The Waincraft Training Program
The Waincraft Training Program is designed to fully immerse participants into the world of the Waincraft model. There are three levels, corresponding with each of the Three Realms or Worlds: Above, Below and Center. Each level starts and ends with an initiatory ritual designed to cement the lessons imparted by the previous level and prepare the participant for the next. The various elements of each level involve the four modes of knowing (Thinking, Sensing, Imaging/Imagining, and Feeling), and will include magical and psychological practices, reading, and action in three distinct stages or paths - Upper, Lower, and Middle.
Participants will be assigned a mentor, a Master Artisan who will serve as helper, counselor, accountable partner and caretaker through their journey. There are fees associated with this program, as compensation for the time and energy involved, as listed below:
Lifetime Registration Fee - $50 - Once paid, the participant will be enrolled in the Program and be sent the requirements and instructions for completing the first level. They will also be assigned a mentor, who will be their primary contact during the remainder of the program.
Initiation Fee - Variable starting at $25 - the initiation fee is to cover the expenses associated with the initiatory experience, with options ranging from a simple customized script for solitary work to transportation, lodging and supplies costs for your mentor to conduct the initiation in person.
Certification Fee - $20/year - Once the level of Master Artisan has been reached, the participant will have the option of obtaining certification as being trained by the Hall of Ravens. This certification is mandatory for those seeking to start their own training programs under the aegis and blessing of the school, but voluntary for anyone else. The Hall of Ravens will keep a list of all certified Master Artisans on file for reference.
Participants will be assigned a mentor, a Master Artisan who will serve as helper, counselor, accountable partner and caretaker through their journey. There are fees associated with this program, as compensation for the time and energy involved, as listed below:
Lifetime Registration Fee - $50 - Once paid, the participant will be enrolled in the Program and be sent the requirements and instructions for completing the first level. They will also be assigned a mentor, who will be their primary contact during the remainder of the program.
Initiation Fee - Variable starting at $25 - the initiation fee is to cover the expenses associated with the initiatory experience, with options ranging from a simple customized script for solitary work to transportation, lodging and supplies costs for your mentor to conduct the initiation in person.
Certification Fee - $20/year - Once the level of Master Artisan has been reached, the participant will have the option of obtaining certification as being trained by the Hall of Ravens. This certification is mandatory for those seeking to start their own training programs under the aegis and blessing of the school, but voluntary for anyone else. The Hall of Ravens will keep a list of all certified Master Artisans on file for reference.
Level 0: The Innocent (Recommended)
This level is not an official level of the program, but is recommended to give participants the necessary background. The only thing contained in this level is introductory reading drawn from the resources listed in the link at the top of this page, to familiarize the participant with the terminology and inspiration that this program draws from.
Level 1: The Authentic Explorer
In the first level, participants will explore their lives from a middle-world standpoint, meet the Beings, learn basic magical and psychological practices for cleansing, warding and preparation, and incorporate the Waincraft model into their lives for the minimum span of a year. At the end of this year, they will choose to either descend into level 2, or continue on in level one until such time as they feel ready to continue. When they do continue, they will undergo an initiation marking their transition and adopt the mantle of the Wanderer.
The Mountain Path - this path explores the theory behind the Waincraft model and focuses on openness, cleansing and meditation, connecting with the Powers and the Fair Folk, and the celebration of the ritual year, including personal or local ceremonies.
The Cave Path - this path explores the basics of depth psychology in preparation for the descent to Soul in level 2, focusing on identifying weak or forgotten areas of development, introspections, journalling, warding and shielding, and the pursuit of authenticity.
The Forest Path - this path explores the integration of the Waincraft concepts into regular life, focusing on reconnecting with the Relations and Spirits and learning about the local bioregion both intellectually and experientially through the four windows of knowing.
The Mountain Path - this path explores the theory behind the Waincraft model and focuses on openness, cleansing and meditation, connecting with the Powers and the Fair Folk, and the celebration of the ritual year, including personal or local ceremonies.
The Cave Path - this path explores the basics of depth psychology in preparation for the descent to Soul in level 2, focusing on identifying weak or forgotten areas of development, introspections, journalling, warding and shielding, and the pursuit of authenticity.
The Forest Path - this path explores the integration of the Waincraft concepts into regular life, focusing on reconnecting with the Relations and Spirits and learning about the local bioregion both intellectually and experientially through the four windows of knowing.
Level 2: The Wandering Apprentice
In the second level, participants will seek out their Orthopsychy, that unique and irreplaceable purpose and image that they were born with and meant to fulfill. They will learn and practice magical and psychological practices for healing, connection and inspiration, form relationships with a particular Tribe as divined by them or their mentor, and begin working with Death and the dead.
