Documente Academic
Documente Profesional
Documente Cultură
Ashcroft-Nowicki, Dolores
Highways of the mind: the art
and history of pathworking / Dolores
Ashcroft-Nowicki
BF1389.A7A85
2011 133.95 C2011-
901375-4
twineaglespublishing.webs.com
DEDICATION
Title Page
Copyright Page
Preface
Chapter
Bibliography
ACKNOWLEDGEMENTS
Dolores Ashcroft-Nowicki
Jersey, 1986
FOREWORD
BY RACHEL POLLACK
Rachel Pollack
CHAPTER ONE
The Nature of
Pathworking
PSALM 43
THE HERMETIC
The Castle
Meditate upon the glyph of the Tree of
Life, build in the mind then project it
outwards on to the wall opposite your
chair. Keep it there and increase its
strength until it glows with power.
Around it there forms a door that opens
slowly to reveal a pathway leading
into a landscape of fertile fields and
forests. You rise and walk towards the
door, stepping through into the country
of the mind. The path leads away and
down into a pleasant valley; you meet
no one and there is a feeling of
emptiness about the land; animals and
birds are in profusion but no human
beings, or indeed, beings of any kind.
Nor do you see any houses or farms.
You press on through the little valley
and up onto the higher ground. From
here you can see a vast forest ahead
and, just seen above the thick green of
the trees, the top of a tower. From its
turret flies a pennant bearing the Tree
of Life symbol. You follow the path
down the forest and enter its dark-
green half light. The path becomes a
mere track that winds from side to side
deeper and deeper into the forest.
Gradually your eyes become
accustomed to the dim light and you
start to notice the life of the forest
around you. Rabbits scuttle across your
path, deer, magnificently antlered, stop
to stare at you with a golden gaze
before disappearing into the deeper
reaches of their green realm. Birds
sing loudly from every tree and the
mosses and flowers carpet the whole
floor of the forest with colour and
scent. Then you hear the first faint
notes of music. At first you think it is
the wind blowing through the branches,
but then it gets louder and more
insistent, calling you further into the
leafy heart of this magical place. Soon
you are following eagerly, almost
running as the liquid harp notes beckon
you onwards. Then, they stop.
You move forward into an open
space. Before you is a ruined castle;
the steps leading to its massive rusting
gate are broken and misaligned. The
Gatehouse looms darkly against what
little can be seen of the sky overhead,
and the whole place smells of a silence
long observed. Between the bars of the
gate you can see beyond into a
courtyard with grass and weeds
growing in between the ancient
flagstones, then further on, the dark
outline of the castle itself, the great
oaken door shut tight.
In your heart you know this place
holds some adventure for you, and that
here you will find the source of the
music you heard in the forest. With a
fast-beating heart you climb the broken
steps and push open the rusty gate. The
scream of its moldering hinges in the
heavy silence makes you jump, but you
go on into the courtyard. Looking
about, you see the massive walls
towering above you with the small
window slits offering only minimal
light to the interior. But above and
beyond you can just see glimpses of
turrets and small towers, balconies and
larger windows that must surely give
on to bigger rooms. You walk across
the courtyard and try the door to the
Great Hall. It seems locked and there
is no key that you can find. But above
the door in ancient script you can read
the words, Knock, and enter. Set into
the middle of the door is a dirt-
encrusted door-knocker shaped like a
womans head. You lift it and knock
three times. The mouth of the knocker
moves and slowly, as if it had forgotten
how to speak, the mouth says, Who
knocks at the door of the Castle of
Images?
Surprise makes you silent, so the
knocker repeats the question somewhat
testily, then, recovering, you give your
name and the door swings open
allowing you to enter the Great Hall. In
the middle of the floor is a huge fire
pit, the iron roasting spit still in place.
Around the walls are wooden tables
with benches on both sides and at the
far end of the Hall, raised on a dais,
another table with a richly decorated
cloth now tattered and covered in dust
and cobwebs. Behind the table stand
three high-backed chairs, beautifully
carved. Around the walls hang
tapestries and banners and here and
there great war-shields with crossed
spears behind them. On the walls
around the Hall are iron torch sconces
and at one side a staircase leads up to
a gallery with one door in the centre.
