Thorsson, Runecaster's Handbook.
Aswynn, Northern Mysteries
The pattern of the Norse Ættir of the Heavens (which points out North, South, East and West, and the quadrants between) is combined with the other most obvious division of "space", that of the nine worlds of Yggdrasil, to form the Worldstead design used to divide the casting cloth into fields of meaning. In reality, this figure represents the "collapsing" of multidimensional space into a two-dimensional model&emdash;as do many sacred symbols of all kinds. The fields are names for the nine worlds of Yggdrasil and derive their meanings from these concepts. (The actual cloth should not have the names of the worlds on it.)
The lots falling within the inner circles made up of Midhgardr-Àsgardhr-Hel-Ljóssálfheimr-Svartálfheimr (which in the three-dimensional model make up the vertical column) give a reading of the subjective or psychological state of, or influences on, the person. Those of Ljóssálfheimr and Svartálfheimr are more "personal". while those of Àsgardhr and Hel are more "transpersonal". The lots coming down in the outer fields of Niflheimr-Muspellsheimr-Vanaheimr-Jötunheimr (which together with Midhgardhr form the horizontal plane in the Yggdrasil model) clarify the state of the objective universe and how it affects the person in question. Note carefully the special synthesizing function of Midhgardhr&emdash;the center&emdash;where all potentialities are (or can be) manifested.
The runes are cast blindly upon the cloth and are read as they lie on the cloth in their steads of meaning. According to personal custom, lots which land face down may be read as murk-staves or they may be removed from the cloth and set aside. "Inverted" runes cannot be read as such operations of this kind. Those that fall off the cloth altogether should be disregarded. (Note, however, what these lots are&emdash;they may be significant by their absence!)
Once a final configuration has been established, a complex picture may appear. This kind of casting is sometimes so complex that it cannot be fully interpreted in one sitting (especially by beginning runecasters). Therefore, be sure and draw out a record of the casting. Often the direction a lot is facing&emdash;it may seem to be "pointing to" another lot&emdash;gives subtle clues which reveal nuances in the lot's interpretation. For this reason a sketched record is preferred. The true significance of the casting may not be realized until sometime later when your are contemplating the working record. Continued next page.
The pattern resulting from a casting upon the airts can be read in several ways. You may start from what is now manifesting itself in Midhgardhr and work out to the more remotely influential realms, e.g., from Midhgardhr to Ljóssálfheimr and Svartálfheimr, and from this pairing to Àsgardhr and Hel, and from there to the outermost realms of Vanaheimr. Or, you might reverse this process working from Niflheimr and Muspellsheimr back to Midhgardhr. Ultimately, no linear progression is really inherent in this pattern&emdash;it is rather an ultra dimensional model. Therefore, intuition may be each runester's best guide.
Niflheim: Nordhr (North). That which resists you. Passive or restrictive influences from the outside. Things tending toward dormancy. The deepest part of the shadow in the unconscious. Nifelhel of Niflheim means literally "fog world". Fog is an intangible, insidious state between water and air. All the rejects of the conscious get deposited here. It is the place from which conflicts originate.
Jotunheim: Austr (East). That which confuses you. That which may be left to chance. Forces pressing for change. Realm of crisis. Disruptive, raw masculine forces of the unconscious; the destructive male urge; the chaotic part of the self.
Åsgard: Landnordhr (Northeast). Higher influences. Nature of relationships with the divinities. The veiled branches of the question. Matters of honor, positive (active) influence from past states of existence ("incarnations:)--ørlög. Individuality. Highest plane. Higher self. Spirituality.
Vanaheim: Vestr (West). Promotes growth. Erotic relationships. Persons of the opposite sex. Balancing influences. Forces of continuity, structure, and well being. Feeling (Water).
Ljóssálfheim: Utnordhr (Northwest). Mental influences. Family matters. Messages of Huginn&emdash;directions in which you should plan. What will help you. Paths to help you realize influences from Àsgardhr. (Air). Plants, elves, tree spirits and birds are ruled over by Freyr, Lord of the Vanir.
Midgard: Center. The way people come together to manifest themselves in life. The outcome in life. Ego consciousness. The Personality, Ego Consciousness or Lower self.
Hel: Utsudhr (Southwest). Hidden or suppressed instinctual desires. Nature of automatic functions or behaviors. The hidden route of the question. Negative (passive, restrictive) influence from pasts states of existence&emdash;ørlög. Destructive part of the Feminine, hidden fourth aspect of the moon; the devouring part of the mother; the half-alive half-dead daughter of Loki, half black, half white.
Svartálfheim: Landsudhr (Southeast). Creative emotional influences. Money matters. Messages from Muninn&emdash;things you should reflect on. Paths to realize influence from Hel. Sensation (Earth). The Dark Elves are smiths, like Volund, working with minerals, taking base materials from the earth and transmuting them into higher materials.
Muspellsheim: Sudhr (South). State of vial energies, that which vitalizes you. Active influences from outside. Things tending toward activity.