come, O BARBUELIS, listen to me! help me! empower my spell so that this weapon, carved with runes of fire, may have the power to strike terror into the hearts of all spirits who disobey my orders, and help me draw all kinds of Circles, figures and mystical signs necessary in the rituals of the Magical Art. In the Name of the Great and Mighty YOG-SOTHOTH and the invulnerable sign of Vur (make a sign)

Give me strength!

Give me strength!

Give me strength!

When the flames turn blue, consider this a sure sign that the spirits have obeyed your demands. Then you must immerse the blade in a mixture of sea water and cock bile prepared in advance.

Pour the fragrance of Zkaub into the fire as a sacrifice to the spirits summoned to battle, and then release them with these words:

In the name of AZATHOTH and YOG-SOTHOTH and their servant Nyarlathotep, and by the power of this sign(make the Elder Sign), I release you; go in peace and do not return until I myself call you.(Seal the entrances with the sign of Koph.)

Wrap the scimitar in a piece of black silk and lay it aside until you need it; but remember that no one but you should touch this scimitar, otherwise its power will be forever lost.

Note. ed.: The following graphic alphabet, according to the publishers, is extracted from the ciphered manuscript by means of the "Magic Square Cipher" included in the manuscript itself and, accordingly, in this expanded edition.)

Nag-Sotha alphabet

(Note: in writing the Nag-Sotha mystic runes, the Latin "C" stands for "K".)

The letters Naga contain the key to the plans of the universe. Use them in the art of making talismans and in all sacred inscriptions.

Hear Him, serpent-toothed, howling in the bowels of the underworld; hear Him, whose unceasing roar fills the timeless skies of hidden Lang."

His power brings down the forest and crushes cities, but no one can see the merciless hand and know the soul of the destroyer, for the Damned is faceless and ugly, and His form is unknown to people.

About Nyarlathotep.

I hear the Creeping Chaos calling from beyond the stars.

They created Nyarlathotep and made him their messenger. They clothed Him in Chaos, so that His face would be forever hidden between the stars.

Who can know the secret of Nyarlathotep? for He is but the mask and will of Those who existed before the beginning of time. He is the priest of Ether, the Dweller of the Air. He has many disguises, but no one can remember at least one of them.

The waves freeze before Him; The gods tremble at His call. His whisper sounds in people's dreams, but who recognizes his appearance?

About Lang in the Ice Desert.

Those who go in their search to the North, beyond the twilight land of Inkwanok, will find among the ice fields the dark plateau of the thrice-forbidden Lang.

You will recognize Lang, forgotten by time, by the ever-burning evil fires and the disgusting scream of scaly birds soaring high above the earth; by the howls of Na-hag, languishing in starless caves and sending strange madness to people through dreams; and over the temple built of gray stone at the lair of the Riders of the Night, where the Wearer of the Yellow Mask dwells alone.

But beware, O man, beware of Those who wander in the Darkness of the tower walls of Kadaf, for he who sees Their heads crowned with miters will know the sharp claws of fate.

About the unknown Kadaf

Which of the people recognized Gadaf?

For to whom it is given to know him,

forever lurking in an unknown time, between yesterday, today and tomorrow?

Somewhere in the middle of the Ice Desert rises Mount Kadafa, on top of which stands the Onyx Castle. Dark clouds swirl around it, the light of ancient stars flickering on its walls, on silent cyclopean towers and in distant forbidden halls.

Cursed runes, carved by forgotten hands, guard the dark gates, and woe to those who dare to enter these terrible doors.

The gods of the Earth feast where the Others once wandered through the mysterious, timeless halls. And only in dreams do we sometimes see the dim reflections of vaulted dungeons in the strange, expressionless eyes of the Departed.

About invoking Yog-Sothoth

For Yog-sothoth is the Gate.

He knows where in time

The Ancients appeared in the distant past, and where

They will reappear when

the wheel is completed.

When you want to invoke Yog-sothoth, you should wait until the Sun is in the fifth sign in a trine to Saturn. Then you must enter the structure of stones and outline yourself with the Circle of Summoning with the help of Barzai's magical scimitar.

