WELCOME TO THE TLE LIBRARY
This is a collaborative project that allows contributions from all members and is continuously growing.
RULES FOR SUBMISSION:
- contribute transcripts, excerpts, or articles based on your work and study with Michael through Troy
- to ensure consistency and to avoid copyright issues, please only contribute channeling from Troy
- please do not submit an analysis, interpretative, or opinion articles; only direct communication with Michael
- take time to clean up, format, and edited properly so that it is easily readable
- please format any chat transcripts so that Michael's words are clearly separate from any questions or comments in the transcript
- please search and scan to see if your submission is already covered or submitted. We wish to keep any redundancy to a minimum
Michael teaches that the only purpose behind life, is life, itself. There is no profound, exalted, or mysteriously secret reason behind our lives. Tao (Michael's term for God, or All-that-is) fragmented itself for the pure sake of Experience. We are each "fragments" of this original source, imbued with the creative impetus to seek experience within a spectrum of possibilities! Thus, in any given lifetime nothing is wasted because ALL experience is valuable, even the "bad stuff." The need to judge those experiences as "good" or "bad" is a human convention, not a spiritual concept. Michael describes experiences as neither "good" nor "bad", but that our souls learn from ALL of it, though we eventually grow to be inclined toward more expansive, embracing experiences, rather than more restricting, limited paths. In addition, Michael teaches that the Universe is not a chaotic, random system of events that we simply have to endure, but rather that there is an awesome structure that can be comprehended by us to a great degree. This helps lend us a better understanding of our personal part in the larger scheme of things.
Michael does teach that reincarnation is valid. As a soul gains experiences, so does it gain maturity and wisdom, which is identified by what Michael refers to as a "soul age." They teach that every soul goes through 7 stages of maturity across as many lifetimes as it takes. There is no one to measure a soul's maturity except the individual soul, itself. As we gain experience, we learn to be more aware, more compassionate, more connected, more sensitive, and more peaceful, but we also go through a spectrum of experiences that naturally include all things horrifying and beautiful. We eventually gain enough experience that the Soul and the Personality within the lifetime begin to co-create, decide, and choose more consciously, bringing to the lifetime a greater sense of Truth, Love, and Energy.
Michael teaches that we, as individual consciousness, choose one of seven Roles (or Essences) to use as our particular means of expression during our cycle of lifetimes. This Role remains the same throughout all of our incarnations, though we continue to improve on that Role and we evolve our ability to play that Role with each experience gained. To make each soul even more unique, we choose a ratio of "Focused and Creative Energy" lending us more or less creativity or focus, which we eventually learn to balance out. We also choose a unique "Frequency," which describes how we tend to process life.
Your Soul creates a Body and Personality for every lifetime. When a soul first begins creating lifetimes, this can be quite difficult and chaotic, but with each lifetime, our soul gains more experience, and each Personality gains more conscious ability to choose and eventually both begin to create lives productively and meaningfully.
A Personality is designed with a Goal (a primary motivation for the lifetime), a Mode (how you reach your Goal), an Attitude (a basic perspective), a Centering (how you react to life), and a couple of basic Fears are developed in our youth (chosen for protection, but eventually sought to be overcome), and so much more!
There are 7 Roles/Essences, 7 Goals from which to choose, 7 Attitudes, 7 Modes, 7 Basic Fears, and so on.
To understand the dynamics of your Essence as it exists beyond this lifetime, and to gain self-awareness through the understanding of your Personality's design, greatly frees you from self-criticism, enabling you to enjoy this life, and to increase the Love and Understanding, Compassion and Peace in your experiences of relationships and self.
Have fun exploring and learning, and remember:
"We are here to learn how to choose, and to choose how to learn."
[Excerpt from a private session on February 6, 2013]
Overleaves are like petals of a flower, if you will; they are present from the beginning, but unfold over time, or get "activated." This is a process of awakening and differentiation that begins from the 2nd Internal Monad, and helps shed the initial projections and reflections of the caretaker's overleaves. Those who do not move beyond the 2nd Internal Monad tend to be hung up as reflections and projections of their caretakers, then.
We can share the Life Task, but the True Play, Rest, and Study are calculated upon development of the Personality as to what would benefit and support the Work.
### end of excerpt
You may comment on the original post of this content. See Tidbit about Overleaves.
March 2, 2000
Troy Tolley, Channel
Conscious Connection to Essence 3 of 3
Note: This series begins with Michael Speaks -- Conscious Connection to Essence (1 of 3)
Hello to all. We are here. One moment.
In our sharing with you our various perspectives of what is and isn’t being conscious of Essence, we believe a practical examination of each Essence Role would be beneficial. In our examination we will share what we perceive are the Maya (or Great Lesson) of that particular role and a more ‘organic’ approach to determining what might be considered rejection of Essence or what might be considered acceptance of Essence.
We will note here that the positive and negative poles of the Essence ARE NOT indications of being conscious or accepting of Essence. A fragment in the Negative Poles is just as potentially “in Essence” as a fragment in the positive poles, at least in terms of experiencing its life. What we have sought to exchange with you is what it means to reject Essence or accept Essence as part of your primary being. Those who reject Essence are in deep isolation and a myriad of other traumatic or deteriorating experiences, regardless of how together their life appears or how wonderful their work and relationships and successes are. Those who are accepting and conscious of Essence usually have the enthusiasm to ‘make the best of everything’, even in the midst of what ‘should’ be devastating. Poverty, drama, accidents, horror are NOT signs of disconnection from Essence, they are merely experiences. A positive pole role can still be at its apparent ‘best’ yet still be disconnected from Essence. A negative pole role can be as difficult and trying as expected, and be conscious. The keys are in the act of Decisions and CHOICES.
