Heros journey + Archetypes

studied byStudied by 0 people
0.0(0)
learn
LearnA personalized and smart learning plan
exam
Practice TestTake a test on your terms and definitions
spaced repetition
Spaced RepetitionScientifically backed study method
heart puzzle
Matching GameHow quick can you match all your cards?
flashcards
FlashcardsStudy terms and definitions

1 / 58

encourage image

There's no tags or description

Looks like no one added any tags here yet for you.

59 Terms

1

Ordinary World

The hero's normal life before the adventure begins.

New cards
2

Call to Adventure

The hero is presented with a challenge or quest.

New cards
3

Refusal of the Call

The hero hesitates or refuses the challenge due to fear or doubt.

New cards
4

Meeting the Mentor

A mentor provides guidance, tools, or inspiration to the hero.

New cards
5

Crossing the Threshold

The hero leaves the ordinary world and enters the adventure's unknown realm.

New cards
6

Tests, Allies, and Enemies

The hero faces trials, makes friends, and confronts foes while learning about the new world.

New cards
7

Approach to the Inmost Cave

The hero prepares for the main challenge, often facing inner doubts or external dangers.

New cards
8

Ordeal

The hero confronts a major life-or-death crisis, transforming them profoundly.

New cards
9

Reward (Seizing the Sword)

After surviving the ordeal, the hero claims their reward or achieves their goal.

New cards
10

The Road Back

The hero begins their return to the ordinary world, often facing new challenges.

New cards
11

Resurrection

The hero faces a final test, emerging fully transformed.

New cards
12

Return with the Elixir

The hero returns home, sharing the gained wisdom, power, or treasure to benefit others.

New cards
13

Omen

A sign or event believed to foretell the future, often signaling something good or bad.

New cards
14

Seminary

A school for training religious leaders, especially priests or ministers.

New cards
15

Capricious

Characterized by sudden and unpredictable changes in mood or behavior; impulsive.

New cards
16

Abash

To embarrass or make someone feel ashamed.

New cards
17

Exultant

Extremely joyful or triumphant; filled with great happiness.

New cards
18

Prognostication

A prediction or forecast about the future, often based on signs or evidence.

New cards
19

Golgotha

A place of suffering or sacrifice; originally referring to the site where Jesus was crucified.

New cards
20

Broil

A heated conflict or quarrel; can also mean to cook something with direct heat.

New cards
21

Valor

Courage or bravery, especially in battle.

New cards
22

Compunctious

Feeling remorse or guilt; having a sense of regret for wrongdoing.

New cards
23

Consort

A companion, partner, or associate; can also mean to associate with someone, often disapproved of.

New cards
24

Lamenting

Expressing sorrow, grief, or regret.

New cards
25

Eminence

High rank, fame, or superiority in a specific field.

New cards
26

Jocund

Cheerful and lighthearted; showing high spirits.

New cards
27

Central Idea

The main point or message of a literary work, encapsulating its themes and purpose.

New cards
28

Theme

The overarching message or insight about life and human nature that a literary work conveys.

New cards
29

Satire

A literary technique that uses humor, irony, or exaggeration to criticize or ridicule human behavior, institutions, or societal norms.

New cards
30

Archetype

A universal, recurring symbol, character, or motif in literature, representing common human experiences (e.g., the hero, the mentor).

New cards
31

Foreshadowing

A hint or clue about events that will occur later in the story.

New cards
32

Personification

A figure of speech where human characteristics are attributed to non-human objects, animals, or ideas.

New cards
33

Symbolism

The use of symbols to represent ideas or concepts, giving them deeper meanings.

New cards
34

Metaphor

A figure of speech that directly compares two unlike things without using 'like' or 'as' (e.g., 'Time is a thief').

New cards
35

Allusion

A reference to a well-known person, place, event, or work of art, often used to enhance meaning.

New cards
36

Flashback

A narrative device that interrupts the chronological flow of events to show something that happened earlier.

New cards
37

Antihero

A central character in a story who lacks traditional heroic qualities like bravery or morality.

New cards
38

Foil

A character who contrasts with another, often the protagonist, to highlight certain traits or qualities.

New cards
39

Deus Ex Machina

A plot device where an unexpected power or event resolves a seemingly hopeless situation, often artificially.

New cards
40

Imagery

Descriptive language that appeals to the senses, creating vivid pictures in the reader's mind.

New cards
41

Monologue

A long speech by one character in a play or story, often expressing their thoughts or feelings.

New cards
42

Aside

A brief remark by a character, directed to the audience, that other characters on stage are not supposed to hear.

New cards
43

Soliloquy

A speech in which a character speaks their thoughts aloud, usually when alone, revealing inner feelings.

New cards
44

Situational Irony

When the opposite of what is expected occurs, creating surprise or contradiction.

New cards
45

Dramatic Irony

When the audience knows something that the characters do not, creating tension or humor.

New cards
46

Alliteration

The repetition of initial consonant sounds in closely connected words (e.g., 'Peter Piper picked a peck').

New cards
47

Synecdoche

A figure of speech where a part is used to represent the whole (e.g., 'all hands on deck' to mean sailors) or vice versa.

New cards
48

The Mentor

A character that generally appears when the hero is given a mission, guiding them through their journey. Without the mentor, the hero would struggle with their quest.

New cards
49

Significance of The Mentor

The mentor guides the hero through their journey, and without them, the hero would face increased challenges.

New cards
50

The Herald

The messenger who delivers life-changing news for the hero, which could also be an event, serving as a gateway into adventure.

New cards
51

Significance of The Herald

The Herald provides a new beginning and if they didn’t exist, there would be no adventure.

New cards
52

Allies

Characters or helpers who aid the hero in achieving their goals; they help narrate the story.

New cards
53

Significance of Allies

Allies support the hero’s journey and contribute to the overall narrative.

New cards
54

Villain

A character that stands in the way of the hero, creating conflict and challenges for personal gain.

New cards
55

Significance of the Villain

The villain creates conflict, challenges the protagonist, and adds complexity to the hero's journey.

New cards
56

Trickster

A character known for deceiving others and manipulating situations to achieve their goals.

New cards
57

Significance of the Trickster

The Trickster creates tension and conflict and reveals injustice; their absence would make the story ordinary.

New cards
58

Threshold Guardian

A character or entity that tests the hero's readiness to continue on their journey.

New cards
59

Significance of Threshold Guardian

The Threshold Guardian poses challenges and can sabotage the hero, testing their resolve.

New cards
robot