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Talisman of Set by Studio Raziel


THE PSYCHONAUT’S JOURNEY
A Manual for Shared Interactive Visualisations
By Leoniv Revok

(This is an excerpt from a forthcoming work on the subject.)


Shared Interactive Visualisations is a ritual technology of astral simulation whereby the visions and dream-images received through the image-making sense of the individual participant is projected onto each other, thus forming a complex etheric hologram that allows interactive exploration of the  aethyrs of the terrestrial zone and beyond. The technique is akin to active imagination, pathworking or guided visualisation but is collective and interactive.
Such an experiment is conducted by one Navigator working with two to six Psychonauts. The Navigator is the lens through which the imaginations of the participants are collected into a singular vision. He or She weaves a Mythic Quest out of the fragments of inspiration washed ashore from the depths of the cosmic mind. Each participant in the group will take the role as Navigator in turns.
Shared Interactive Visualisations are the most potent when combined with individual explorations (lucid dreaming, astral projection, entheogens, meditation, etc) conducted by each of the participating psychonauts. Each one will then bring something unique to the collaboration and the group work will become a wider context for the individual journeys.

Structure of the Quest

During the quest the Navigator follows the steps of a procedure inspired by the process of individuation mapped by Carl Gustav Jung. At each step the Navigator constructs and manipulates the etheric hologram and confronts the Psychonauts with locations, beings, encounters, objects and events relevant to that particular phase of the quest. He or she channels messages from entities encountered and describes their appearance and behaviour. Within this manual you will find descriptions of several astral locations and entities that has been encountered by previous explorers and which your team can investigate further.

    The journey begins

    The journey can be an intentional act of exploration on behalf of the Psychonauts or a reaction to events outside their control. Have the Psychonauts decided to travel to a specific location or make contact with a specific entity? Perhaps one of the participants has brought something from their own explorations that the group can investigate together.
    Finds a talisman, something that helps the travellers on their journey.
    This may be an object, an entity or a piece of information. It may not necessarily be apparent at first that it is a talisman or in what way it will prove helpful. The Navigator may have a specific idea as to what it can do, but the talisman can also serve as a kind of Rorschach test by letting its function be whatever the Psychonauts try to use it for. 

    Encounter with the Shadow

    The Shadow is the parts of the Cosmic Consciousness that are anathema and taboo to the human consciousness. It often manifests as fearsome and aggressive beings, such as bug-eyed monsters, which attack or otherwise threaten the Psychonauts.
    The Shadow is defeated (perhaps only temporarily) or assimilated.
    Just like the wrathful deities in the Tibetan Book of the Dead the Shadow entities may prove to be less destructive and antagonistic than they first seemed, but this often depends on how they are treated. But the Shadow entities will not easily be permanently assimilated, such a transformation will require great efforts to thoroughly explore and understand the forces encountered. It is easier to temporarily defeat the Shadow’s emanations, but then they will return to haunt the Psychonauts in later journeys.

    Encounter with the Other, negative or positive

    The Other is any force outside the personal or collective human unconscious. Unlike the Shadow the Other entities is not necessarily pariah or anathema but neither are they automatically harmless or positive. These forces can be many things: helpful, distanced, wary, deceitful, or aggressive. 

    Accepting or rejecting the Other

    The entities of the Other can aid the Psychonauts but will usually want something in return. They will often have agendas of their own and may demand things from the Psychonauts.

    Encounter with the Guide

    This is a guru, oracle or mentor, but it need not be apparent that the Guide is a teacher and the teachings are not always presented as formal lessons. The Guide is simply any being carrying some kind of wisdom, knowledge or learning experience that will be of use for the Psychonauts, either in their visionary journeys or their daily life. The Guide can be a fount of wisdom who answers any questions that the Psychonauts have if they are deemed worthy, or it can be a trickster who without a warning subjects them to a situation that will give them an insight it thinks they are in need of.

    Confrontation / synthesis

    In the end the different strands of the Quest are woven together, conflicts are brought to their conclusion and the Psychonauts reap the consequences of their actions. Depending on how the encounters with the entities of the Shadow and the Other where handled these beings may appear again for a final confrontation. 
The Shadow, the Other and the Guide are often different entities but this need not always be true. Sometimes the categories may overlap, in part or entirely, one person or being may occupy several or all of these positions. This may be apparent or may be something that only becomes known after a deeper investigation. 

Afterwards

The team should take some time for debriefing and reflecting upon what happened during the session.
At the next session the role as Navigator will rotate to another member of the team and a new journey will be undertaken. It can prove fruitful to return to locations that have been visited in earlier quests and talk to beings previously encountered, often new details and aspects can be revealed.

Conflicting visions

Each participant has a unique perspective based on his or her experiences and objectives but the group work is like a crystal that collects the individual rays into a coherent beam. If the actions of a Psychonaut conflicts with those of another or with the visions of the Navigator the conflict can be resolved through the use of divinatory tools.
    Assign a judge, preferably one in the team who is not a part in the conflict.
    Each side in the conflict briefly states their vision of what is to happen.
    A tool of divination (Tarot, I Ching, Runes) is consulted for each side.
The divination is interpreted by the judge who decides the outcome of the conflict. The divination should not be understood as a simple yes or no that only tells who’s vision will influence the shared experience – the oracles answer gives you a lot of new information that should shape the emerging situation.


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THE PSYCHONAUT’S JOURNEY
A Manual for Mythic Quests and Shared Interactive Visualisations
by Leoniv Revok
 
This manual describes a powerful new technique for empowering your and your fellow psychonauts explorations of the mind and the cosmos. Shared Interactive Visualisations is a technique that is reminiscent of active imagination, pathworking or guided visualisation but is collective and interactive.

This is a ritual technology of astral simulation whereby the visions and dream-images received through the image-making sense of the individual participant is projected onto each other, thus forming a complex etheric hologram that allows interactive exploration of the aethyrs of the terrestrial zone and beyond.
 
Connect your imagination to that of your team mates and embark on a quest to seek out and explore strange new worlds and life forms.
 
This booklet is now avalaible in print or pdf:
www.http://stores.lulu.com/Sapientastellarum