Go around the circle clockwise three times and, facing the South, say the spell that opens the Gate:

O You who dwell in the darkness of the Outer Void, come to Earth again, I conjure you.

O you who dwell beyond the Spheres of Time, hear my prayer. (Make the sign of the Dragon's Head.)

O thou whose essence is the Gate and the Way, appear, appear, Thy servant calls Thee. (Make the sign of Kish.)

BENATIR! KARARKAU! DEDOS! YOG-SOTHOTH! come! come! I name the words, I break Your fetters, the seal is broken, pass through the Gate and enter the World, I make Your mighty Sign!

(Make the sign of Voor.)

Draw a pentagram of Fire and cast a spell that allows the Great One to appear before the Gates:

Zyveso, uekato, keoso, Huneue-rurom, Heverator, Menhatoy, Zyveforosto zuy, Zururogos Yo-Sothoth! Orary Ysgewot, khomor athanatos nyue zumkuros, Ysehiroroseth Honeozebefoos Azathoth! Hono, Zuvezet, Kwihet kesos ysgeboth Nyarlathotep! zui rumoy quano duzy Heuerator, YSHETO, FIYM, quaowe heuerator foe nagoo, Gastur! Nagathowos yahyros Gaba Shab Niggurath! meweth, hosoy Vzeuoth!

(Make the sign of the Dragon's Tail.)

TALUBSI! ADULA! ULU! BAAKHUR!

Appear, Yog-sothoth! come! * * *

And then He will appear to you, and bring His Emblems, and give a truthful answer to everything that you wish to know. And He will reveal to you the secret of His seal, with which you will be able to earn the mercy of the Ancients when They again set foot on Earth.

* * *

When His hour is up, the curse of the Elder Masters will force Him to return again beyond the Gate, to where He offends for the time being.

Note. ed.: On this page a number of symbols and an image of a magic circle were given. These illustrations are not in the original manuscript and have been taken from other texts, including The Keys of Solomon and three books on the occult philosophy of Cornelius Agrippa.)

About the spell of the Emblems

Know that the Emblems of Yog-Sothoth are thirteen in number, and they contain the power of the hordes of demons who serve Him and carry out His orders in this world.

Call upon them whenever you need anything, and they will give you their power if you call upon them with the proper spells and perform their sign.

The orbs of Him have various names and appear in a variety of forms.

The first GOMORI, appearing in the form of a camel with a golden crown on its head. He commands twenty-six legions of infernal spirits and endows the knowledge of all magic stones and talismans.

The second ZAGAN, which appears in the form of a huge bull or King, terrible in appearance. Thirty-three legions bow before him. He can teach the secrets of the sea.

The third is called SITR. He appears in the guise of a huge Prince, owns sixty legions and can tell the secrets of future times.

ELIGOR the name of the fourth; he appears in the form of a red man with an iron crown on his head. He also commands sixty legions, communicates knowledge of victory in war, and predicts future strife.

The fifth is called DURSON, owns twenty-two demons and appears in the form of a raven. He can reveal all occult secrets and tell about the deeds of the past.

The sixth VEIL. The shape of it is a dark cloud. He teaches all the ancient languages.

The seventh SKOR, appearing in the form of a white snake. He brings money at your behest.

Eighth ALGOR. He is like a fly in his appearance and can tell all the secrets and bring you the mercy of all the great Princes and Kings.

Ninth SEPHON. He has the appearance of a green-faced man and has the power to point out hidden treasures.

Tenth PARTAS. It looks like a huge vulture and can tell you about the properties of herbs and stones, make you invisible and restore your lost sight.

Eleventh GAMOR. He appears in the form of a man and can teach you to seek favor from great persons and distract any spirit guarding treasures.

Twelfth UMBR. He appears in the guise of a giant and can, at your command, transfer money from place to place, and also cause love for you in the woman you want.

Thirteenth Anabot. He takes the form of a yellow toad. It is in his power to teach you the art of necromancy, to ward off the demon that plagues you, and to tell you about strange and hidden things.

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