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Archetypes and their Journeys

Archetypes and their Journeys. Archetypes. a rchetype (n): a recurrent image, symbol, character, or situation that is an instinctual expression of man’s nature and experiences that are universal in nature. hero mother figure teacher/mentor i nnocent temptress villain trickster. The Hero.

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Archetypes and their Journeys

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  1. ArchetypesandtheirJourneys

  2. Archetypes • archetype (n): a recurrent image, symbol, character, or situation that is an instinctual expression of man’s nature and experiences that are universal in nature • hero • mother figure • teacher/mentor • innocent • temptress • villain • trickster

  3. The Hero • Usually the protagonist • Leaves his or her community to go on an adventure, performing deeds that bring honor to the community • The courageous figure who is always saving the day

  4. The Mother Figure • Fairy Godmother (surrogate • mother): comforts and directs child when confused • Earth Mother: symbolic of fulfillment, abundance, and fertility; offers spiritual and emotional guidance to those she contacts; often depicted in earth colors with womanly shape

  5. Teacher/Mentor • Wise old men and women • Protects or helps main character when he/she faces challenges • Sometimes work as role models • Often serve as father/mother figure • Teach skills necessary to survive journey/quest

  6. Innocent • Child/youth/inexperienced adult • Strengths: trust and optimism help them gain support from others • Weaknesses: obliviousness, dependency

  7. Temptress • One to whom the protagonist is physically attractive and who ultimately brings about his downfall • May appear as witch or other mythical creature

  8. Trickster • A character who plays tricks or otherwise disobeys normal rules and conventional behavior

  9. Villain Evil -The devil or serpent figure -Represents evil incarnate -May offer worldly goods, fame, or knowledge to the protagonist in exchange for possession of the soul or integrity -Main aim is to oppose the hero in his or her quest • The antagonist, or bad guy

  10. The Hero’s Journey • Theory by Joseph Campbell • Many stories have similar structures and stages • “A hero ventures forth from the world of common day into a region of supernatural wonder; fabulous forces are there encountered and a decisive victory is won; the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.” (Campbell)

  11. The Ordinary World • Hero introduced sympathetically; situation or dilemma introduced • Hero is shown against background • Polarity in hero’s life is causing stress

  12. The Call to Adventure • Something shakes up situation • Hero must accept beginnings of change

  13. Refusal of the Call • Hero feels the fear of the unknown and tries to turn away from adventure

  14. Meeting the Mentor • Hero comes across mentor who gives him/her training, equipment, or advice that will help on the journey

  15. Crossing the Threshold • Hero commits to leaving ordinary world • Enters a new region with unfamilar rules

  16. Tests, Allies, and Enemies • Hero is tested • Sorts out allegiances

  17. Approach • Hero and allies prepare for major challenge

  18. Ordeal • Hero enters a central space • Confronts death or faces greatest fear

  19. Reward • Hero takes possession of treasure won by facing death

  20. Road Back • Hero driven to complete adventure to bring treasure back • Often a chase scene

  21. Resurrection • Hero is tested once more on the threshold of home • Polarities that were in conflict in beginning are resolved

  22. Return with the Elixir • Hero returns home • Possesses some element that has the power to transform the world

  23. The Villain’s Journey • What might the Villain’s Journey look like? • Use the Wicked Witch of the West’s journey on your storyboard to create a formula for the Villain’s Journey.

  24. The Wicked Witch of the West • http://www.youtube.com/watch?v=DJAovQp7QY8

  25. Master The villain is, or believes herself to be, better than other people and thus capable of altering society to her whim.

  26. Loss Despite this mastery, the villain is missing something. She then goes out to obtain this item.

  27. Denial The villain denies the cultural mores of society. This is when great crimes occur, for the villain is now defining his own ethics.

  28. Dragon The villain undergoes battle(s) with the hero. The hero’s symbolic death may emerge as a false victory for the villain, if it makes him believe the hero is dead and the villainous plans are unstoppable.

  29. Foiled The villainous plans are foiled, and the world is delivered from danger.

  30. Reversal The Villain’s Journey = opposite of Hero’s Journey

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