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The patterns of storytelling
Archetypes The patterns of storytelling
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What Are Archetypes? Archetypes are reoccurring patterns of situations, characters, or symbols existing universally and instinctively among different cultures. Three types: Situational, Thematic, Character
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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
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Quest Search for someone or something which when brought back will restore health to the people or land
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Task What a hero must do to save the land, win the fair lady, prove one’s rightful place
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Initiation Rite of passage to signify adulthood
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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
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Fall Descent from a high to low state of being which involves a loss of innocence; often characters are rejected.
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Death and Rebirth Common to show the duality of the cycle of life and death, spring and winter
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Nature vs. Mechanistic World
Natural order or nature is good; technology separates people from nature and is bad
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Battle between Good and Evil
Future of the world at stake as the two opposing forces battle
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The Unhealable Wound Either real or psychological that they can never truly heal
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The Ritual Ceremony that marks a rite of passage
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The Magic Weapon Symbolizes extraordinary quality of the hero, no one else can wield the weapon
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Light vs. Darkness Light usually means hope and renewal, while darkness is ignorance and despair
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Water vs. Desert Water is birth or cleansing, while desert is a place of exile
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Heaven vs. Hell Skies and mountains belong to the gods; the bowels and pits of the world hide evil
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Innate Wisdom vs. Educated Stupidity
Instinctive intelligence v. book- learned ignorance Street smarts vs. book smarts
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Haven vs. Wilderness Places of safety vs. dangerous wild places
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Supernatural Intervention
Gods intervene to help the hero
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Fire vs. Ice Fire is light, rebirth, knowledge; ice is darkness, ignorance and death
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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
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Young Person from the Provinces
Hero leaves kingdom and raised by strangers, later returns and saves kingdom
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Herald Calls hero to action Can be a person, event or action
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The Initiate Hero goes through training
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Mentor/Pupil Relationship
Teaches student how to survive the quest/task
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Parent/Child Conflict
Usually results from early separation of hero from parent Closer attachment to mentor
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Hunting Group of Companions
Band of loyal friends willing to battle together to achieve a common goal
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Loyal Retainers Servants dedicated to the success of the hero
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The Devil Figure Character is evil incarnate; offers worldly goods for the heroes soul
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Evil Figure with an Ultimately Good Heart
Saved by the love of the hero
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The Outcast Figure banished from society for a crime (real or imagined); wanders from place to place
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Creature of Nightmare Horrible monster that threatens the life of the hero and is a perversion of the human body
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Earth Mother Spiritual and emotional health
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The Temptress Brings about the downfall of the hero
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The Platonic Ideal Inspires, smart but no sex appeal
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The Damsel in Distress Vulneurable, needs to be saved, trapped by devil figure
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The Star Crossed Lovers
Love affair fated to end tragically
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