Guidebook

From Eleri's Seekrit Lab
Jump to: navigation, search

BEGINING TO WALK THE LABRYNTH

Beginning on the path of the Labyrinth requires these things:

  • The youth is at least 12 years old.
  • The parent/guardian(s) have attended orientation.

Once these things have been done, then the youth will be given the requirements for the 1st Gate. The Passage ceremony for the 1st Gate is usually set at the next Solstice or Equinox following the parent orientation. All new Walkers pass though the 1st Gate together. Beyond that, each Walker moves at their own page, and Passages are scheduled as needed.

THE GATES

1st Gate: The Gate of the First Step

This Gate symbolizes the decision to begin the Labyrinth program. After parent orientation, the new Walker is asked to do the following things:

  • Make a staff
  • Choose a blank book to be their Labyrinth Journal.
  • Choose and make a token that symbolizes their faith.
  • Participate in the 1st Gate Passage

2nd Gate: Gate of Initiation

Passing this Gate means that the Scout has started along the Labyrinth and has begun to learn about the world of magick and religion. To pass this gate the requirements are:

  • Earn the Meditation Charm
  • Earn the Elements Charm
  • Earn 1 other Charm of your choice
  • Design a Initiation Ceremony
  • Document 5 minutes of meditation daily
  • Participate in the 2nd Gate Passage.

3rd Gate: Gate of Coming of Age

This Gate focuses on the passage into adulthood and process of becoming a mature person. Part of their studies and exploration will be focused on the changes of their bodies and how they relate to people of all sexes. Requirements for this Gate are:

  • 15 years of age
  • Earn the Maiden Charm
  • Earn the Horned One Charm
  • Earn the Magick 101 Charm
  • Document 10 munites of meditation daily.
  • Participate in the 3rd Gate Passage

4th Gate: Gate of the Myriad

At this Gate we focus on the diversity of religious thought in the world, allowing the Walker to better understand what speaks to them. Passes through this gate requires:

  • Earn 2 Charms focusing on non-Pagan paths.
  • Earn 2 Charms focusing on Pagan paths.
  • Document 15 minutes of meditation daily.
  • Participate in the 4th Gate Passage.

5th Gate: Gate of Becoming

Here we focus on the becoming not only an adult, but a pagan and a spiritual seeker, as well. This Gate requires:

  • 16 Years of Age
  • Earn 3 Charms of your choice.
  • Complete an Identity project.
  • Chose a Labyrinth name.
  • Document 20 minutes of meditation daily.
  • Participate in the 5th Gate Passage

6th Gate: Gate of Leadership

This gate begins to teach the skills needed for leading others. Requirements for passage are:

  • Earn the Priest or Priestess Charm
  • Earn 2 more Charms of your choice
  • Document 25 minutes of meditation daily.
  • Participate in the 6th Gate Passage

7th Gate: Gate of Maturity

Here we learn about some of the responsibilities and perils of being ‘mature’. To pass though the Walker needs to:

  • Earn the Mother or Father Charm
  • Earn 2 other Charms of their choice
  • Document 30 minutes of meditation daily.
  • Participate in the 7th Gate Passage

8th Gate: Gate of the Elder

At this gate we learn the power and mystery the elders in our life hold. To Walk this gate you need:

  • Earn the Crone or Old One Charm
  • Earn 3 other Charms of your choice
  • Document 30 minutes of meditation daily.
  • Participate in 8th Gate Passage

9th Gate: Gate of Emergence

By this Gate, the Walker will have earned at least 23 Charms, and be nearly ready to leave the Labyrinth. This Gate requires:

  • The Walker meets one of these criteria: 18 years of age; graduated High school (or its equivalent), or be independently supporting themselves.
  • Complete a Thesis on the magickal, religious or spiritual subject of their choice.
  • Document 30 minutes of meditation daily.
  • Design their 9th Gate Passage

Earning Charms

Charms are divided into two types: Archetype Charms, which deal with specific aspects, forms or roles; and Topic Charms, which deal with magickal, spiritual and occult topics.

