Archetypes and Hero's Journey — Study Notes

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109 Terms

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Archetype (Carl Jung)
Universal patterns in stories and myths across cultures and history; part of the collective unconscious.
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Collective Unconscious
A shared, primal memory in all humans.
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Joseph Campbell
Extended Jung’s ideas; created the Hero’s Journey framework (A Hero with a Thousand Faces).
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George Lucas
Used Campbell’s hero’s journey to shape Star Wars.
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Function of Archetypes
Reveal patterns that resonate unconsciously, surfacing consciously in storytelling.
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Forms of Archetypes
Can apply to images, themes, symbols, ideas, character types, plot patterns, myths, dreams, literature, religions, fantasies, folklore.
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Hero as Warrior
Near-god-like hero facing physical challenges and external enemies (Odysseus).
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Hero as Lover
Quest motivated by pure love (Prince Charming).
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Hero as Scapegoat
Hero suffers for the sake of others (Jesus).
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Transcendent Hero
Tragic hero with fatal flaw; downfall leads to wisdom (Oedipus, Hamlet, Macbeth).
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Romantic/Gothic Hero
Dark, brooding hero/lover (Mr. Rochester).
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Proto-Feminist Hero
Female hero challenging norms (The Awakening).
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Apocalyptic Hero
Hero faces possible destruction of society.
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Anti-Hero
Non-heroic, often failing or humorous (Homer Simpson).
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Defiant Anti-Hero
Opposes society’s definitions of heroism (e.g., Heart of Darkness).
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Unbalanced Hero
Hero with (or pretending to have) mental/emotional deficiencies (Hamlet).
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The Other / Denied Hero
Outsider whose otherness enables heroism (Invisible Man).
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The Superheroic
Exaggerated, divine, or alien hero (Superman, mythological heroes).
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Tyrant
Power-hungry despot; uses people as pawns.
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Bastard
Resentful, dispossessed son; lashes out in hate.
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Devil
Charming manipulator; lures victims through charisma.
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Traitor
Double agent; betrays trust with deceit.
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Outcast
Alienated loner seeking belonging or redemption.
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Evil Genius
Mastermind; contemptuous of inferiors.
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Sadist
Brutal predator; enjoys cruelty for its own sake.
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Terrorist
Dark knight; warped code of honor; self-righteous.
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Bitch
Abusive, selfish climber to power.
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Black Widow
Seductive manipulator; uses charm deceptively.
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Backstabber
Two-faced betrayer under guise of friendship.
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Lunatic
Chaotic, unstable madwoman.
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Parasite
Self-serving collaborator; blames others.
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Schemer
Devious planner; intricate plotting.
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Fanatic
Extremist; rigid morality justifies harm.
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Matriarch
Controlling motherly oppressor.
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Boss
Ambitious leader; takes charge.
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Seductress
Enigmatic, manipulative survivor.
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Spunky Kid
Loyal, gutsy team player.
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Free Spirit
Optimist, playful, heart-led.
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Waif
Innocent damsel with hidden strength.
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Librarian
Controlled, clever, secretly passionate.
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Crusader
Tenacious fighter for a cause.
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Nurturer
Caring, steady, compassionate presence.
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Quest for Identity
Archetypal journey of self-discovery.
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Epic Journey to Promised Land
Journey to find ideal place/society.
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Quest for Vengeance
Journey to seek revenge.
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Warrior’s Journey
Hero fights to save people.
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Search for Love
Hero rescues or seeks love.
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Journey for Knowledge
Hero seeks wisdom or truth.
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Tragic Quest
Quest of penance or self-denial.
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Fool’s Errand
Journey based on false premise.
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Quest to Rid Land of Danger
Hero purges land of evil or threat.
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Grail Quest
Quest for perfection of humanity.
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Departure
Hero called to adventure, reluctant at first.
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Initiation
Hero crosses threshold; faces danger; matures.
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Road of Trials
Hero faces tests, challenges, supernatural aid.
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Innermost Cave
Hero’s major trial, descent, and rebirth.
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Return and Reintegration
Hero brings wisdom back to society.
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Characteristics of Hero’s Journey
Hero is naïve, faces monsters, guided by mentor, inspired by lady, goes on journey, crosses threshold, orphaned or mysterious origins, returns disguised, struggles for something valuable, aided by supernatural forces, has companions, undergoes rites, gives speeches, tested, and suffers unhealable wound.
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The Quest
Hero restores fertility/order to wasteland (often via talisman).
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The Task
Hero’s superhuman feats to complete quest.
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The Journey
Hero searches for truth to save kingdom.
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The Initiation
Adolescent matures with new awareness.
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The Ritual
Rite of passage ceremony.
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The Fall
Descent to lower state; loss of innocence.
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Death and Rebirth
Nature/life cycle: spring = rebirth; winter = death.
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Battle of Good vs Evil
Hope that good triumphs.
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Unhealable Wound
Permanent injury symbolizing loss of innocence.
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Light vs Darkness
Light = hope, renewal; Darkness = ignorance, despair.
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Innate Wisdom vs Educated Stupidity
Instinctive wisdom vs blind learning.
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Supernatural Intervention
Spiritual beings aid or oppose hero.
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Fire vs Ice
Fire = life, knowledge, rebirth; Ice = death, sterility.
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Nature vs Mechanistic World
Nature = good, Technology = evil.
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Threshold
Gateway to new world of growth.
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Underworld
Facing death or dark self.
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Haven vs Wilderness
Safe place vs dangerous wilderness.
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Water vs Desert
Water = life, growth; Desert = danger, death.
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Heaven vs Hell
Symbolic polar extremes.
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Crossroads
Place of decision-making.
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Maze
Complex puzzle or trial.
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Castle
Safety, treasure, or trap.
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Tower
Isolation or evil stronghold.
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Magic Weapon
Tool that only hero can use.
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Whirlpool
Symbol of destructive chaos.
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Fog
Uncertainty, confusion.
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Red
Blood, sacrifice, passion, disorder.
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Green
Growth, fertility, hope.
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Blue
Tranquility, purity, security.
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Black
Chaos, death, evil.
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White
Purity, innocence (sometimes death).
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Yellow
Enlightenment, wisdom.
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Number 3
Spiritual awareness, unity, holy trinity.
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Number 7
Perfection, completion, cycle.
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Hero
Protagonist; unusual birth; quest; trials; courageous; transforms.
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Young Man from Provinces
Humble background; grows into initiation.
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Initiates
Young heroes needing training.
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Mentor
Wise guide; offers gifts, training, survival skills.
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Mentor–Pupil Relationship
Mentor guides; hero grows independent.
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Threshold Guardian
Tests hero’s courage/worthiness.
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Father-Son Conflict
Generational clash for independence.
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Hunting Group of Companions
Loyal comrades to hero.