The Muse Path - this path will lead wanderers into the realm of Soul, where they will learn how to find their orthopsychy, fall in love with their world, and bring their unique gifts back from the underworld into their communities and environments.
The Shadow Path - this path will lead wanderers into the depths of the Underworld and unconscious, where they will learn to work with their Shadows, heal traumas and wounds, face their mortality, journey to the Underworld, psychopomp for the dead and dying, and reconnect with their ancestors
The Mystery Path - this path will lead wanderers into the mysteries of life, birth, death, nature, spirit and soul, where they will learn what it truly means to be a human in a more-than-human world, a world where everything is connected and everything matters. They will learn of the four facets of the Self, and how to incorporate them into a fully functional, mature adult regardless of age. They will also develop relationships with their Tribe and learn the customs and practices of the particular mystery that Tribe embodies.
The Vision Quest/Initiation - This level is really in two parts. The first portion is focused on finding the participant's orthopsychy, their soul image, their True Self. The Vision Quest (inspired by, but not appropriative of, the vision quests of the Native Americans) is the culmination of that process, and the participant cannot move on to the next half until they have had a conversation with their Soul and discovered that image. The second portion is learning how to manifest that image into the world, through training of techniques, practices and concepts relevant to that image. Once the participant feels they are ready, they are initiated into the third level and become Artisans.
The Muse Path - this path will lead wanderers into the realm of Soul, where they will learn how to find their orthopsychy, fall in love with their world, and bring their unique gifts back from the underworld into their communities and environments.
The Shadow Path - this path will lead wanderers into the depths of the Underworld and unconscious, where they will learn to work with their Shadows, heal traumas and wounds, face their mortality, journey to the Underworld, psychopomp for the dead and dying, and reconnect with their ancestors
The Mystery Path - this path will lead wanderers into the mysteries of life, birth, death, nature, spirit and soul, where they will learn what it truly means to be a human in a more-than-human world, a world where everything is connected and everything matters. They will learn of the four facets of the Self, and how to incorporate them into a fully functional, mature adult regardless of age. They will also develop relationships with their Tribe and learn the customs and practices of the particular mystery that Tribe embodies.
The Vision Quest/Initiation - This level is really in two parts. The first portion is focused on finding the participant's orthopsychy, their soul image, their True Self. The Vision Quest (inspired by, but not appropriative of, the vision quests of the Native Americans) is the culmination of that process, and the participant cannot move on to the next half until they have had a conversation with their Soul and discovered that image. The second portion is learning how to manifest that image into the world, through training of techniques, practices and concepts relevant to that image. Once the participant feels they are ready, they are initiated into the third level and become Artisans.
Level 3: The Master Artisan
In the third level, participants are prepared to become mentors and leaders themselves. Having found their orthopsychy, they approach the three paths of this level with wildly and wonderfully diverse methods. They will learn, practice, and then teach, advanced practices for healing, connection, vision, cleansing and shielding, and serve as mentors and guides to participants in lower levels.
The Path of the Magician - this path entails the Artisan learning and practicing the arts of wyrdworking, advanced cleansing and protection, the Oracle of All Beings, and those arts and magics particular to their Tribe. They will also learn of the Power that corresponds to their orthopsychy and personality, and how to work with, adopt, manifest, and potentially become that archetype.
The Path of the Maker - this path entails the Artisan bringing forth the fruits and gifts of their purpose in service of the more-than-human community. The Artisan also learns the art of ritual in the Waincraft style, to help disseminate the teachings of the model.
The Path of the Nurturer - this path entails the Artisan learning the techniques of initiation, and then serving as a mentor and guide to other participants, teaching them what they learned in their own journey. After successfully mentoring five persons to Artisan level, the Artisan is then allowed to form their own training program apart from the Hall of Ravens if they so choose.
The Path of the Magician - this path entails the Artisan learning and practicing the arts of wyrdworking, advanced cleansing and protection, the Oracle of All Beings, and those arts and magics particular to their Tribe. They will also learn of the Power that corresponds to their orthopsychy and personality, and how to work with, adopt, manifest, and potentially become that archetype.
The Path of the Maker - this path entails the Artisan bringing forth the fruits and gifts of their purpose in service of the more-than-human community. The Artisan also learns the art of ritual in the Waincraft style, to help disseminate the teachings of the model.
The Path of the Nurturer - this path entails the Artisan learning the techniques of initiation, and then serving as a mentor and guide to other participants, teaching them what they learned in their own journey. After successfully mentoring five persons to Artisan level, the Artisan is then allowed to form their own training program apart from the Hall of Ravens if they so choose.