To earn a charm you must research the subject, and present it to your Guides. The presentation can take any form (an essay, a lecture, a display, etc.) and should demonstrate a basic competency of the subject. Guides should encourage creative presentations, such as song, art, etc.

Some charms will have specific requirements to earn them; those will be listed with the charm. Guides can modify or change required elements as appropriate. Not all the possibilities for Charms are listed here, there are far more topics than we could list. Almost any magikal topic is appropriate, and Groups, Walkers or Guides can develop their own topics. Walkers should, upon beginning a new Gate, present to their Guide a list of the charms they are working on for that Gate.

Once you have earned a charm, your Guide will record the name of the charm and the date you earned it into the Book of The Labyrinth. The Charms themselves will be attached to your staff at the Passage Ceremony for that Gate.

Required Charms

2nd Gate:
The Meditation Lore Charm
Choose, research and learn a meditation style. Present to your Guide a basic history of the technique, the purpose of it, and any spiritual significance it has. You will be using this technique through out your Walk.

The Elements Lore Charm
Study the 4 western elements, and their role in magick. What other elemental systems are there? Are the elements treated the same though all traditions?

3rd Gate:
The Maiden Charm
Learn about aspects of the Maiden, and the Feminine/Feminine Energy

The Horned One Charm
Learn about aspects of the Horned One, and the Masculine/Masculine Energy

Magick 101 Lore Charm
Study the basics of esoteric systems

4th Gate:
Religion Charms
You should chose a religion and study

  • The basic history of the path
  • Tts beliefs and tenants, some of its rules and guides
  • Its holy days, ceremonies and rituals
  • Be able to present the information in an unbiased way

5th Gate:
No required charms

6th Gate:
The Priest or Priestess Charm Subjects to cover with this Charm should include:

  • How paths choose their Priest or Priestess.
  • Age/Education/Training requirements for P/Ps.
  • What makes a good P/Pss?
  • Role of the P/Pss in a group.
  • Different types of P/Pss.
  • Lead at least one group ritual.

7th Gate:
The Mother or Father Charm
Research should cover:

  • Positive parenting role models.
  • Meaning of ‘mother’ or ‘father’.
  • Is it necessary to have children to be a ‘mother’ or ‘father’?
  • Interview with a parent figure about their role as a parent/caregiver.
  • Spend at least 4 hours (total) caring for a child younger than yourself.

8th Gate:
The Crone or Old One Charm
Possible thing to cover are

  • The role of the elderly in history, especially as it relates to paganism and magick.
  • What makes an ‘Elder’? Special magicks of elders.
  • Spend at least 2 hours (total) caring for an elderly person in your community
  • Interview an elderly adult about their history.

Elective Charms: Archetypes
Archetype charms are earned by delving into the different aspects and manifestations of the Divine. The ones listed below are only a small example of the possibilities. Research into specific Dieties falls under this catergory as well.

Dreamer
Healer
Hunter
Shaman
Skeptic
Trickster
Warrior
Mage
Seer
Witch
Wizard
Seeker

Elective Charms: Topics

Topic charms are divided into categories. Again, requirements for earning the charms are variable to the group, but the Walker must demonstrate a basic knowledge of the topic.

  • Faiths - Specific Religions/Philosophies (Protestantism, Faery Wicca, Mahayana Buddhism, etc.)
  • Sights - Divinatory (Runes, I-Ching, Tarot, etc.) To earn Sight Charms the Walker must perform a ‘reading’ for the Guide.
  • Arts - Specific magickal traditions (Thelema, Rikei, Feng Shui, Chaos magick, Enochian, etc.)
  • Personae - Significant Pagan/Occult figures or groups (Starhawk, Gerald Gardner, Golden Dawn, etc.) Personae Charms are earned by presenting a basic biography of the person or group studied.
  • Lores - spiritual techniques and skill areas (herbs, acupressure, martial arts, meditation, etc.) Walkers should be able to demonstrate hands-on techniques.

Back to WtL Main