In the moments of your darkest despair, if you can “look up” and recognize that this space is simply where you are at the moment, even if you seek no resolution beyond that realization, half of your battle is completed. When you say “yes, this is where I am right now, I know I could do something but I do not feel like it right now”, you have granted yourself an open door to Essence. Acknowledging your state of mind, your resistance, your struggles, etc. are in that very moment your decision and choice to allow or change, you become immediately centered and present, regardless of your choice in either direction. This will immediately and in that moment connect you consciously to Essence. This does not mean your mood or situation will magically remove itself from your life, but you have opened your world and option for greater probabilities by that single choice, a millionfold.
Besides your initial acknowledgment that you may have dropped your connection to Essence, we will say that the most powerful and profound choice you can make next is to ASK FOR HELP. The body is not designed to sustain animation and life without connection to Essence for any extended period of time once sentience has moved in. We want to note at this point that there is no REAL disconnection from Essence; we merely use these terms for convenience, even the term ‘rejection’ is inaccurate in light of the truth, but these terms capture the experience and we will continue to use them with this understanding. We will begin now with each Essence, but first, we will pause for a few questions, if there are any, about what we have shared thus far.
[nemo999] What are the most common states of mind? Pleasure, pain, depression, sadness, happiness, attention, boredom … are these states of mind or are they illusion?
This set of descriptions are only conveniences to describe whatever a person interprets as their reality in the moment. They are highly subjective and can refer to either illusions or what you have called ‘states of mind.’ They are all ‘real’ to a person experiencing.
The definition of ‘illusion,’ or Maya as we prefer, is in the apparent indulgence in a ‘truth’ that is subjectively inappropriate for the fragment. There are some Maya that are shared collectively, some that are individual.
Despite the fact that Personal Truth will render all of these experiences “real”, we will share a little of our perception.
Depression from your list can be considered a collective ‘illusion,’ and one that is a deep indulgence in Maya, though very ‘real’ when inside of it. Depression is a resigned stance toward the life, an emotional suicide based on one or more of the Chief Features. This is not a judgment. When one is in Depression, we differentiate this from Grief. Depression is literally the consistent and insistent effort to reject the life. If Depression is being experienced, acknowledge that you are where you are in your experience, and ask for help. Depression is one of many Maya that creates a situation where intervention from outside forces is required.
Pain from your list can be either Maya or “real”, but is always a symptom of resistance or friction, which we do not see as inherently good or bad, merely resistance to some Growth. Pleasure is always a symptom of higher awareness and connection to Essence. Sadness can be either, though if tears are involved, recognition of a truth on some level is occurring. If there are no tears, this is most likely a form of Depression. Boredom is always a symptom of Maya and is a literal self-lie to remove responsibility. When Boredom is indulged in, you are living in a space of time that was created from want of “having more time”, then when it arrives, you seek to fill it. This all happens because creation on the Physical Plane is denser and slower, therefore the space and time sought “shows up”, but sometimes out of synch with your faster moving mind. Making a note that Boredom is a sign of forgetting your original intentions can help make more of that time. It is not required, of course, that you continue with your original intentions, but release the judgments about EXPERIENCING the slowing of time and take a moment to stop. When we say this is a self-lie to remove responsibility, we mean this in terms of being able to respond, not in terms of discipline.
[Azure362] What happens when one fragment is deriving pleasure from another fragment’s pain? Here is where I get confused. This encompasses all these levels, personal or collective, as in when society feels some sort of pleasure at putting some fragment to death, as in capitol punishment. So this would not be true connection to Essence then? So it is safe to say that some pleasures are of Maya?
That is difficult to reconcile within the confines of the Physical Plane. We do not expect you to reconcile that, nor do we think it can be. Sometimes events are not understandable by Personality.
We will say, however, that True pleasure is rarely experienced at the expense of another, unless both Essences involved have a mutual agreement for something that is otherwise seen as horrific.
We will define true pleasure as being that which retains the recognition of the choice of others. If the choice of other is interfered with, then this cannot be true pleasure, it is only stimulation. And, no, it is not correct to say some pleasures are of Maya. Pleasure that interferes with the life, path, or choice of another is stimulation, not true pleasure.
[Azure362] And then it is true pleasure that connects to Essence? I think I am getting it. Sorry, lol, but I see some fragments getting pleasure out of stimulation as such ?
Consider the image of a person gratified by eating a chocolate bar versus that of one being gratified by stealing the chocolate from a child. You will most likely intuit the difference. It is not complex when examined and the differences between self-stimulation and true pleasure are glaring. Again, the difference is in the lack of interference of choice in another.
Our system of Personality and Essence is comparatively quite simple and each part of the system is dynamically linked to other parts, leading to what many have called Michael Math. Each role, attitude, CF, center, etc. are all linked by their axis. For instance, the Ordinal Inspiration will have re-evaluation, reserve, stoic, emotional, self-deprecation, and lunar body types, along with the Server, and the attributes of the number one. Therefore, as we discuss each role tonight in its disconnection from Essence, you might also recognize in that disconnection a link to that role’s inherent Chief Feature. In this instance, though, we might call it “The Great Lesson”. This is not a term we prefer, but it is one our channel found appropriate and we do not disagree, though more creative ways of seeing this will surely come from our sharing with you.
