The patterns of storytelling Archetypes The patterns of storytelling
What Are Archetypes? Archetypes are reoccurring patterns of situations, characters, or symbols existing universally and instinctively among different cultures. Three types: Situational, Thematic, Character
Why? Fathers of modern psychology: Freud and Jung Noticed reoccurring patterns in stories and determined that they were representative of the human psyche While that’s not necessarily true, the accuracy of the simularities sticks with literature
Quest Search for someone or something which when brought back will restore health to the people or land
Task What a hero must do to save the land, win the fair lady, prove one’s rightful place
Initiation Rite of passage to signify adulthood
Journey A hero goes in search of truth or information to save people or land; they descend into a real or psychological hell to discover the truth
Fall Descent from a high to low state of being which involves a loss of innocence; often characters are rejected.
Death and Rebirth Common to show the duality of the cycle of life and death, spring and winter
Nature vs. Mechanistic World Natural order or nature is good; technology separates people from nature and is bad
Battle between Good and Evil Future of the world at stake as the two opposing forces battle
The Unhealable Wound Either real or psychological that they can never truly heal
The Ritual Ceremony that marks a rite of passage
The Magic Weapon Symbolizes extraordinary quality of the hero, no one else can wield the weapon
Light vs. Darkness Light usually means hope and renewal, while darkness is ignorance and despair
Water vs. Desert Water is birth or cleansing, while desert is a place of exile
Heaven vs. Hell Skies and mountains belong to the gods; the bowels and pits of the world hide evil
Innate Wisdom vs. Educated Stupidity Instinctive intelligence v. book- learned ignorance Street smarts vs. book smarts
Haven vs. Wilderness Places of safety vs. dangerous wild places
Supernatural Intervention Gods intervene to help the hero
Fire vs. Ice Fire is light, rebirth, knowledge; ice is darkness, ignorance and death
Hero Some of the following must be present in the life of a hero: Mother is virginal An attempt is made on mother/child’s life Raised by foster parents Proves self and becomes a leader Falls from favor with the gods Becomes outcast Upon death, body is dealt with improperly
Young Person from the Provinces Hero leaves kingdom and raised by strangers, later returns and saves kingdom
Herald Calls hero to action Can be a person, event or action
The Initiate Hero goes through training
Mentor/Pupil Relationship Teaches student how to survive the quest/task
Parent/Child Conflict Usually results from early separation of hero from parent Closer attachment to mentor
Hunting Group of Companions Band of loyal friends willing to battle together to achieve a common goal
Loyal Retainers Servants dedicated to the success of the hero
The Devil Figure Character is evil incarnate; offers worldly goods for the heroes soul
Evil Figure with an Ultimately Good Heart Saved by the love of the hero
The Outcast Figure banished from society for a crime (real or imagined); wanders from place to place
Creature of Nightmare Horrible monster that threatens the life of the hero and is a perversion of the human body
Earth Mother Spiritual and emotional health
The Temptress Brings about the downfall of the hero
The Platonic Ideal Inspires, smart but no sex appeal
The Damsel in Distress Vulneurable, needs to be saved, trapped by devil figure
The Star Crossed Lovers Love affair fated to end tragically