Symbolic & Journey Archetypes

0.0(0)
studied byStudied by 2 people
GameKnowt Play
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
Card Sorting

1/36

encourage image

There's no tags or description

Looks like no tags are added yet.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

37 Terms

1
New cards

Stage 1

Departure: The hero is called to adventure, though reluctant to accept.

2
New cards

Stage 2

Initiation: The hero crosses into a new, dangerous world, gaining a more mature perspective.

3
New cards

Stage 3

The Road of Trials: The hero is given supernatural aide, endures tests of strength, resourcefulness, and endurance

4
New cards

Stage 4

The Innermost Cave: The hero enters a place of great trial (sometimes within their own mind), experiences transformation, and is reborn in some way

5
New cards

Stage 5

Return and Reintegration with Society: The hero brings back new wisdom to restore fertility, order, or peace to the community.

6
New cards

Types of Journeys

The quest for identity/ The epic journey to find the promised land/to found the good city/ The quest for vengeance/ The warrior's journey to save his people/ The search for love (to rescue the princess/damsel in distress)/ The journey in search of knowledge/ The tragic quest: penance or self-denial/ The fool's errand/ The quest to rid the land of danger/ the grail quest (the quest for human perfection)

7
New cards

Characteristics of Journeys

The Hero is Naive and Inexperienced/ The Hero Meets Monsters or Monstrous Men/ The Hero Has a Strange, Wise Mentor/ The Hero Yearns for the Beautiful Lady/ The Hero Must Go on a Journey/ The Hero Often Crosses Water or a Bridge/ The Hero is Born or Raised in a Rural Setting/ The Hero’s Origin is Mysterious/ The Hero Returns in Disguise, The Hero is Special, One of a Kind, The Hero Struggles for Something Valuable/ The Hero Has Help from Divine or Supernatural Forces/ The Hero Has a Guide or Guides/ The Hero Goes Through a Rite of Passage/ The Hero Undergoes a Ritual After Initiation/ The Hero Has Loyal Companions/ The Hero Makes a Stirring Speech/ The Hero Faces Tests of Strength/ The Hero Suffers an Unhealable Wound

8
New cards

9
New cards

Heaven vs. Hell

Man has traditionally associated parts of the universe not accessible to him with the dwelling places of primordial forces that govern his world. The skies and mountaintops house his gods, the bowels of the earth contain diabolic forces.

10
New cards

The Crossroads

A place or time of decision when a realization is made and change or penance results.

11
New cards

The Maze

A puzzling dilemma or great uncertainty, search for the dangerous monster inside of oneself, or a journey into the heart of darkness.

12
New cards

The Castle

A strong place of safety which holds treasure or princess, may be enchanted or bewitched.

13
New cards

The Tower

A strong place of evil, represents the isolation of self.

14
New cards

The Magic Weapon

The weapon the hero needs in order to complete his quest.

15
New cards

The Whirlpool

Symbolizes the destructive power of nature or fate.

16
New cards

Fog

Symbolizes uncertainty.

17
New cards

Colors (Red)

Blood, sacrifice, passion, disorder.

18
New cards

Colors (Green)

Growth, hope, fertility.

19
New cards

Colors (Blue)

Highly positive, security, tranquility, spiritual purity.

20
New cards

Colors (Black)

Darkness, chaos, mystery, the unknown, death, wisdom, evil, melancholy.

21
New cards

Colors (White)

Light, purity, innocence, timelessness (negatives: death, horror, supernatural).

22
New cards

Colors (Yellow)

Enlightenment, wisdom.

23
New cards

Numbers (3)

Light, spiritual awareness, unity (Holy Trinity), male principle.

24
New cards

Numbers (4)

Associated with the circle, life cycle, four seasons, female principle, earth, nature, elements.

25
New cards

Numbers (7)

The most potent of symbolic numbers; signifies the union of three and four, completion of a cycle, perfect order, religious symbol.

26
New cards

Death and Rebirth

Motif growing out of a parallel between the cycle of nature and life; morning and spring represent birth/rebirth, evening and winter represent old age/death.

27
New cards

Battle between Good and Evil

A battle between two primal forces; mankind shows optimism in good triumphing over evil despite great odds.

28
New cards

The Unhealable Wound

A physical or psychological wound that cannot be healed, symbolizing loss of innocence.

29
New cards

Light vs. Darkness

Light suggests hope, renewal, intellectual illumination; darkness implies the unknown, ignorance, or despair.

30
New cards

Innate Wisdom vs. Educated Stupidity

Some characters exhibit wisdom instinctively as opposed to those supposedly in charge. Loyal retainers often display this wisdom.

31
New cards

Supernatural Intervention

Spiritual beings intervene on the side of the hero or sometimes against him.

32
New cards

Fire and Ice

Fire represents knowledge, life, rebirth; ice represents ignorance, darkness, sterility, and death.

33
New cards

Nature vs. Mechanistic World

Nature is good while technology is evil.

34
New cards

The Threshold

Gateway to a new world which the hero must enter to change and grow.

35
New cards

The Underworld

A place of death or an encounter with the dark side of the self; entering it is facing fear of death.

36
New cards

Haven vs. Wilderness

Places of safety contrast sharply against dangerous wilderness. Heroes are often sheltered to regain health/resources.

37
New cards

Water vs. Desert

Water = life, growth, spiritual birth (rain, rivers, oceans, baptism). Desert = death, absence of growth.