Therefore, each Essence will have its “Great Lesson” and this ‘lesson’ will always recur each lifetime in some form. There will be no lifetime that does not struggle with this ‘lesson’, however briefly. Regardless of the dynamics of personality and its chosen emphasis of challenge, the Essence IN ITSELF has its challenges, though it is seen from a very different perspective and eagerly played with. This results from Essence “forgetting” the inherent challenges of the physical plane while being Astral. The body has to regain consciousness each lifetime regardless of soul age and seeks to grow back into the soul age last reached in the previous life.
We will also note here that each of these scenarios we might mention in regard to the Roles can be applied to each of you since you may relate it to your own CF that then relates to the Role we are describing. Each Role and CF relates to a Chakra, or Center, and this can also lead to connections. We suggest you only focus on your Role for now, figuring in the consideration as to when or whether you are conscious and accepting of Essence, regardless of these extrapolations.
We will begin with the SERVER. For now, we will examine the basics. When a Server is conscious and connected to Essence, regardless of its struggles and fears in the life, its Great Lesson is in discovering that it can take care of other things, nurture them, help them, be tremendously effective in catering to the nuances of needs in another all the while being able to care for self. The Server connected to Essence and conscious of that connection chooses to take care of itself no matter what is happening in the life, knowing inherently that this is the only way to truly be successful in any endeavor.
The Server who is not connected to Essence chooses not only to slack in its care of self, but loses its enthusiasm to seek to care for others. This Server will seek in its universe and emphasize in its universe any and all ways to prove that things are not loving, that there is discord and that their own lives are not making a difference. They are self-deprecation, manifest. This Server has its roots in only emphasizing its own and all others inadequacy, or lack of being. This can be overt or subtle, but it will show.
Their keys to bringing back a conscious connection to Essence (besides the first vital two steps, recognizing choice for where you are, and then asking for help), is in doing anything physically stimulating. Running, jogging, going dancing, anything with dirt and the ground, and getting a massage. Anything that allows contact PHYSICALLY with what is considered the “outside world” that provides data without judgment. The SERVER more than any other Role can use the past as their world and choose to gauge everything within that context, therefore, it is successful to release the past and choose experiences that bring the Server more “presence.”
Next we will comment on the ARTISAN. The Artisan who is conscious of and connected to Essence is one that has learned to allow happiness into the life. This may seem deceptively simple and universally applicable, but any true Artisan can tell you that it is one of their Great Lessons to learn to like receiving and indulging in the pleasures of this world. An Artisan who is connected and conscious with Essence has true joy and enthusiasm for the life, allowing whatever levels of prosperity and abundance are appropriate at that moment. They have admitted to themselves what they wanted, what they needed, and they are allowing themselves to have it, to create it.
The Artisan that is disconnected or rejecting of Essence feels their needs are too great, that they will never get what they deserve or are not worth the life used on them. Artisans are clever in their disconnection from Essence because they have helped to construct a culture that supports it. It plays on other fragments, deriving from them false compassion and pity, but nothing of value to make the life seem “worth it.” The Artisan disconnected from Essence is self-destruction, manifest. They have determined that they are not worth what they want. The Artisan can endure for years and years in this state, far longer than any other role disconnected from Essence, because this state eventually requires others to reach out and care for them, even if they are not making changes, themselves.
Eventually, the Great Lesson is learned and the life is transformed. At some point, and probably more dramatically than any other role, a shift in the life occurs. This brings the Artisan into a space that says YES to life, to what it wants, recognizes its needs and says they are worth pursing it for.
Ways for the Artisan to connect to Essence in times of recognized disconnection are through any form of artistic expression, but most especially painting or sculpting, making a concerted effort to GET OUT OF THE HOUSE. They can purchase things that feel fun are usually labeled “trivial”, interact with small animals, or dance privately to music.
Next we will comment on the WARRIOR. The Warrior when connected and conscious with Essence finds itself in many a challenge against or within the life where there appear to be imbalances. A Warrior that is Conscious recognizes that their very nature requires them to live intentionally and with purpose of action. This means, regardless of its tediousness or turbulence, they are always out to conquer something. The Warrior connected to Essence finds itself in many situations of chaos and disorder as a means to exercise and emphasize what is and isn’t Power or Empowering. More than any other role they are more perpetually in crisis or challenge because this is truly where their “heart” lies. It may not be acceptable or as “easy” as other roles’ experiences or what the culture supports, but it is their world and it is vital. The symptoms of a Warrior connected to Essence can most likely be seen in gauging the strengths of their relationships.
The Warrior disconnected or rejecting Essence feels that their life is one unrolling world of chaos and they determine they are just ‘lucky’ for what they have, relinquishing effort to make a path. More than any other role, even if arguably, the Warrior that is disconnected from Essence spends it life seeking approval and recognition, while consistently remaining in the shadows. The disconnected Warrior lays low, evades conflict, and depends on others heavily. The disconnected Warrior has a deep sense that at some point it needs to do or be something specific in order to be loved or recognized. Most of the time, this Warrior has no idea what that “something specific” is and will continue to close its circle of life down until it learns to make choices for itself, grasping that they are in control of their lives; this is their Great Lesson. The disconnected Warrior is Martyrdom manifest.
This is another role that can regain connection to Essence by incorporating or balancing with heavy physical activity. Making contact with life in a physical manner that brings data into the body emphasizing security and control, such as Tai Chi or the Alexander Technique, a sport that requires coordination, or can all bring the Essence back into the picture. Asking to be held, or holding someone important can help, as well.
