Please join me in congratulating Professor Tau Peristera and student ShadowFox upon their recent graduations to Journeyman Wizards.
Tau Peristera graduated magna cum laude on October 12, 2017, with a Major in Dark Arts and a Minor in Ceremonial Magick. She is:
Administrative Dean of Curriculum
Dept. Dean Ceremonial Magick
Asst. Dept. Dean Dark Arts
Lodge of the Four Winds
ShadowFox graduated summa cum laude on October 17, 2017, with a Major in Dark Arts, Defensive Magick Specialization. He is:
Circle of Standing Stones Prefect, March 18, 2017 to present
Golden Bough Award, September 13, 2017
Student Exemplar Award, June 21, 2017
43 Dean’s List nominations
Apprenticeship is an ancient system of education for training a new generation in the knowledge and skills of their chosen practice. Long before there were regular schools, and still today in many fields, people learned their crafts by becoming Apprentices to Masters. For one who has spent a lifetime mastering an Art, a Craft, a Trade, or a Profession, the time eventually comes when he or she begins looking for a protégé, or successor who will wish to carry on the Work into the next generation. At that point, a Master turns towards teaching, and accepts Apprentices.
The formal system of apprenticeship first developed in the later Middle Ages with the Craft Guilds, who acknowledged three grades of Apprentices, Journeymen and Masters. Starting in the 1600s, this system became the foundation for public schools and universities throughout the Western world. The Grey School of Wizardry recognizes Apprentices, Journeymen, Masters and Adepts. The work of an Apprentice is to learn; the work of a Journeyman is to serve; the work of a Master is to teach; and the work of an Adept is to further the Great Work of apotheosis (i.e. the Evolution and Awakening of humanity into Divinity) through changing the dominant paradigm.
In the Medieval Guild system, a Master craftsman would employ young people as Apprentices who would do menial work around the workshop or studio in exchange for food, lodging, and training in the Craft. An Apprentice would usually be accepted at 10-15 years of age, and would go to live with the Master as a member of his household. The length of an apprenticeship was traditionally seven years, after which they would become Journeymen for an indeterminate length of time, hoping eventually to acquire their own workshop.
A Journeyman is someone who has completed an apprenticeship and has left the shelter of the Master’s workshop to travel throughout the world practicing the trade or craft he or she has learned. Years of moving from town to town working as a Journeyman provided the essential experience needed to eventually become a Master in turn.
The term journeyman is derived from the French word journée, meaning “one day,” in reference to their right to charge a fee for a day’s work. A Journeyman might be employed by a Master craftsman, but would live apart, and might even have a family of his or her own. However, a Journeyman was not allowed to employ others in the trade; only a Master could do that.
The terms Jack and Knave (as in playing cards) were informal terms for Journeyman. Hence the expression, “Jack of all trades, Master of none.” This refers to someone who has been trained in several fields, but is not yet skilled enough in any to set up his own workshop as a Master.
As a Journeyman Wizard, your mission now is to go out into the mundane world, among the people, and offer your services wherever they are needed. Depending upon the specialized skills you majored in here in the Grey School, you might become a naturalist, (ecologist, geologist, paleontologist, or meteorologist); you might create arts and crafts; cast spells and do psychic readings and divinations for clients; become a healer (nursing, therapy, and other medical work); practice herbalism (perhaps in a botanica shop); perform for audiences (conjury, acting, music, film); work in the sciences (chemistry, physics, robotics, AI, programming, CGI); work with animals (veterinary, zookeeping, wildlife rescue); become an astronomer, astrophysicist, or mathematician; conduct rituals and ceremonies; become a storyteller, author, or teacher; do workings of practical magick; or explore the dark and shadowy world of things that go bump in the night (ghost hunting, anomaly research). Great adventures lie before you! And to all of them you will bring your own knowledge, insights, and wisdom, borne of the lessons you have learned here in the Grey School.