Archetypes and Hero's Journey Flashcards
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An idealized model of a person, object, or concept from which similar instances are derived, copied, patterned, or emulated
Archetype
Self, Shadow, Anima, Animus
Jungian Archetypes
Compares myths across time and civilizations to analyze
Comparative
Separation, Initiation, Return
Monomyth
Mark the transition from childhood to adulthood, a boy becomes a man and is able to go hunt, a girl becomes a woman and is ready for marriage
Ancient Rites of Passage Ceremonies
Marks transition from childhood to adulthood. If Hero is an adult, they overcome a flaw, often one that is psychological
The Hero’s Journey
Ordinary World, Call to Adventure, Refusal of the Call, Meeting with the Mentor, Crossing the First Threshold, Test, Allies, and Enemies, Approaching the Inmost Cave, Supreme Ordeal, Reward, Road Back, Resurrection, Return with the Elixir
Steps of Hero’s Journey
Hero, Herald, Threshold Guardian, Mentor, Trickster, Shapeshifter, Shadow, Sidekicks, Henchmen
Archetypes
Quest for the Elixir, Slay the Dragon, Rescue the Maiden
Three Basic Types of Journeys
The divine right of kings, Protagonists, noble birth, often a flaw that will be worked out during the story, special ability, from whom something has been taken
Hero
Hero receives a call to adventure. Call can be in many forms
Call to adventure
Brings the news to the Hero. Character, event, object
Herald
Hero refuses to go on an adventure. Internal and External
Refusal of the Call
Uncle in Star Wars, fear of water in jaws, guilt over fathers death
Threshold Gaurdians
The mentor’s role is to get Hero to accept the call to Adventure. Often teaches the Hero how to survive in Magical World, is often an older man or woman and was a Hero in his/her own story, usually dies or leaves so hero can face Shadow alone
meeting with the Mentor