We will address the SCHOLAR now. The Scholar that is connected to Essence and conscious has learned its Great Lesson, which revolves around the reality of shared love. This Scholar has realized with a great amount of profundity that they will not love another until they have sought to love themselves. As we have said, there are many of these Role symptoms you all may find applicable, but for each Role, you will see they are a deeper lesson when specifically considered. All other Roles have an “easier” time at loving and being loved than the Scholar does. The Scholar who is connected to Essence has realized they are whole and complete, that they like themselves and have decided to trust and open their hearts to their life. They recognize that ALL aspects of life are capable of being loved, even themselves and all the hard times passed through.
When the Scholar is disconnected or rejecting of Essence, they do their best to ignore their lives, to resist the examination that not everything is fine. This Scholar refuses to examine their vulnerabilities and have not dealt with their shadow feelings, resulting in acts of dominance or power struggles. They have never experienced intimacy of any depth due to these things. They become adept at arguing their points, ignoring the pains of their past, destroying or deteriorating any relationship or person whom touches too closely too personal areas of pain and sensation. They are Stubbornness manifest. They, more than any other Role, truly fear what is called love. The disconnected Scholar can still bring in a definite resource of love into their lives, but this is usually sought only out of need for refuge, a place to securely hold up the walls around their own hearts. The Scholar disconnected from Essence can be one of the most painful and emotionally tormenting of all exchanges for someone trying to love them.
Some suggestions for bringing more of Essence in might be to talk to children about their perspective on life, actually play with children or play on a child’s playground. Seeking laughter of any kind brings Essence immediately back in for a Scholar. Seeking the experience of the aroma and visuals of botanical gardens or observing the ocean can help, or having flowers within visual and olfactory range.
We will address the SAGE now. The Sage in connection to Essence is the most obvious and closest to what the positive pole describes. They are TALKING. The Sage connected to Essence, regardless of what they are communicating, is at least communicating. They seek to express any and all feelings and thoughts as a means for communication. When they are angry, you know it, when they are sad, you know it, when they are happy, you know it; they will gladly tell you and tell everyone else.
The Sage who is disconnected from Essence becomes silent. Of all the roles, the Sage is the most tender and fragile of all roles. We do not imply this negatively. This is simply because they are the “children” of our universe, and no physical age or soul age will ever change this. It is their “job”.
As this Role pertains to communication, children, and the Intellectual Center or fifth (Throat) Chakra, you can see the fragility in a child who has been driven or shunned into silence, when the child hangs its head to cover the vulnerable communication center. This can be reflected in all ages of a Sage, as well. When a Sage has gone silent they are rejecting Essence, losing consciousness. In fact, forms of silence can range through all forms of suppression. This means this Role more than most is susceptible to addictions and substance abuses, anything to redirect the energies from having to address what wants to be said. They are Greed manifest, as they fixate on something they feel they do not have enough of, and remain struggling to attain this at the expense of life and self. Their Great Lesson is in realizing their expression and feelings are important, that what they have to say about what they are experiencing is important to someone, even if this starts out being just themselves.
Ways for the Sage to regain consciousness and connection are through writing letters, reading personal journal entries to someone who will listen, sharing a personal story or poetry, trusting what you feel about a person when you first meet them, and singing out loud.
We will address the PRIEST now. The Priest who has a connection to Essence realizes that life is full of many truths and each experience has its own truth. More than any other role, this role when connected to Essence has a deep and profound trust in life, knowing with true perception how to pass through the next moments and lead others through those confusions in life as well. Life is intuitively navigated.
When disconnected, this Essence lives in a world of concepts and ideas, rational thinking and over-analysis. This would normally seem harmless, but the Priest disconnected from Essence enforces these rationales, ideas, and over-analysis to the point of destroying the life or misleading others as a means for false validation of beliefs. They lose their ability to adapt to the nuances of life and seek only to remain in a predefined, structured, and thought out picture of life.
This removes their ability to intuit and trust in life, but creates severe judgment and enforcement of fear. This Role more than any other Role can make a lie become a profound but false truth about themselves, life, or others. They are Arrogance manifest.
To help bring the Priest back into connection, we suggest to this Role more than any other to literally make time to communicate to what you consider to be your higher self, every day. We also suggest purchasing or making a set of cards with inspirational affirmations or a book of quotes that can be a “message” or “thought for the day”, or whenever in need, to help lend insight from someplace beyond analysis.
And finally the KING, we will comment on. The King who has a connection to Essence is keenly aware of the fact of all possibilities, a sense of connection to all of its life. The King connected to Essence does not just live the life, it IS the life as well. This King recognizes that it is the source of all of its life, through choice, creation, and from even higher. This King sees no separation based on time or space, but only the beautiful unfolding of a life as perfect, no matter what. They do not judge the life, themselves, or others for their position in it, but instead recognizes itself in everything around it. This King has dealt with what might be called its “dark side” and now sees through that state in others, recognizing all the illusions. Limitation is never seen as an obstacle, but an important aspect of life to help direct growth.
A King who has rejected Essence becomes highly separated from its life, separated within itself, and from others. Its Great Lesson is in acknowledging they are a PART of everything and everyone, not APART. This King is caught in circles of self-gratification and simple distraction for stimulation. They feel they alone are completely responsible for all achievements in life and resist any help in any form, in fact, sometimes violently. This King rejects people outright due to imperfections reflected from self and creates enormous amounts of Space and Time between those who are their most powerful support. They are Impatience manifest. This King who is rejecting of Essence will forever remain in a circle of development since they allow no other influences or support into their lives.
Ways for a King to bring back a sense of connection to Essence is through visiting spiritual temples for moments of quiet and reflection, watching or reading information shared by spiritual leaders they resonate with. They can make changes in the life that reflects a commitment to the acknowledgement of the life force in all others, such as through vegetarianism or volunteer work. More than any other Role, we would have to doubly emphasize that this Role could benefit from ASKING FOR HELP.
