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Archetype Notes.pdf

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Kruse/Westby- English I Pre-AP/GT<br />

Situational <strong>Archetype</strong>s:<br />

1. The Quest – The search for someone or some talisman which, when found and brought back,<br />

will restore fertility to a wasted land.<br />

2. The Task – (NOT THE SAME AS THE QUEST) The superhuman deed a hero must perform in order<br />

to save the kingdom, to win a fair lady, or to prove himself so that he may reassume his rightful<br />

position.<br />

3. The Initiation –An initiation into adult life and maturity.<br />

4. The Journey – The journey sends the hero in search for some truth or information necessary to<br />

restore fertility to the kingdom. The hero descends into a real or psychological hell and is forced<br />

to discover the blackest truths, quite often concerning his own faults. Once the hero is at his<br />

lowest point, he must accept personal responsibility to return to the world of the living.<br />

A journey consists of:<br />

A quester (the person going on the journey)<br />

A place to go<br />

A stated reason to go there (why the quester thinks he is going on this journey)<br />

Challenges and trials on the way<br />

The real reason to go there - often involves gaining self-knowledge<br />

5. The Fall – A descent from a higher to a lower state of being. The experience involves defilement<br />

and/or a loss of innocence and bliss.<br />

6. Death and Rebirth – The most common of all situational archetypes, this motif grows out of the<br />

parallel between the cycle of nature and the cycle of life.<br />

a. Morning and springtime represent birth, youth, or rebirth<br />

b. Evening and winter suggest old age or death.<br />

7. Nature vs. the Mechanical World – Nature is good while science, technology, and society are<br />

often evil.<br />

8. Battle between Good and Evil<br />

9. The Unhealable Wound – This wound is either physical or psychological and cannot be healed<br />

fully. These wounds always ache and often drive the sufferer to desperate measures.<br />

10. The Ritual – The actual ceremonies the initiate experiences that will mark his rite of passage into<br />

another state.<br />

11. The Magic Weapon – A magic weapon that symbolizes the extraordinary quality of the hero<br />

because no one else can wield the weapon or use it to its full potential. It is usually given by a<br />

mentor figure.<br />

3

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