Archtypal characters and situations
an individual understands his/her responsibility; often a rite of passage into adulthood. | ||
sometimes the initiate undergoes an ordeal and assumes a new role as an adult. | ||
an extraordinary feat which must be accomplished to save the day. | ||
the search for someone or something needed to save the day. | ||
the difficulties which the hero must undergo to accomplish the task, usually involves traveling | ||
an official ceremony; may be a part of the initiation or rite of passage | ||
a loss of innocence or a fall from grace which often includes expulsion from paradise. | ||
as in the cycles in nature; an actual spiritual death, equated with the seasons of fall and winter, evening. | ||
again, like nature, renewal, equated with spring and summer, morning. | ||
the joining, often of opposites, which restores peace. | ||
we want good to win. | ||
usually nature is good, technology is evil. | ||
some characters, though ignorant, exhibit a natural wisdom. This is often shown in animals. Others, though educated, have no "street smarts" a make poor decisions. | ||
may be physical or psychological | ||
usually bestowed upon by a mentor to the hero | ||
the gods help (or hurt) the hero | ||
light represents hope and illumination; dark indicates hopelessness and the unknown. Light shines from heaven=goodness, dark draws one into it=evil, sin | ||
supreme beings and mythological gods live in the skies; evil forces, including Satan, come from the underworld | ||
havens are places of comfort and safety=Camelot and Garden of Eden. Wilderness is any place of danger | ||
water is life; birth; rebirth and baptism vs. lack of life, desolation, and Jesus is tempted by Satan in the desert | ||
fire is knowledge and life vs iice represents ignorance and death | ||
usually rises from a rather lowly birth to become a leader or king after facing many trials | ||
taken from home and returns with a new perspective | ||
innocents who train for the quest | ||
teachers or counselors for the initiates | ||
usually an older person who gives the hero wise counsel | ||
protector of rituals and traditions | ||
generational tension | ||
loyal to hero at all cost | ||
a true and loyal friend; often a servant | ||
helps hero | ||
a wise fool, a rascal, a troublemaker | ||
purely evil | ||
redeems himself by the end of the story | ||
sacrificed animal or human who takes on the sins and punishment for others | ||
person banished from society | ||
fate is against them | ||
female character who provides life and nourishment | ||
beautiful woman who brings about the distruction of the hero | ||
the woman on a pedestal who inspires the hero, but with whom the hero has no physical relationship | ||
a married woman involved in an illicit affair | ||
must be rescued by the hero, who is often trapped when he comes to her aide | ||
monsters who threaten the hero |