We will conclude here. Since this session ran so long, we will not be able to respond to questions in this forum, but we invite your questions through your list or discussion forum at Otterly’s [aka Troy Tolley] site.
"Soul Age" describes one of the most immediately practical and useful aspects of Michael's body of information. The Soul Ages describe the very basic stages every soul will go through in the process of its evolution. Your Soul Age helps describe where you are in that process. Soul Ages can also help describe the average perspective of groups of people, communities, countries, etc. Understanding the Age of an Essence, or a group of Essences, can greatly increase your ability to be accepting, adaptable, compassionate, and constructive.
Ironically, this part of the Teaching can also tend to be the most susceptible to abuse, misuse, and complete distortion among Students. Remember that the Soul Ages are not hierarchical and that one Soul Age is not better or worse than another.
Before an Essence commits to a cycle of lives as a Human, it will go through a long process of energetically exploring the Earth and all of its kingdoms of life forms, along with all the other souls who are considering becoming Human. Some souls decide to move on to other planetary systems and some souls never even choose to incarnate. Since you are reading this, your Essence decided long, long ago that this planet and all it has to offer was just the right place for your adventures!
The Essence enters its first lifetime!
What happens next is an incredible journey of dedication, intensity, and adventure in the school of Earth and playground of life! Each lifetime gains more knowledge for the Essence and the use of that knowledge is continually improved upon when planning the next lifetimes. As the knowledge and experience grow, so does the maturity of the soul, and that maturity is described as a Soul Age. The progress through the Soul Ages is Essence-determined and no other Essence, or God, or Tao, or institution, or ANYTHING monitors your speed or level of growth. Your Essence is the only one who can determine when to move on, and how long to experience a Soul Age!
There are 7 Soul Ages to the experiences of living life as a Human being. We will only cover 5 here as they are the most relevant to you in the beginning. There are 2 additional, extraordinary Soul Ages that are experienced after the completion of all of your lifetimes as an individual soul, but we will not cover these in the Basic Teachings.
Each Soul Age can take as many lifetimes as the soul wants or needs to take, but there is an average of 49 lives per Soul Age.
Infant, Baby, Young, Mature, and Old
Infant Souls are those that are new to being in bodies and new to the planet. They are usually superstitious and fearful, choosing lifetimes set away from the chaos of modern life, or at least living separately from it, even if in the midst of it.
The basic lessons of the Infant Soul are Survival. The lifetimes tend to be centered mostly on learning how to feed, clothe, and keep the body alive.
Since the forests and other isolated areas of the world are all but gone, Infant Souls have fewer places to choose for being born and being "left alone"; therefore, they appear to be choosing to be born in more "concrete jungles" over the past 50 years or so. Infant Souls contribute to the rise in the homeless population in metropolitan areas as these souls are learning lessons of survival in the "new jungles". Infants can be as accomplished as anyone else, but there is an edge of instability and even insanity in their eyes. Most modern Infant Souls get into very big trouble, mostly through murders and breaking the civil, unspoken "rules" of a society.
There are very few Infant Souls coming to this planet anymore since there are very few places left to incarnate without older soul ages interfering. The Infant Souls who are already committed to a cycle of lifetimes will tend to find it difficult to keep older soul ages from either exploiting them, or being compelled to rescue the Infant from its survival struggles.
The Infant Soul Motto might be, "There is ME, and everything is just scary and threatening!" As the Infant begins to learn how to survive, it begins to seek experiences in groups, which leads them to the Baby Soul Age.
Baby Souls have fairly mastered the experiences of basic Survival and now seek experiences focused on how to behave in groups. Baby Souls gain experiences through supporting an authority, being civil, enforcing order, being clean, law-abiding, structured, etc.
The development of most Religions is rooted in Baby Soul values and ideals. What better way to bring order to a large group of people and to encourage respect but through the mythologies of a vague, scary, parental God who can get angry and punish you if you misbehave? There are many forms of religion, of course, but one can see why Baby Souls would be drawn to this context. There is a security in the churches and the rules and laws are handed out by an unquestioned authority.
Baby Souls will rarely question, they simply have the decisions handed to them from a trusted authority, which they will defend blindly. They do not ponder their individuality, except in terms of how they fit into the contexts handed down from an authority.
All things based on order, structure and justice are Baby Soul concepts, like the library systems, judicial systems, and police forces.
Baby's see the world only in terms of "ME, and NOT ME". This means if you are "NOT ME", you are wrong, bad, and possibly "going to hell". They see everything in terms of black and white, good and bad. Baby Soul's seek such order, it only makes sense to them that you behave within their own terms. Their world is strikingly "black and white", but as the soul grows through the Baby stage, it begins to gain an individual identity, which leads to the Young Soul Age.
Young Souls have learned all they can from being civil and listening to authority. This Age is like the adolescence of Soul Ages.
The Young Soul seeks recognition, fame, excitement, stimulation, material rewards, and they are highly competitive. This is where the soul begins to indulge in the physical plane and really get into some trouble and adventures!
This Soul Age tends to be the least spiritual, though they will use religious or spiritual groups for networking or help to maintain a position of authority over other people. It can be very difficult for a Young Soul to be spiritually conscious since the focus is so strongly on being as physical as possible.
Young Souls are gaining experiences about individuality, self-expression, competition, self-sufficiency, strength, abundance, endurance, and prestige.
They see the world in terms of "there are you and me and I am going to win."
