Archetypes Flashcards
The Quest
What the Hero must accomplish in order to bring fertility back to the wasteland, usually a search for some talisman, which will restore peace, order, and normalcy to a troubled land
The Task
The nearly superhuman feat(s) the Hero must perform in order to accomplish his quest.
The Journey
The journey sends the Hero in search of some truth that will help save his kingdom.
The Initiation
The adolescent comes into his maturity with new awareness and problems.
The Ritual
The actual ceremonies the Initiate experiences that will mark his rite of passage into another state. A clear sign of the character’s role in his society
The Fall
The descent from a higher to a lower state of being usually as a punishment for transgression. It also involves the loss of innocence.
Death and Rebirth
The most common of all situational archetypes, this motif grows out of a parallel between the cycle of nature and the cycle of life. Thus morning and springtime represent birth, youth, or rebirth, while evening and winter suggest old age or death.
Battle between Good and Evil
Obviously, a battle between two primal forces. Mankind shows eternal optimism in the continual portrayal of good triumphing over evil despite great odds.
The Unhealable Wound
Either a physical or psychological wound that cannot be fully healed. The wound symbolizes a loss of innocence.
The Quest
What the Hero must accomplish in order to bring fertility back to the wasteland, usually a search for some talisman, which will restore peace, order, and normalcy to a troubled land.
The Hero
The Hero is a protagonist whose life is a series of well-marked adventures. The circumstances of his birth are unusual, and he is raised by a guardian. He will have to leave his kingdom, only to return to it upon reaching manhood. Characterized by courage, strength, and honor, the hero will endure hardship, even risk his life for the good of all. Leaves the familiar to enter an unfamiliar and challenging world.
Young man from the Provinces
The Hero returns to his home and heritage where he is a stranger who can see new problems and new solutions
The initiates
The Initiates are young heroes or heroines who must go through some training and ceremony before undertaking their quest.
The Mentor
The Mentor is an older, wiser teacher to the initiates. He often serves as a father or mother figure. He gives the hero gifts (weapons, food, magic, information), serves as a role model or as hero’s conscience.
Mentor - Pupil Relationship
In this relationship, the Mentor teaches the Hero/pupil the necessary skills for surviving the quest.
The Threshold Guardian
Tests the hero’s courage and worthiness to begin the journey
Father - Son Conflict
In this relationship, the tension is built due to separation from childhood or some other source when the two meet as men.
Hunting Group of Companions
These are loyal companions willing to face hardship and ordeal in order to stay together.
Loyal Retainers
The Retainer’s duty is to reflect the nobility and power of the hero.
Friendly Beast
An animal companion showing that nature is on the side of the hero