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Vocabulary and key conceptual terms from the study of Macbeth, Act 1, Scenes 1-7, including literary devices and persuasive techniques.
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Order and Chaos
A main concept in the play covering ideas of disruption of natural order, disjointed time, and the contrast between sickness and health.
Deceptive appearances
A major theme also referred to as 'Appearance v reality' or the 'supernatural'.
Power and Ambition
A concept grouping ideas of corruption, kingship, honour, violence, and the use and abuse of power.
Fate
A theme explored through the contrast of 'Fate v free will' and 'Destiny'.
Gender
A conceptual lens focusing on the constructs of 'Masculinity' and 'Femininity' within the play.
Hurlyburly
A term used by the three witches to describe the battle they discuss during their initial meeting.
Heath
A desolate setting where the witches plan to meet again.
Paddock and Graymalkin
Animals referred to by the witches as 'familiars,' which are creatures given to witches by the devil.
Paradox
A statement that seems self-contradictory but expresses a possible truth, exemplified by the line 'Fair is foul and foul is fair'.
Dramatic irony
When the audience is aware of facts unknown to the characters, such as when Duncan awards Macbeth the title of Thane of Cawdor before Macbeth knows.
Clothing imagery
A metaphor for the self characters present to the world; ill-fitting clothes represent the gap between public persona and inner reality.
Crux
A decisive point or turning point, such as Scene 3 where Macbeth is confronted with the witches' prophecy.
Aside
A dramatic device where a character speaks their thoughts aloud to the audience or themselves, often showing the beginnings of conspiracy.
Monologue
A long speech delivered by a character during a conversation with others.
Soliloquy
The act of speaking one's thoughts aloud when by oneself or regardless of any listeners.
Regicide
The specific crime of killing a king, which Macbeth contemplates in Act 1.
Vaulting ambition
A phrase used by Macbeth in his second soliloquy to describe his overwhelming drive for power.
Light and Dark
Symbols used as metaphors for good and evil, often linked to guilt, corruption, and fate.
Animal imagery
Metaphors used to indicate danger, sinister intentions, or to foreshadow imminent violence and death.
Alliteration
The repetition of initial consonant sounds used to emphasize words and make them memorable.
Anecdotes
Short personal stories used to connect with the audience and add credibility to an argument.
Assertion
Presenting an idea as fact without full evidence to assert authority and make claims sound factual.
Credibility (Ethos)
The establishment of authority and reliability to gain the trust of the audience.
Emotion (Pathos)
Appealing to feelings like love, hate, or fear to engage an audience and create a specific response.
Figurative Language
Non-literal language used to create imagery and make ideas more emotive and vivid.
Rule of Three
The use of groups of three adjectives or phrases to make ideas more memorable.
Reason (Logos)
The use of logic and rational thought to form judgments and appeal to the audience's rationality.
Rhetorical Questions
Statements voiced as questions that are not meant to be answered, used to imply specific conclusions.