When an Essence has indulged in the physical plane, experienced all its riches, there will come a point of realization that "there is more to life than this", and that is the step toward the Mature Soul Age.
Mature Souls have learned all they could from having everything they have ever wanted; they've been rich, been recognized, and extracted whatever they thought was important to obtain from the physical plane. Once they have all of that experience, the soul and personality figuratively look around and say, "now what?" It starts to seek experiences focused on emotional connections and spiritual intimacy, wholehearted trust.
The Mature Soul finally confronts the internal sense of separation gained during the Young Soul Age and begins to reach out to others in pain. Most Mature Souls find intimacy through the sharing of intensity and emotions, seeking others who can identify with such personal, inner struggle.
Mature Souls are the most intense and dramatic about life, which helps encourage the questions of "who am I?" and "Why am I here?" They begin to turn away from organized religion, preferring a more personal spirituality.
They begin to recognize the sources of pain and oppression in society and seek to alleviate those influences in any way; therefore, the Mature Soul actively supports some form of "Rights", such as Gay Rights, Animal Rights, fights against Apartheid and Child Abuse, etc.
They crave closeness and meaning in their life. This Age is where the soul begins to want to contribute and "count" for something.
The Mature Soul sees the world as "there are you and me and I know how you feel."
Many of the Students of the Michael Teaching who are drawn to this teaching are somewhere in their Mature Soul cycle.
When the Mature Soul has begun to soften its boundaries, has forged some profoundly intimate relationships, and has built a sense of inner security and peace, that soul then begins to feel a gentle, but haunting, pull to find what feels like "home", and they know it isn't "here".
Old Souls now have gained the experiences to help them discover where they fit in, who they love, and they have answered some important questions about why they exist and "who" they are. They now begin to question everything on a larger scale. "Where do we all fit into the scheme of things?" "How does reality work?" "What is Love?" "How do I get Home?"
The Old Soul feels a strange sense of being "tired", and knows that one of the last profound experiences will be in finally, utterly, accepting and loving this world, the people in it, and everything about it; the experience of truly unconditional Love. More difficult than discovering a Love for the world, is the final, most difficult experience of all,... the Love of You. That experience can be most terrifying because Old Souls have glimpsed the magnitude of the vastness of the Universe across all of their lifetimes and they realize their tiny place in it.
The Old Soul begins to sense a need to understand what I like to call "home"; a vague place that is obviously "not here", but truly a place of oneness with the universe and life. They begin feeling a deep recognition of other people that is not limited by the current lifetime. Old Souls can see the entirety of a person, "remembering" other people from other lifetimes.
A challenge for the Old Soul is to now draw wisdom from their souls, using the knowledge gained across all of their own lifetimes, and understand how to live and communicate with all other Soul Ages. They begin seeing past the veil that separates the Physical from the Non-Physical, which draws the Old Soul to mystical and profound spiritual experiences. Eventually, the Old Soul learns to experience life with a uniquely balanced sense of awe and familiarity, as it experiences its last lifetimes and seeks reunion with their spiritual family.
A SPECIAL NOTE on Older Souls and "status": Some people may think that those who are claiming to be "Old Souls" are delusional, misinformed, and/or saying they are Old Souls just for attention or status. This is ironic because the people who are overly concerned with this subject are unwittingly revealing that they are the ones who actually interpret Soul Age as a status symbol.
A truly Old Soul is not going to be preoccupied with status and labels. It has been said that if an Old Soul were told he is a Young Soul, he would ponder the possibility, but if a Young Soul is told he is a Young Soul, his defenses go up because there are obviously "better", "more advanced" Soul Ages.
Soul Age is meaningless as a status symbol to those who study this Teaching as a means to gain an understanding of themselves and others. If someone really is claiming to be "old" as a way to seem better than someone else, you probably won't see them around this Teaching very long, anyway. Using Soul Age as a status symbol would only make sense if all of the students saw that term as indicating one soul age being better than another soul age, but the foundation of the Michael Teachings makes it extremely difficult to maintain that kind of superficial comparison.
Another important consideration: Some students have a stereotypical interpretation of how an Old Soul "should" behave or not behave, describing how an Old Soul should feel or express himself, etc. The point that these people are missing is that the reality of being an Older Soul is that you have all other Soul Ages under your belt of experiences! This means you do have more flexibility in choosing how to behave, how to express yourself, what tools to draw from, etc. There will be times when an Old Soul appears to be a Young Soul, simply because he can or needs to use that aspect of himself. In the same way that a physically-aged Adult of 40+ years old can get rejuvenated and heal by playing like a child (or with a child) in that child's games, so can an Old Soul play the Young Soul games, if necessary.
Being an Old Soul doesn't mean you avoid material security, living hand to mouth, resisting technological advances, and sit around philosophizing while waiting to die. In fact, since the Old Soul has all of those lives under the belt, it draws strength and wisdom from ALL levels and seeks to LIVE more fully! That means that an Old Soul may just WANT to play out a Mature Soul drama, or have a business that succeeds like a Young Soul, or draw from the Baby Soul experiences as a means to have order and respect within a household and family, and sometimes the Old Soul just might get silly and free with the Infant Self through dancing and drinking!
The whole POINT of getting to a place where you are an Old Soul is that you have gained the perspective of each previous Soul Age and can use those perspectives as you wish!
I'd like to share an analogy that helps you to keep in perspective that the Soul Ages are NOT better or worse.
Imagine you walk into a room with a stage in the center and 5 chairs all set up in a large circle, all facing the stage, and there is a lot of activity on the Stage for you to watch!
