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Archetypal Cycles

 This chapter presents a list of archetypes; in some cases, I have described the cycle in which they exist. This is not a complete list of archetypes; it is merely an introduction, to show examples by which we can gain a better understanding of the manifestation of archetypes into form and action. I have not had time to complete this list; some of the names and definitions could be improved.  

Jump to the following sections:

  1. What are archetypal cycles? 
  2. What can we learn from a study of archetypal cycles?  
  3. What else do we need to know about archetypal cycles? 

Examples of archetypal cycles. Jump to the following examples:

  1. Agriculture.
  2. Analysis. 
  3. Assimilation.
  4. Birth.  
  5. Child. 
  6. Commerce.
  7. Communication.
  8. Consumer.  
  9. Creation.
  10. Death.
  11. Decay. 
  12. Defense.  
  13. Ecstasy.  
  14. Elimination.  
  15. Family.  
  16. Food.  
  17. Game.
  18. Home.  
  19. Marriage.
  20. Parent.  
  21. Quest.  
  22. Restoration. (Healing.)
  23. Sacrifice. 
  24. Savior.  
  25. Science.
  26. Seduction.  
  27. Seed. 
  28. Service.
  29. Sex.
  30. Sleep. 
  31. Spoiler.
  32. Student. 
  33. Teacher.  
  34. Tool. 
  35. Vehicle.   


What are archetypal cycles? They are the cycles in which archetypes express their various aspects.


What can we learn from a study of archetypal cycles?  

  1. An easier identification of archetypes. This is not a comprehensive list of archetypes or cycles, but it exhibits many of them so that we see that these regular human situations are expressions of archetypes.
  2. Our relative position within a larger scheme. We see how our archetypal position corresponds to the other dominant archetypes in a situation -- protagonist, protagonist's object, protagonist's activity, antagonist, antagonist's activity, and protagonist's reward. In our human life, we will experience each of these positions for every archetype.


What else do we need to know about archetypal cycles?

  1. Each cycle follows the same pattern: "The protagonist uses the protagonist's object in the protagonist's activity to interact with the antagonist to cause the antagonist's activity to gain the protagonist's reward."
  2. Every archetype has its own cycle. For example, in the Communication archetypal cycle; communication is an archetype, and all of its phases are also archetypes in their own right (and thus they have their own cycle). Therefore, in the Communication archetypal cycle, the Teacher archetype has a cycle of its own; the Student archetype has a cycle of its own; etc.
  3. Archetypes exist within more than one cycle. For example, the Fact archetype (i.e., a unit of data) is in the Science archetype (where the fact is discovered), and it is also in the Communication archetype (where the fact is communicated from one person to another).
  4. I have named some of the archetypes. Please note:
    • We can create our own names for archetypes; I am not attempting to create a standardization. (Other systems do have standardized names for archetypes, as in tarot, astrology, and mythology.) Although we might agree on certain archetypes (e.g., "Parent"), we can be creative in naming the others; for example, my "Spoiler" archetype is somewhat analogous to the standard "Joker" archetype. I believe that we should be free to name the archetypes with terminology which is meaningful and accurate for us personally; for example, a tarot practitioner might feel comfortable with tarot terminology when identifying archetypes -- but the terminology might feel alien and awkward to someone who does not use tarot.
    • These names are not restricted to their literal sense. The names are metaphorical; for example, in the Restoration ("healing") archetypal cycle, "Medicine" refers to any item or procedure by which a healer "restores" a person (or object) to its compliance with the "Health" ideal archetype.
    • Some of the names might seem to be very strange abstractions. However, I believe that the names are appropriate for these archetypes as they exist in their own world, before they are translated into regular human life.


Agriculture.  
This archetype expresses itself in any situation in which we relinquish a valued object for the purpose of acquiring an object of greater value.
Manifestations: Farming. Investment (of money or another resource, as in an "emotional investment"). Gambling.
The cycle: Farmer uses Seed in Cultivation to interact with Virgin to cause Surrender to gain Product.

  1. Protagonist: Farmer.
  2. Protagonist's object: Seed.
  3. Protagonist's activity: Cultivation.
  4. Antagonist: Virgin (i.e., something which has not yet been "put to use").
  5. Antagonist's activity: Surrender (yielding).
  6. Protagonist's reward: Product.


