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Archetypes

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Archetypes From the Greek word arkhetupos. Arkhe = Primitive Tupos a model An archetype is an original model or pattern from which later copies are made. – PowerPoint PPT presentation

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Title: Archetypes


1
Archetypes
2
  • From the Greek word arkhetupos.
  • Arkhe Primitive
  • Tupos a model
  • An archetype is an original model or pattern from
    which later copies are made.

3
  • THE HEROS JOURNEY

4
THE CALL TO ADVENTURE
  • The future hero is first given notice that his or
    her life is going to change.
  • Ex. Nemo is caught by the men in the boat and
    Marlin has to get him back.

5
REFUSAL OF THE CALL
  • The future hero often refuses to accept the Call
    to Adventure.
  • Refusal may stem from
  • A sense of duty
  • An obligation
  • A fear
  • An insecurity
  • EX. Marlin fears the open sea, but he has to go
    because of Nemo.

6
BEGINNING OF THE ADVENTURE
  • Point where the hero actually begins the
    adventure.
  • Hero leaves the known limits of his/her world
  • Hero ventures into an unknown/dangerous realm.
  • Ex. Marlin swims out into the ocean and meets
    Dory, the Trickster Mentor who will help him on
    his journey.

7
ROAD OF TRIALS
  • Series of tests or challenges that hero must go
    through.
  • Hero will usually fail one or more these trials.
  • Ex. Dory and Marlin face many trials
  • Meeting and escaping the sharks Fish are
    friends.. not food
  • Dory Her short term memory loss
  • The Jelly Fish Marlin learns to trust Dory even
    though she not always together mentally
  • Whale Marlin has to learn to just let go.

8
EXPERIENCE WITH UNCONDITIONAL LOVE
  • During the Road of Trials, the hero experiences
    unconditional love from
  • A friend
  • A mentor
  • A family member
  • This love usually drives the hero to continue
    their journey when they doubt themselves.
  • Ex. Dory never leaves Marlin no matter how rude
    he is to her. She stays by his side and
    continues to help him.

9
THE ULTIMATE BOON
  • The goal of the quest is achieved!
  • Ex. Dory meets Nemo, remembers the adventure, and
    helps him find his dad.

10
REFUSAL OF THE RETURN
  • When the goal of the adventure has been
    accomplished, the hero may refuse to return with
    the boon or gift.
  • Sometimes the hero prefers to stay in a better
    place rather than return to a normal life of pain
    and trouble.
  • Ex. When Dory and the other fish are captured in
    the net, Marlin does not want to let Nemo help
    for fear of losing him again.

11
THE MAGIC FLIGHT
  • The hero experiences adventure and perhaps danger
    as he or she returns to life as it was before the
    adventure.
  • Ex. Marlin must face a great fear as he realizes
    that Nemo may not have survived after the net
    broke and Dory and the other fish escaped.

12
RESCUE FROM WITHOUT
  • These guides/rescuers bring him/her back to
    everyday life, especially if the hero has been
    weakened by the experience.
  • Ex. Not Any

13
THE CROSSING/RETURN THRESHOLD
  • THE FINAL POINT IN THE ADVENTURE!
  • The hero must retain the wisdom gained on the
    quest.
  • The hero will integrate that wisdom into his/her
    previous life.
  • Perhaps decide how to share the wisdom with the
    rest of the world.
  • Ex. Marlin learns to let his son explore and to
    trust Nemo and himself.

14
  • CHARACTER ARCHETYPES

15
Common Hero Patterns
  • The hero is born under unusual circumstances.
  • The son (daughter) of a great king or deity.
  • Marked for greatness by prophecy or physical
    trait.
  • While young is exiled or placed in harms way in
    an attempt to kill or hinder him (her).
  • Must prove royal claim by test or trial.
  • Accomplishes great deeds for his people.
  • Often a mysterious or ambiguous death.
  • A suggestion or promise that the hero will
    someday return to reward or rescue.

16
  • Primitive Hero Usually a slayer of monsters
  • Beowulf
  • Conan
  • Ripley from Alien

17
  • Warrior Hero
  • Fights for personal glory and/or a dying or
    doomed culture or cause
  • Has no fear of death (usually)
  • Seeks to create or revive a society
  • (Ex. Achilles, Rambo, Hercules, Odysseus)

18
  • Metaphysical Hero
  • On a quest for enlightenment or very spiritual
    journey.
  • The conquest is against himself as he conquers
    selfish urges and undergoes great temptation.
  • (Buddah)

19
Character Archetypes
  • Helpers
  • The heros sidekick
  • usually has his own abilities but somehow lacks
    the necessary traits of being a hero himself.
  • Ex. Sam for Frodo in Lord of the Rings

20
Character Archetypes
  • Mentor Wise Old Man gives the hero wisdom
    and often has trained or helped the hero develop
    his abilities. (Gandalf, Dumbledore)

21
Character Archetypes
  • Femme Fatale Deadly Lady a temptress who
    seeks to destroy the Hero or keep him from
    completing his mission (often times is truly
    attracted to the hero and vice versa). (Cat
    woman)

22
Character Archetypes
  • Good (or Earth) Mother opposite of the Femme
    Fatale she possesses all the positive aspects
    of life (protection, warmth, nurturing).
  • Ex. Glinda The Good Witch from Wizard of Oz

23
Character Archetypes
  • 6. Father Figure Represents all that the hero
    is trying to attain or find in his search or
    possesses or is involved in a secret that can
    change the heros destiny.
  • Ex. Mufasa from The Lion King

24
Character Archetypes
  • 7. Trickster - many times a helper to the hero
    (does things w/out meaning to)
  • Although he/she may often cause problems, he/she
    does not want to hurt the hero.
  • The Trickster may be an adversary despite the
    fact that an enemy trickster can border on
    maliciousness.
  • Ex.
  • Fred and George Weasley in Harry Potter
    Gollum is an enemy trickster

25
Character Archetypes
  • 8. Nemesis The Heros sworn enemy
  • Perfect adversary for the Hero
  • Usually evenly matched in ability yet opposite
    in temperament or values.
  • EX. Voldemort

26
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