The first chair in the circle can be likened to the Infant Soul Age. It's the first time in the room, it's the first time you are seeing the stage, so you sit and stare and fidget and observe and get as comfortable as you can. You watch the Play, but you also look around the room and shift in your own chair, nervous, but getting adjusted, and not really knowing what is going on. At some point, you begin to understand that the key is in sitting still, watching the play, and gaining some insight that way. You then move to the next chair.
Now you are in a new position in the same room with the same stage with the same play. BUT, not only has your perspective changed but now that you understand where to focus, this makes the play even more interesting!
Someone else has now seated themselves in the chair you previously occupied.
You do remember what the room and stage looked like from that previous chair, and what players you could see better, and what activity on which you got a better angle, but now you have a new perspective from your second chair! You can see things in the room you didn't notice before, you now see different props, etc., while the person in the first chair (your previous chair) is observing from the angle you originally had. From your position you now have the memory of the previous chair PLUS the experience of this newly seated perspective. The first person is not better or worse, only in that he/she is seeing the room, the stage, and the play, from a different chair!
You now move to the third chair, the fourth chair, etc., all the while learning to see the room and stage and play from a new perspective while also retaining the perspective of the previous chairs occupied.
It is important to note that all of the Soul Ages you have experienced (all of the chair perspectives that have come to pass) are now within your grasp to remember and draw from! It wouldn't be very appropriate to turn to the first chair while sitting in the third chair and scowl or judge them because they cannot see from your point in the circle. You, yourself, sat in that chair at one time, and though you gained what you gained from that chair, a new person may even notice things you completely missed, so there can always be something to learn from those sitting in positions you previously occupied.
ALL Soul Ages can be recognized for what they are: a different point on the same circle.
Your point in the circle has as its capacity for understanding and showing compassion for the previous Soul Ages. For instance, a Baby Soul and an Old Soul in an argument will mean that the Old Soul may have to draw from his/her Baby Soul skills to help the situation along. The Baby Soul has not had the experiences of seeing the "room" from the same place as you, but you can remember what the room might be like for the Baby. This does not make the Older soul better than the Baby Soul, any more than an Adult is better than a Child, but one simply has the ability to be more responsible and adaptable, if he chooses.
THE WORLD NOW
If you look at the world in terms of the average Soul Age, you will see a much more interesting and compassionate picture than if you simply look at the world as a place of chaos, war, struggle, and division. Some populations will have a higher percentage of one Soul Age, which will give a culture or society a different environment and approach to life than another population. There are Young Soul societies, such as the United States, and there are Old Soul societies, as we can find in Holland. Within a Country, you will, of course, find "pockets" or communities of Soul Ages drawn together.
The world is now officially and technically predominated by Mature Souls. This can be seen in the breaking down of boundaries and connecting of people all over the world with telephones, televisions, traveling faster, and even with the Internet. It can be seen in the Berlin Wall coming down, the environment being seen to be Global, not just local, it can be seen in the Human Rights Movements, Gay Rights, Animal Rights, Women's Rights, etc.
Though the world is officially "Mature", the United States is just coming out of a long Young Soul phase and is slowly introducing the effects of a more Mature Soul mentality. There are still Young Souls in power making decisions that affect us, and even though it will take a while for Mature souls to find power and leadership appealing, they are making their way into these positions slowly.
The Personality game is a game for up to 4 players (up to 8 players can play if two decks are used). Players act as Essences attempting to build personalities and gain Experience and Karma points as they pass through the Soul Ages.
There are three parts to setup: Setting the Soul Age Stack, Assigning Roles/Casting, and General Setup.
The Soul Age stack is used to indicate the phases of the game. To set the Soul Age stack:
Separate the Soul Age cards from the rest of the deck Remove the Transcendental and Infinite cards (#6 and #7) from the Soul Ages. These cards can either be removed from the game completely or can be returned to the main deck as a variation (see Transcendental and Infinite Cards for this variation). Keep the Soul Age cards face up and stack them in the following order from bottom to top: Old, Mature, Young, Baby, Infant. The Infant card should be on the top, as it is the first phase of the game.
Next, each player is assigned their Role and Casting. The Role and Casting gives the players special abilities during the game (see Role/Casting Abilities). To assign Role/Casting:
Separate out the seven Role cards and the two Wild cards from the deck Shuffle the nine cards face down. Each player is dealt or draws two cards from the pile. Remove any remaining, unused cards from the game. Each player then reveals their cards face up and keeps them nearby for the rest of the game. These are the player's Role and Casting and determine their special abilities for the game. They cannot be changed or traded. Role and Casting is optional. If players decide to not use Role and Casting, the Role cards are simply separated from the deck and removed from the game.
Finally, the remaining setup is as follows:
Shuffle the remaining deck of cards (the deck should no longer have any soul age, role, or wild cards in it). Deal six cards to each player. Place the deck face down in the center to form the draw pile. Flip the top card of the draw pile face up and place it next to the draw pile; this forms the discard pile and signals the start of the game. Play begins with the player to the dealer's left and moves clockwise.
The overall aim of the game is to create "Personalities." A Personality is a set of six cards made up of one card from each of the following overleaves: Goal, Mode, Attitude, Center, Body Type, and Chief Feature.
At the start of the player's turn, the player draws one card from the draw pile and adds it to their hand. Then, if the player is able to form a whole Personality, they must play that Personality immediately. To do so, the player places all six cards of the Personality face up in front of them. The Personality is immediately scored for Experience and Karma points and then all six cards are sent to the discard pile. The player then draws six new cards from the draw pile to replenish their hand. When the player no longer has any Personalities to play, they then must discard one card from their hand to the discard pile. This ends their turn.