You now see other doors leading from
the Hall, one on the right and one on
the left, and one small one half hidden
by a curtain directly behind the centre
chair on the dais. You walk around the
Hall and begin to look more closely at
the tapestries and carvings. There are
four main hangings and they depict the
four seasons of the earth. Each one
shows ordinary people working at
their tasks of sowing, ploughing,
reaping and threshing. Around the
edges are shown the symbols of the
four elements and the four winds of
heaven. The carvings on the chairs and
stairway are of fruit, and wheat
sheaves, animals, and flowers. The
hanging behind the chairs shows a
young girl walking through a forest
with an armful of flowers in her arms,
and in her hair. Clustered about her
feet are the wild creatures of the forest.
Her smile is warm and sweet and
woven into the edge of the hanging is
her name, Kallah, the Bride.
You pause for a moment to reflect on
all these things and to realize that you
stand in the Hall of Malkuth, the place
of the Earth Mother, with all around
you the symbols of her fertility, yet it is
cold and uninviting, damp and drear.
You go out into the courtyard and look
for the woodpile, finding it in a corner.
With some effort you carry enough into
the Hall to fill the pit, then holding
your hand over the logs and reaching
down into your own inner core of body
heat, you contact the Ashim, the Souls
of Fire. Burn! and the wood leaps
into life, throwing warm shadows onto
the walls and ceiling. You go to the
sconces and give the same command.
Burn! and the long-dead torches
flame into life. The spit begins to turn
above the fire and now it holds a side
of beef slowly roasting over the logs.
Voices of long-forgotten revelers sound
within the Hall and soon it rings to the
noise of happy people feasting and
enjoying the benefits the earth has
provided. The Hall of Malkuth has
come alive once more.
You take a torch from the wall and
open the small door behind the dais. It
opens on to a narrow passage lit only
by the daylight coming from a slit
window and leading to another door
with big iron hinges. You open it and
see steps leading down into the
darkness beyond. Holding the torch
high you climb down. At the bottom
you stumble over something and
looking down you see a skull lying
among a heap of bones. For a minute
you stand there contemplating the
pitiful remains and thinking that this is
what all men must come to in the end.
You bless them and pass on. The path
slopes downwards and becomes a
winding passage with a rough, uneven
floor. You pass doors heavily barred,
from behind which come strange and
fearful noises. Each door is sealed
with a symbol, some you know, others
are new to you, but you are aware that
you must not open these doors until you
have more knowledge of yourself and
your abilities.
Now the passage starts to go uphill
again and the way is easier. Ahead
there is a door that must lead back into
the castle but, before that, there is
another door, like the others barred and
sealed with a small grill set into it and
written below it is your own name.
You are about to open it and look when
a rough voice behind you whispers,
Do not open the door. You look back
and see an armoured figure behind you.
It kneels before you explaining that it
was once the knight whose bones you
blessed and gave rest to. For this he
has taken shape one last time to warn
you. That door holds back all that is
degenerate in your own self. Do not
seek to open that which you cannot
withstand, or like Pandora you will let
loose your lower nature. Take heed and
pass on. The knight disappears and
you pass on to open the door leading
back into the castle.
You enter a room, small and
circular, with windows all around; like
the Hall below, its walls are covered
with hangings, but these show the star
patterns of the night sky. In one
window bay stands an old-fashioned
telescope, and above you the ceiling
has a glass dome. In the very centre of
the room stands a stone font filled with
water and around the edge is written,
Only the wise man or the fool can
safely look into the waters of the
moon. For a while you stand and think
about which of these categories is
yours, then you remember that the
Hermit and the Fool are of equal
importance and represent every human
being that searches for truth. You step
forward and look into the dark water.
What you see there is only for you to
know. When you are ready go through
the door opposite the one through
which you entered and find yourself
standing on the gallery above the Great
Hall. To one side a small passage
leads away from the little Hall of
Yesod and further along joins a larger
passage lined with banners, shields,
carvings and tapestries that glow with
all the colours of the rainbow.
Along this corridor you hear once
more the silver sound of the harp. It
seems to be coming from the big
double doors ahead of you. The doors
are carved with many ancient symbols
and the handles are formed like
circlets of roses. You take hold of them
and push them open.
You come into a Hall much larger
than the one downstairs and far more
beautiful.
It has three windows; that facing you
has been cut from crystal and has many
facets which colour the light entering.
The other windows have pictures inset
into them. On your left it is that of a
bull, on your right a lion, behind you a
carved eagle sits over the lintel of the
great doors. But the most breathtaking
sight of all is the huge round table that
takes up most of the Hall. Seated
around it are many figures but they are
not easy to see for they seem to be
made of pure light. Dimly you perceive
knights, and ladies, but also others of
many kinds and forms, not all of them
human. In the centre of the table lies a
sword; it is plain and simple with just
a single ruby set into the hilt. The
figure directly opposite you stands and
takes the sword in its hand. It speaks.