Analysis. (I have not described the cycle of this archetype.)
This archetype expresses itself in any activity in which we use logic to investigate an object, with a goal of understanding the nature and dynamics of that object.
Manifestations: Computers. Dogma. Intellectualizing. Legalism. Logic. Mathematics. Rationalization. Science. Thinking.


Assimilation.
This archetype expresses itself in any situation in which one object consumes another object.
Manifestations: Eating.
The cycle: Consumer uses Utensil in Ingestion to interact with Food to cause Sacrifice to gain Resolution.

  1. Protagonist: Consumer.
  2. Protagonist's object: Utensil (i.e., any tool which helps us to consume).
  3. Protagonist's activity: Ingestion.
  4. Antagonist: Food.
  5. Antagonist's activity: Sacrifice.
  6. Protagonist's reward: Resolution (of a need, e.g., hunger).


Birth. (I have not described the cycle of this archetype.)
This archetype expresses itself in any situation in which an object commences its material existence, or it commences a new nature.
Manifestations: Being born. Change. Initiations. Doors, gates.


Child. (I have not described the cycle of this archetype.)  
This archetype expresses itself in any object which receives maintenance, protection, and guidance.
Manifestations: Son or daughter. Employee. Material possessions. Pet. Houseplant. Slave.


Commerce.
This archetype expresses itself in any situation in which one individual provides a valued object to another individual in a fair exchange.
Manifestations: Business. Bartering.
The cycle: Merchant uses Product in Seduction to interact with Consumer to cause Buying to gain Seed (i.e., money).

  1. Protagonist: Merchant.
  2. Protagonist's object: Product. (Any object of value.)
  3. Protagonist's activity: Seduction (i.e., advertising).
  4. Antagonist: Consumer.
  5. Antagonist's activity: Purchasing.
  6. Protagonist's reward: Seed (i.e., money).


Communication.
This archetype expresses itself in any situation in which data is transmitted from one object to another.
Manifestations: Language. Conversation. Correspondence. Writing and reading. Education in school. Internet.
The cycle: Teacher uses Fact in Speech to interact with Student to cause Education to gain Power.

  1. Protagonist: Teacher.
  2. Protagonist's object: Fact.
  3. Protagonist's activity: Speech.
  4. Antagonist: Student.
  5. Antagonist's activity: Education.
  6. Protagonist's reward: Power (i.e., influence over the Student's thinking).


Consumer. (I have not described the cycle of this archetype.)
This archetype expresses itself in any activity in which one object acquires another object.
Manifestations: Purchasing. Robbery.


Creation.
This archetype expresses itself in any activity in which one object causes another object to commence existence.
Manifestations: Birthing. Manufacturing. Artistic creativity (music, painting, sculpture, dancing, etc.). Crafts. Imagination. Dreams. Magic. Construction.
The cycle: Creator uses Paintbrush in Creativity to interact with Void to cause Conformity to gain Product.

  1. Protagonist: Creator.
  2. Protagonist's object: Paintbrush.
  3. Protagonist's activity: Creativity.
  4. Antagonist: Void.
  5. Antagonist's activity: Conformity (to an ideal).
  6. Protagonist's reward: Product.


Death.
This archetype expresses itself in any situation in which there is a termination of an existing condition.
Manifestations: Physical death. Change. Divorce. Ending. Funeral.
The cycle: Spoiler uses Reaper in Disaster to interact with Victim to cause Death to gain Seed.

  1. Protagonist: Spoiler.
  2. Protagonist's object: Reaper. (The object by which death is inflicted. A weapon, etc.)
  3. Protagonist's activity: Disaster.
  4. Antagonist: Victim.
  5. Antagonist's activity: Death.
  6. Protagonist's reward: Seed.


Decay. (I have not described the cycle of this archetype.)
This archetype expresses itself in any activity in which an object changes to a condition which is less-aligned with its ideal.
Manifestations: Rust. Rot. Old age.


Defense. (I have not described the cycle of this archetype.)  
This archetype expresses itself in any activity in which one object attempts to prevent its assimilation by another object.
Manifestations: Military defense. Protection. Caution. Modesty.


Ecstasy. (I have not described the cycle of this archetype.)
This archetype expresses itself in any activity in which we experience a pleasurable state whose intensity is such that we experience a significant departure from the typical state in which we base our identity.
Manifestations: Altered states. Drugs. Drunkenness. Manic states. Meditative states. Orgasm.