Turns continue as above until the end condition of the Soul Age phase is met (see Soul Age Phases). After the end of the phase, all the cards are gathered and the deck is reshuffled. The finished Soul Age card is turned face down and the next Soul Age is revealed. Hands are dealt as before and the next phase begins.
If the draw pile runs out during gameplay, the discard pile is shuffled and placed face down to create a new draw pile.
Each player has two scores: Experience points and Karma points. Both kinds of points are earned by completing Personalities. When a player completes a Personality, the following scoring takes place:
The player automatically receives 20 Experience points, which are always added to their overall Experience score. The player then earns Karma points that are always equal to the combined face values of the cards in the Personality. For example, a Personality whose face values are 1, 7, 5, 7, 3, and 4 would earn the player 27 Karma points. Karma points are either added to or subtracted from the player's overall Karma score depending on the rules of the Soul Age phase (see Soul Age Phases)
Soul Age Phases
There are five phases of gameplay represented by five Soul Ages. The current phase is always indicated by the top face-up card of the Soul Age stack. At the end of each phase, the top card is turned face down and discarded, revealing the next top card and phase. The order of phases is always: Infant, Baby, Young, Mature, and Old. Each phase has its own end condition, determines how karma points are scored, and may have other bonus scoring rules.
Infant Soul Phase
Karma points are added to a player's Karma score. The Infant phase ends when a total of seven personalities have been completed among all the players. At the end of the phase, the total face value of the remaining cards in a player's hand is added to their Karma score.
Baby Soul Phase
Karma points are added to a player's Karma score. The Baby phase ends when each player has completed at least two personalities. At the end of the phase, the total face value of all remaining cards in all players' hands is added to every player's Karma score.
Young Soul Phase
Karma points are added to a player's Karma score. The Young phase ends when one player has completed seven personalities and "wins." The winner player receives a bonus of 25 Experience points. The player with the highest Karma score at the end of the phase also gets 25 Experience points. At the end of the phase, the total face value of all the remaining cards in every player's hand is added toward the winning player's karma score.
Mature Soul Phase
Karma points are now subtracted from a player's Karma score. Every time a player completes a Personality, that player must also give 10 Experience points to another player of their choosing. The Mature phase ends when each player has completed at least two personalities. At the end of the phase, the total face value of all the remaining cards in a player's hand is subtracted from their Karma score.
Old Soul Phase
Karma points are now subtracted from a player's Karma score. The Old phase ends when one player has reached a Karma score of 0. This ends the game. All remaining cards in a player's hand are returned to the draw pile and do not count toward the Karma score.
At the end of the game, a player's resulting Karma score is subtracted from their Experience score, giving the player their final score. The player with the highest final score wins.
Each player has two special abilities, known as their "Role/Casting" abilities. The players abilities are determined by the Role cards drawn or dealt to them at the beginning of the game. Some abilities must be played during the player's turn, while other abilities can be played at any time during a round. In either case, a player can only perform one Role/Casting action per round of turns. For example: if a player performs a Role/Casting action during or after their turn, they must wait until their next turn before they can perform another action.
Role/Casting Abilities are potentially optional, and players can decide at the beginning of the game to not use Role/Casting Abilities or to assign only one ability per person. In either case, any unused Role or Wild cards must be removed from the game before starting.
Server Card – At the start of their turn, the Server may draw from the top of the discard pile instead of the draw pile.
Artisan Card - At the start of their turn, the Artisan may draw two cards from the draw pile instead of one. They must then choose one to keep and one to discard.
Warrior Card – Once during their turn, the Warrior may discard one of the cards from their hand and draw a new card from the draw pile.
Scholar Card – Once during their turn, if the Scholar creates a Personality containing one or more green (assimilation axis) cards, they may change the face value of one of those green cards to any number between 1 and 7.
Sage Card – Once per round of turns, the Sage may, without looking, swap one card with each of the other players. The Sage must swap with all of the players at once. For example, if there are three other players, the Sage must choose three cards from their hand while each other player chooses one from theirs. The Sage then gives one of their cards to each player while the players give their cards to the Sage.
Priest Card – Once per round of turns, the Priest may look at another player's hand and swap one card from their hand with a card from the other player's hand.
King Card – Once per round of turns, the King may take one card from each player's hand, including their own, and redistribute them among the players. For example, if there are four players total, the king takes one card from each, including themselves, for a total a four cards. They then look at the cards, keep one for themselves, and give one back to each other player. The cards do not have to go back to their original owner.
Wild Card – At the start of the game, the player may choose the Role/Casting ability for their Wild Card and must announce it to the other players. Once per game, the player may change the Role/Casting for their Wild Card and announce this to the other players.
If a player has two of the same Role/Casting ability (for example, a player with a Server card and a Wild card declared to be Server), they may perform their ability twice per round (double Server and double Artisan would thus be able to draw twice at the start of their turn).
Transcendental and Infinite Card Variation
If the Transcendental and Infinite Soul Age cards are returned to the deck and included in the game, they can be used one of two ways:
The player may add the Transcendental and/or Infinite Soul Age card to a completed Personality for 10 bonus Experience points each (though they do not contribute to Karma points). The player may instead use either the Transcendental or Infinite Soul Age card at any time to stop another player from performing their Role/Casting action. The target player cannot perform a Role/Casting action for the remainder of the round, but can resume the following round.
In both cases, the Transcendental and Infinite cards must be discarded immediately after being used. The Transcendental and Infinite card can only perform one function at a time (for example, an Infinite card cannot be played as part of a Personality and cancel out another player at the same time).