Archetypes
Archetypes
Archetypes
Think of a hero from a story, comic or movie. - What are their special abilities? - Who are their parents?
ARCHETYPES
Introduction
Researchers have been able to collect and compare myths, legends, and religions of cultures from all around the world. They discovered that for centuries, people who had NO contact with each other had passed down stories through generations that were similar to the stories of other cultures. The basic elements of these stories are called ARCHETYPES.
What is an archetype?
A character, action, or situation that is a prototype (or pattern) of human life generally A situation that occurs over and over again in literature
Quest
Initiation Attempt
to overcome evil
Archetypal Characters
Character Description Example
The Hero
Usually the main character of a story. Comes from uncertain or humble beginnings. Often an orphan. Embarks on some type of journey or quest to fix a problem.
John Henry Aladdin Simba Luke Skywalker (Star Wars) Avatar Harry Potter
The QUEST Hero embarks on a mission to solve a problem. The Quest often involves a mission to restore Patriarchal Order.
Archetypal Characters
Character Description Example
The protector and leader Mufasa (The Lion King) The protective nurturer Mrs. Weasely and gentle provider (Harry Potter) Fairy Godmother (Cinderella)
The Temptress
A woman who uses her power (intellect, magic, beauty) to make men weak
The White Witch (The Lion, the Witch, and the Wardrobe)
Archetypal Characters
Character Description Example
Monster/Villain
The Innocent
The Giant (Jack and the Beanstalk) Voldemort Dorothy (The Wizard of Oz)
Archetypal Characters
Character Description Example
Characters that assist or Obi-wan Kenobi guide the protagonist (King Arthur) Dumbledore Yoda (Star Wars)
Characters who trick others to get them to do what he/she wants they can be both virtuous or evil Fred and George Weasely (Harry Potter) Road Runner
The Underdog
Characters who are The Ugly Duckling always in the wrong Neville Longbottom place at the wrong time, (Harry Potter) but who usually win something of value in the end
Archetypal Settings
Place The Crossroads The Underworld The Maze or Labyrinth The Castle Description The place of suffering and decision The place where the hero encounters fear or death Represents a puzzling dilemma or great uncertainty The strong place of safety; holds the treasure or the princess; may be bewitched or enchanted
Archetypal Journeys
Patterns
The Quest to Know Who You Are The Quest to Find Knowledge The Quest to Find the Promised Land or to Build a Beautiful City The Warriors Quest to Save the People and Rid the Land of Danger The Quest to Get Revenge The Quest for Fame and Fortune The Fools Quest (a silly person saves the land because of his innocence or foolishness) The Search for Love (to rescue the princess)