Archetypes and Hero's Journey (Lecture Notes)

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Vocabulary-style flashcards covering archetypes, journeys, stages, symbols, colors, numbers, and key characters from the notes.

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80 Terms

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Archetype

A recurring, universal pattern in literature and myths (images, themes, symbols, character types, plots) that appears across cultures and historical periods.

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Collective Unconscious

Jung's idea of a shared, universal layer of the unconscious containing archetypes accessible to all humans.

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Archetypes can be applied to

Images, themes, myths, dreams, symbols, ideas, characters, plots, and fantasies across literature and religions.

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Hero Archetypes

Categories of heroic patterns in literature, including various forms like Warrior, Lover, Scapegoat, Transcendent, Romantic/Gothic, Proto-Feminist, etc.

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Warrior (Hero Archetype)

A near god-like hero who faces physical challenges and external enemies (e.g., Odysseus).

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Lover (Hero Archetype)

A hero motivated by pure love to complete the quest (e.g., Prince Charming).

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Scapegoat (Hero Archetype)

A hero who suffers for the sake of others (e.g., Jesus).

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Transcendent Hero

The tragic-hero type whose fatal flaw brings downfall, but also transformative wisdom or realization.

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Romantic/Gothic Hero

A hero/lover with a dark or intense side (e.g., Mr. Rochester).

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Proto-Feminist Hero

Female heroes who challenge traditional roles (e.g., The Awakening’s protagonist).

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Apocalyptic Hero

A hero who faces potential societal destruction.

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Anti-Hero

A non-traditional hero who often defies conventional heroic qualities and may fail or humorously resist norms.

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Defiant Anti-hero

An anti-hero who opposes society’s definitions of heroism; often rebels against norms (e.g., Heart of Darkness).

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Unbalanced Hero

A protagonist with apparent mental or emotional deficiencies influencing the quest.

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The Other the Denied Hero

Protagonist whose status or otherness enables heroism (e.g., Invisible Man).

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The Superheroic

Exaggerated human limits with often divine or supernatural origins; a hero apart from society yet needed by it.

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Tyrant (Villain Archetype)

A bullying despot who seeks power at any price; treats others as pawns.

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Bastard (Villain Archetype)

Dispossessed son filled with resentment; acts to provoke action and harm.

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Devil (Villain Archetype)

Charming fiend who lures others to disaster using charisma and manipulation.

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Traitor (Villain Archetype)

Double agent who betrays trusted friends, often hiding evil beneath friendly smiles.

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Outcast (Villain Archetype)

Lonely outsider seeking belonging; may sacrifice others for redemption.

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Evil Genius (Villain Archetype)

Malevolent mastermind who revels in intellectual superiority and manipulation.

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Sadist (Villain Archetype)

Cruel predator who derives pleasure from cruelty and brutality.

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Terrorist (Villain Archetype)

Charismatic extremist who justifies harm by warped code of honor.

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Matriarch (Villain Archetype)

Motherly oppressor who controls others under the guise of care.

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Boss (Heroine Archetype)

A take-charge female who climbs to the top and demands respect.

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Seductress (Heroine Archetype)

Enchantress who uses charm and manipulation to get her way.

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Spunky Kid (Heroine Archetype)

Gutsy, loyal, team-player heroine who prefers a niche rather than the top.

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Free Spirit (Heroine Archetype)

Eternal optimist who follows heart’s whim and dances to her own tune.

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Waif (Heroine Archetype)

Damsel in distress with inner strength and resilience.

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Librarian (Heroine Archetype)

Controlled, clever figure who may hide passion or know-it-all tendencies.

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Crusader (Heroine Archetype)

Dedicated fighter on a mission who overcomes opposition.

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Nurturer (Heroine Archetype)

Serene caretaker who nourishes and supports others.

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The Quest (Situational Archetype)

A journey to accomplish a mission or restore order/ fertility to a troubled land.

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The Task (Situational Archetype)

Nearly superhuman feat the Hero must perform to complete the quest.

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The Journey (Situational Archetype)

The search for truth or knowledge to save the kingdom.

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The Initiation (Situational Archetype)

A rite of passage marking maturation and new social role.

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The Ritual (Situational Archetype)

Ceremonies marking the Initiate’s passage and societal role.

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The Fall (Situational Archetype)

Descent from a higher to a lower state, often punishment or loss of innocence.

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Stage 1 Departure

The hero is called to adventure, but is reluctant to accept.

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Stage 2 Initiation

Crossing into a dangerous new world; gaining maturity.

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Stage 3 The Road of Trials

Hero receives aid and endures tests of strength, resourcefulness, endurance.

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Stage 4 The Innermost Cave

Hero descends to a place of great trial; undergoes rebirth.

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Stage 5 Return and Reintegration

Hero returns with new wisdom to restore order to society.

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Naive and inexperienced

The hero often starts undeveloped, learning as the journey unfolds.

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Mentor

A wiser older guide who teaches the hero and provides gifts or guidance.

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Journey for knowledge

A key motive: the quest to gain truth or wisdom.

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Crossing water/bridge motif

Symbolic crossing into a new realm or phase of life.

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Rural origin

The hero is typically born/raised away from urban centers.

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Unhealable wound

A wound (physical or emotional) that cannot be fully healed, symbolizing loss of innocence.

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Light vs. Darkness

Light represents hope and knowledge; darkness represents the unknown and despair.

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Fire and Ice

Fire = knowledge, life, rebirth; Ice = ignorance, death, stagnation.

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Nature vs. Mechanistic World

Nature is good; technology/industry is evil or corrupting.

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The Threshold

Gateway to a new world the hero must enter to grow.

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The Underworld

A place of death or confrontation with one’s fears, often leading to rebirth.

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Haven vs. Wilderness

A safe place vs. a dangerous wild environment; shelter vs. danger.

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Water vs. Desert

Water symbolizes life and renewal; Desert symbolizes sterility and death.

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Heaven vs. Hell

Opposing realms reflecting moral testing and ultimate fate.

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The Crossroads

A decision point where a realization leads to change.

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The Maze

A puzzling dilemma or journey into the self.

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The Castle

A stronghold of safety that may hold treasure or a princess.

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The Tower

A strong place of evil or isolation.

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The Magic Weapon

The essential tool needed to complete the quest.

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Red

Color symbolizing blood, sacrifice, passion, or disorder.

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Green

Color symbolizing growth, hope, and fertility.

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Blue

Color symbolizing security, tranquility, and spiritual purity.

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Black

Color symbolizing darkness, mystery, and evil.

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White

Color symbolizing light, purity, and innocence (with some dark uses).

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Yellow

Color symbolizing enlightenment and wisdom.

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3 (the number)

Symbolizes spiritual awareness, unity, and the Holy Trinity.

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4 (the number)

Associated with circle, life cycle, four seasons; earth and nature.

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7 (the number)

A potent number signifying completion, unity of three and four.

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The Hero

Protagonist with adventures; unusual birth; mentor-guarded path; growth through trials.

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The Mentor (Character Archetype)

An older guide who equips the hero with tools, advice, and wisdom.

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The Threshold Guardian

A character who tests the hero’s readiness to begin the journey.

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The Hunting Group of Companions

Loyal companions who accompany the hero on the quest.

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The Loyal Retainers

Faithful servants who reflect the hero’s nobility and power.

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The Shadow

A darker figure within or aligned against the hero, representing a threatened self.

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The Devil Figure

A devilish character with potential to be good, often redeemed by love.

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The Evil Figure with Ultimately Good Heart

A villain who is ultimately capable of goodness due to love or hope.