Elimination.
This archetype expresses itself in any situation in which we move something from our field of life.
Manifestations: Discarding. Releasing. Grieving. Throwing out garbage. Defecating.
The cycle: Parent uses Toilet in Defecation to interact with Trash to cause Departure to gain (?).

  1. Protagonist: Parent. (That which is responsible for the object.)
  2. Protagonist's object: Toilet. (That which receives the object.)
  3. Protagonist's activity: Defecation.
  4. Antagonist: Trash. (That which is not valued.)
  5. Antagonist's activity: Departure. (This archetype needs a better name.)
  6. Protagonist's reward: ? (I haven't devised a suitable name for this archetype.)


Family.
This archetype expresses itself in any object which is a collection of objects which have a shared interest or nature.
Manifestations: Human family. Tribe. Nation. Neighborhood. Social clubs. Corporations. Cultures and sub-cultures. Teams. Our assortment of material possessions. The various aspects of the psyche (e.g., ego, shadow, subpersonalities, etc.).
The cycle: Parent uses Home in Nurturing to interact with Child to cause Growth to gain Life.

  1. Protagonist: Parent.
  2. Protagonist's object: Home.
  3. Protagonist's activity: Nurturing.
  4. Antagonist: Child.
  5. Antagonist's activity: Growth.
  6. Protagonist's reward: Life. (The Parent gains a type of immortality through the Child.)


Food. (I have not described the cycle of this archetype.)
This archetype expresses itself as any object which is assimilated by another object (a "consumer") such that its nature and structure are altered or destroyed, and its substance is re-structured to comply with the nature of the consumer.
Manifestations: Food. Victim.


Game.
This archetype expresses itself as any situation in which one object attempts to destroy the nature and structure of an unwilling object, for the purpose of assimilating the other object.
Manifestations: Sport. War. Game. Debate. Any type of competition. Hunting and fishing.
The cycle: Aggressor uses Weapon in Assault to interact with Prey to cause Surrender to gain Spoils.

  1. Protagonist: Aggressor.
  2. Protagonist's object: Weapon.
  3. Protagonist's activity: Assault.
  4. Antagonist: Prey.
  5. Antagonist's activity: Death.
  6. Protagonist's reward: Spoils.


Home. (I have not described the cycle of this archetype.)
This archetype expresses itself as any container in which we deposit objects which we possess.
Manifestations: Personal residence. Hotel. Any territory which is ours: our city, our social club, our school, our nation. Prison.


Marriage.
This archetype expresses itself in any situation in which two objects are joined for the purpose of entering into a specific venture. (The Creativity archetype differs from the Marriage archetype; in creativity, we merge objects, while in marriage, we are one of the objects which merges.)  
Manifestations: Human marriage. Business merger. Legal contract. Agreement. Vow or promise.
The cycle: Spouse uses Contract in Wedding to interact with Singularity to cause Commitment to gain Family.

  1. Protagonist: Spouse.
  2. Protagonist's object: Contract.
  3. Protagonist's activity: Wedding.
  4. Antagonist: Singularity.
  5. Antagonist's activity: Commitment.
  6. Protagonist's reward: Family.


Parent. (I have not described the cycle of this archetype.)
This archetype expresses itself in any situation in which we are responsible for something else.
Manifestations: Human parent to a child. Employer or supervisor. Leader. Owner of any material item: personal possessions, real estate, opinions, our human body.


Quest. (I have not described the cycle of this archetype.)
This archetype expresses itself in any situation in which we are searching for a valued object.
Manifestations: Shopping. Religious pilgrimage. Looking for our car keys.


Restoration. (Healing.)
This archetype expresses itself in any situation in which we restore an object to its ideal state. (Refer to the list of "ideal archetypes," in the chapter regarding ideals.) There is a difference between the Restoration Archetype and the Creativity Archetype; in Restoration, the ideal state existed previously but now it does not exist.
Manifestations: Physician. Repair-person.  
The cycle: Healer uses Medicine in Healing to interact with Decay to cause Death to gain Health.

  1. Protagonist: Healer.
  2. Protagonist's object:  Medicine.
  3. Protagonist's activity: Healing.
  4. Antagonist: Spoiler.
  5. Antagonist's activity: Death. (For example, the disease-germs die.)
  6. Protagonist's reward: Heath. (If we are healing ourselves, the reward is health; if we are healing someone else, the reward is a salary or some other type of benefit.)


