1/79
Vocabulary-style flashcards covering archetypes, journeys, stages, symbols, colors, numbers, and key characters from the notes.
Name | Mastery | Learn | Test | Matching | Spaced |
---|
No study sessions yet.
Archetype
A recurring, universal pattern in literature and myths (images, themes, symbols, character types, plots) that appears across cultures and historical periods.
Collective Unconscious
Jung's idea of a shared, universal layer of the unconscious containing archetypes accessible to all humans.
Archetypes can be applied to
Images, themes, myths, dreams, symbols, ideas, characters, plots, and fantasies across literature and religions.
Hero Archetypes
Categories of heroic patterns in literature, including various forms like Warrior, Lover, Scapegoat, Transcendent, Romantic/Gothic, Proto-Feminist, etc.
Warrior (Hero Archetype)
A near god-like hero who faces physical challenges and external enemies (e.g., Odysseus).
Lover (Hero Archetype)
A hero motivated by pure love to complete the quest (e.g., Prince Charming).
Scapegoat (Hero Archetype)
A hero who suffers for the sake of others (e.g., Jesus).
Transcendent Hero
The tragic-hero type whose fatal flaw brings downfall, but also transformative wisdom or realization.
Romantic/Gothic Hero
A hero/lover with a dark or intense side (e.g., Mr. Rochester).
Proto-Feminist Hero
Female heroes who challenge traditional roles (e.g., The Awakening’s protagonist).
Apocalyptic Hero
A hero who faces potential societal destruction.
Anti-Hero
A non-traditional hero who often defies conventional heroic qualities and may fail or humorously resist norms.
Defiant Anti-hero
An anti-hero who opposes society’s definitions of heroism; often rebels against norms (e.g., Heart of Darkness).
Unbalanced Hero
A protagonist with apparent mental or emotional deficiencies influencing the quest.
The Other the Denied Hero
Protagonist whose status or otherness enables heroism (e.g., Invisible Man).
The Superheroic
Exaggerated human limits with often divine or supernatural origins; a hero apart from society yet needed by it.
Tyrant (Villain Archetype)
A bullying despot who seeks power at any price; treats others as pawns.
Bastard (Villain Archetype)
Dispossessed son filled with resentment; acts to provoke action and harm.
Devil (Villain Archetype)
Charming fiend who lures others to disaster using charisma and manipulation.
Traitor (Villain Archetype)
Double agent who betrays trusted friends, often hiding evil beneath friendly smiles.
Outcast (Villain Archetype)
Lonely outsider seeking belonging; may sacrifice others for redemption.
Evil Genius (Villain Archetype)
Malevolent mastermind who revels in intellectual superiority and manipulation.
Sadist (Villain Archetype)
Cruel predator who derives pleasure from cruelty and brutality.
Terrorist (Villain Archetype)
Charismatic extremist who justifies harm by warped code of honor.
Matriarch (Villain Archetype)
Motherly oppressor who controls others under the guise of care.
Boss (Heroine Archetype)
A take-charge female who climbs to the top and demands respect.
Seductress (Heroine Archetype)
Enchantress who uses charm and manipulation to get her way.
Spunky Kid (Heroine Archetype)
Gutsy, loyal, team-player heroine who prefers a niche rather than the top.
Free Spirit (Heroine Archetype)
Eternal optimist who follows heart’s whim and dances to her own tune.
Waif (Heroine Archetype)
Damsel in distress with inner strength and resilience.
Librarian (Heroine Archetype)
Controlled, clever figure who may hide passion or know-it-all tendencies.
Crusader (Heroine Archetype)
Dedicated fighter on a mission who overcomes opposition.
Nurturer (Heroine Archetype)
Serene caretaker who nourishes and supports others.
The Quest (Situational Archetype)
A journey to accomplish a mission or restore order/ fertility to a troubled land.
The Task (Situational Archetype)
Nearly superhuman feat the Hero must perform to complete the quest.
The Journey (Situational Archetype)
The search for truth or knowledge to save the kingdom.
The Initiation (Situational Archetype)
A rite of passage marking maturation and new social role.
The Ritual (Situational Archetype)
Ceremonies marking the Initiate’s passage and societal role.
The Fall (Situational Archetype)
Descent from a higher to a lower state, often punishment or loss of innocence.
Stage 1 Departure
The hero is called to adventure, but is reluctant to accept.
Stage 2 Initiation
Crossing into a dangerous new world; gaining maturity.
Stage 3 The Road of Trials
Hero receives aid and endures tests of strength, resourcefulness, endurance.
Stage 4 The Innermost Cave
Hero descends to a place of great trial; undergoes rebirth.
Stage 5 Return and Reintegration
Hero returns with new wisdom to restore order to society.
Naive and inexperienced
The hero often starts undeveloped, learning as the journey unfolds.
Mentor
A wiser older guide who teaches the hero and provides gifts or guidance.
Journey for knowledge
A key motive: the quest to gain truth or wisdom.
Crossing water/bridge motif
Symbolic crossing into a new realm or phase of life.
Rural origin
The hero is typically born/raised away from urban centers.
Unhealable wound
A wound (physical or emotional) that cannot be fully healed, symbolizing loss of innocence.
Light vs. Darkness
Light represents hope and knowledge; darkness represents the unknown and despair.
Fire and Ice
Fire = knowledge, life, rebirth; Ice = ignorance, death, stagnation.
Nature vs. Mechanistic World
Nature is good; technology/industry is evil or corrupting.
The Threshold
Gateway to a new world the hero must enter to grow.
The Underworld
A place of death or confrontation with one’s fears, often leading to rebirth.
Haven vs. Wilderness
A safe place vs. a dangerous wild environment; shelter vs. danger.
Water vs. Desert
Water symbolizes life and renewal; Desert symbolizes sterility and death.
Heaven vs. Hell
Opposing realms reflecting moral testing and ultimate fate.
The Crossroads
A decision point where a realization leads to change.
The Maze
A puzzling dilemma or journey into the self.
The Castle
A stronghold of safety that may hold treasure or a princess.
The Tower
A strong place of evil or isolation.
The Magic Weapon
The essential tool needed to complete the quest.
Red
Color symbolizing blood, sacrifice, passion, or disorder.
Green
Color symbolizing growth, hope, and fertility.
Blue
Color symbolizing security, tranquility, and spiritual purity.
Black
Color symbolizing darkness, mystery, and evil.
White
Color symbolizing light, purity, and innocence (with some dark uses).
Yellow
Color symbolizing enlightenment and wisdom.
3 (the number)
Symbolizes spiritual awareness, unity, and the Holy Trinity.
4 (the number)
Associated with circle, life cycle, four seasons; earth and nature.
7 (the number)
A potent number signifying completion, unity of three and four.
The Hero
Protagonist with adventures; unusual birth; mentor-guarded path; growth through trials.
The Mentor (Character Archetype)
An older guide who equips the hero with tools, advice, and wisdom.
The Threshold Guardian
A character who tests the hero’s readiness to begin the journey.
The Hunting Group of Companions
Loyal companions who accompany the hero on the quest.
The Loyal Retainers
Faithful servants who reflect the hero’s nobility and power.
The Shadow
A darker figure within or aligned against the hero, representing a threatened self.
The Devil Figure
A devilish character with potential to be good, often redeemed by love.
The Evil Figure with Ultimately Good Heart
A villain who is ultimately capable of goodness due to love or hope.