You who have penetrated to the
Hall of Excalibur know this, that all
who come here must prove their worth
in the outer world. When you return
you will start upon the search for that
which men call the Grail, but which, in
reality, is your own heart-self. When
you have proved yourself to those who
sit here, then will you be recalled to
take your place among us. Now go on
and behold the veiled image of that
which you must seek.
You bow and walk towards the door
behind Arthurs seat. As you open it
you hear again that sound of the harp
drawing you onwards. You see before
you a winding stair, its treads made of
mother of pearl. As you climb up you
can see through the tiny windows that
you are very high up, you can see the
forest and the enclosed gardens of the
castle below you. You hope that one
day you can explore the castle further
and search out its secrets. Before you
the music grows louder until you come
before an arch filled with light. It
seems to you that you can see the
ground below you, that this opening is
a deception leading you to destruction.
Yet the music urges you on and, placing
your trust in the unknown, you step
forward into a small chapel. There
is only one thing in it: an ancient
wooden box fitted with carrying poles,
at each corner of which a carved
seraphim kneels with hands and face
uplifted. Symbols are carved around
the four sides of the box and it is
closed with a lock of pure gold.
As you stand before this wonder it
begins to open and you cover your eyes
against the light that it contains. The
harp music quivers to a halt and all is
silence. Through your protecting
fingers you feel the light dim enough
for you to see and there, standing
within the ancient casket, is a veiled
chalice. The music begins again and
now you know, it comes from the Grail
itself The music pours out, enfolding
you and healing you, filling you with
strength and love and peace, but it also
brings self knowledge and you weep,
for you know how far you stand from
what was ordained for you. But the
Chalice sings of hope and light and the
promise of support. Now it sings of
sleep and dreams and you curl up
before the Ark and sleep, protected by
these two eternal symbols.
In your dreams you see the castle
from above and now you can see that it
has the outline of the Tree of Life. Its
topmost turret lies within the reach of
clouds and is illuminated with the sun.
You know that you may return to this
place whenever you wish to explore
and search out all its secrets, but you
know also that what you find may not
always be pleasant, for this is the
castle of your inner self and you must
be prepared to face all the facets of
your personality.
You wake slowly to find yourself in
an empty room with no sign of its
former glory. You descend the stairs
and retrace your steps back to the Hall
of Excalibur. This too is empty, only
the great table remains. You return the
way you came, finally coming back to
the Hall of Malkuth where there is still
a lingering warmth. You promise
yourself that you will return, soon. The
door shuts firmly behind you and you
cross the courtyard, pausing to look at
the weeds maybe you could start to
tidy it up. With plans already beginning
to form in your head you find yourself
back in the forest with the sounds of
bird song and the wind all around you.
You turn for a last look at the castle,
then make your way back through the
forest, singing as you go with an
unseen harp accompanying you.
At the entrance to your own world
you stop and think about what you have
seen and heard and learnt. This place
is yours now, you can bring the castle
your inner self back to its former
glory and make it beautiful again. It
will not happen in one or two visits,
but then you have all the time you need.
You step through into your own world.
***
THE POEM
MUSIC
POETRY
Look him up on
ukhypnosis.wordpress.com it makes
interesting reading.
Next on the scene was G.W.
Plummer and his equally interesting
book, Consciously Creating
Circumstances. He called his method
Psycho-cybernetics. Like Coue it
maintained that in order to create an
effect in the physical world, you had to
begin in the Mental World and
gradually bring it into manifestation
. Is this beginning to sound familiar?
Give the Mind an image, the Mind
translates the image into the Brains
computer speak and the Brain thinks
this is real and manifests the effect.
Today Athletic coaches teach their
clients to Get into The Zone in other
words imagine you are watching
yourself up against your
tennis/golf/darts/ whatever opponent,
watch every move and see where
things went wrong. Then play it again
but this time instruct your imaginary
self seconds before the event to
anticipate and prevent the mistake from
happening. Now keep doing that three
to four times a day. After about four
days go through the game again BUT,
BE IN THE MENTAL IMAGE OF
YOURSELF, and using the same ability
to anticipate your opponents moves go
on and win your game. This has
become big business. As I said
Pathworking has changed a lot, it has
become legitimate. Thats good but
I sometimes hanker for the old days
when it was considered magical and
mysterious.
Dolores Ashcroft-Nowicki
servantsofthelight.org.uk
ENDNOTES
1 Dr. C. Green, Lucid Dreams, and C.
Evans, Landscapes of the Night,
Gollancz.