Sacrifice. (I have not described the cycle of this archetype.)
This archetype expresses itself in any situation in which one object gives more material substance than it receives.
Manifestations: Martyrdom. Co-dependency. Volunteering. Philanthropy.


Savior. (I have not described the cycle of this archetype.)
This archetype expresses itself in any situation in which any object which gives unearned assistance.
Manifestations: Religious savior. Government welfare program. Grace.


Science.
This archetype expresses itself in any situation in which new data is generated.
Manifestations: Research. Exploration.
The cycle: Scientist uses Trial in Analysis to interact with Mystery to cause Revelation to gain Fact.

  1. Protagonist: Scientist.
  2. Protagonist's object: Trial. (An experiment.)
  3. Protagonist's activity: Analysis.
  4. Antagonist: Mystery.
  5. Antagonist's activity: Revelation.
  6. Protagonist's reward: Fact.


Seduction. (I have not described the cycle of this archetype.)  
This archetype expresses itself in any situation in which one party lures another to commit an act which would not otherwise be committed.
Manifestations: Sexual seduction. Persuasion. Advertising. Propaganda.


Seed. (I have not described the cycle of this archetype.)  
This archetype manifests as that which has the potential to change itself or other objects, or to create new objects.
Manifestations: Plant-seed. Money. Pregnancy. Semen.


Service.
This archetype expresses itself in any situation in which the intent is to aid another object.
Manifestations: Helpfulness. Volunteering. Codependency. Slavery. Employee. Host.
The cycle: Servant uses Tool in Task to interact with Pauper to cause Healing to gain (?).

  1. Protagonist: Servant.
  2. Protagonist's object: Tool.
  3. Protagonist's activity: Task.
  4. Antagonist: Pauper.
  5. Antagonist's activity: Healing.
  6. Protagonist's reward: (?)


Sex.
This archetype expresses itself in any situation in which objects interact to create a desired result.
Manifestations: Sex. Sensual play. Flirtation. Friendship. Partnership. Any mutually pleasurable experience.
The cycle: Yang uses Penis in Penetration to interact with Yin to cause Ecstasy to gain Transcendence.

  1. Protagonist: Yang.
  2. Protagonist's object: Penis.
  3. Protagonist's activity: Penetration.
  4. Antagonist: Yin.
  5. Antagonist's activity: Ecstasy.
  6. Protagonist's reward: Transcendence.


Sleep. (I have not described the cycle of this archetype.)  
This archetype expresses itself as any situation in which an object experiences latency.
Manifestations: Sleep. Winter. Resting. Vacation. Any type of latency.


Spoiler.
This archetype expresses itself as anything which disrupts our concepts and plans. The Spoiler occurs also in the Restoration (i.e., healing) archetype: (1) in the Restoration archetypal cycle, we are tested by the Spoiler, and we prevail; (2) in the Spoiler archetypal cycle, we are tested by the Spoiler, and we fail.
Manifestations: Adversity. Accidents and misfortune. Court jester. Devil. Disease. Prosecuting attorney. Humor (which is a disruption of our logical mental processes). Limitation or barrier. Trickster. Practical joker.
The cycle: The Spoiler uses Disaster in a Trial to interact with Fallacy to cause Death to gain (?).

  1. Protagonist: Spoiler.
  2. Protagonist's object: Disaster.
  3. Protagonist's activity: Trial.
  4. Antagonist: Fallacy. (Something which is flawed or not true.)
  5. Antagonist's activity: Death. (The fallacy dies.)
  6. Protagonist's reward: (?).


Student. (I have not described the cycle of this archetype.)   
This archetype expresses itself in any situation in which one object receives data from another object.
Manifestations: Students in a school. Reading.


Teacher. (I have not described the cycle of this archetype.)   
This archetype expresses itself in any situation in which one object transmits data to another object.
Manifestations: Teachers in a school. Writers.


Tool. (I have not described the cycle of this archetype.)   
This archetype manifests as any object which is used to attain a goal.
Manifestations: Tools. Computers. Employees.


Vehicle.
This archetype expresses itself in any object which transports another object from one point to another point.
Manifestations: Car, truck, motorcycle, bicycle. Shopping cart. Mailing envelope.  

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