1 / 22

Introduction to Archetypes II

Introduction to Archetypes II. Feraco Myth to Science Fiction 29 September 2011. Archetypes and Statements. Plots are about journeys – descents and ascents, quests and returns, adventures both physical and emotional

mea
Télécharger la présentation

Introduction to Archetypes II

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Introduction to Archetypes II Feraco Myth to Science Fiction 29 September 2011

  2. Archetypes and Statements • Plots are about journeys – descents and ascents, quests and returns, adventures both physical and emotional • A story without movement – without development of either plot or character – is fairly pointless • A book is a static medium, but its content must be dynamic! • Your college essays must also be about journeys – demonstrating both personal growth and your potential for further development

  3. Archetypal Journeys • These may not always be personal-statement fodder, but I’d use one if I’d been on one! • The quest for identity • The epic journey to find the promised land • A common variant is the quest to found the “good city” – a land where our characters and values can prosper • The quest for vengeance • The warrior’s journey to save his people • The search for love / to rescue one’s love

  4. More Archetypal Journeys • The journey in search of knowledge • The tragic quest (penance, self-denial, redemption) • The fool’s errand • The quest to defend the land, or to rid the land from danger • The search for home • The “grail quest” (i.e., the search for human perfection)

  5. Campbell’s Five Stages • Campbell identified five major stages of the typical Hero’s Journey • Regardless of the archetypal nature of said journey, legend after legend incorporates the following stages • Campbell also established certain characteristics of a hero’s journey; while it’s impossible to find every characteristic in every legend, most of these appear with startling frequency

  6. Stage One: Departure • The hero is called to adventure • This can be something he/she discovers independently, but it’s usually an imperative from someone else – sometimes from a divine source, other times for a national leader, and even from a familial dictate • Interestingly, this call to adventure is met with resistance nearly as frequently as it’s enthusiastically met • Many heroes are reluctant to leave what they know, even when the necessity of their departure is clear

  7. Stage Two: Initiation • The hero, having left behind the familiar, must cross the threshold of adventure • This usually requires entrance into a new, somewhat dangerous realm • This entrance is also often accompanied by a more mature perspective • Also something of a planning stage; most reluctant heroes also abandon their trepidation once they’ve departed home

  8. Stage Three: The Road of Trials • Usually the longest stage of any heroic plot – the “adventure segment” • The hero often undergoes tests of strength, and these tests are not always immediately recognized or understood • Other tests include trials of endurance and resourcefulness – combinations of physical and psychological prowess • The tests themselves often require creative solutions – it’s rarely as simple as it should be! • The hero sometimes enjoys supernatural or divine aid along the way; in other instances, the hero is accompanied by mortal help (sidekicks, loyal backers, friends, family, warriors, etc.)

  9. Stage Four: The Innermost Cave • Also called the “descent” because our heroes almost always fall or stumble along the way • It’s highly unusual for a heroic journey to consist of an endless series of triumphs • Heroes suffer setbacks, particularly during the third stage, and these setbacks lead them to the Cave – an underworld or place of great trial, sometimes within the hero’s own mind • This trial results in the hero’s rebirth, whether it be physical, emotional, or spiritual • Most importantly, the hero undergoes an internal transformation • It is the lowest point of the journey, but its presence is necessary for true triumph

  10. Stage Five: Reintegration/Return • At the end of the journey – assuming he isn’t killed and doesn’t sacrifice himself along the way – the hero must return home • This can be a dicey proposition; reintegration in particular often proves difficult • However, patience often proves a virtue during heroic journeys, and this stage is no exception • Ideally, the hero uses the lessons he’s learned/wisdom he’s gained through his adventure to benefit his home – to restore the land to former glory, for example

  11. Situations Within a Story • The following situations are common to most heroic legends, and usually appear in something approaching the following order • The first two roughly correspond to the Departure, the third and fourth to the Initiation, the fifth to the Road of Trials, and the final four to the Innermost Cave • That said, the order can shift, particularly when the storyteller modifies the archetypal structure • A Road followed by a Fall, followed by another Road and Fall before ending with a victory and returning home

  12. The Quest and the Task • The Quest • What the hero must accomplish in order to restore peace, order, and normalcy to a troubled land • Usually a search for something – a talisman, for example • Often paired with the Journey, where the hero goes in search of some truth or revelation that will save his land • The Task • The nearly superhuman feat(s) the hero must perform in order to fulfill his quest

  13. The Initiation and the Ritual • The Initiation • For a younger hero, a moment of maturation; for a reluctant hero, a moment of commitment • An increased awareness of the problems, challenges, and stakes involved in what lies ahead • The Ritual • The actual ceremonies (training, departure, etc.) the initiated hero experiences that mark his rite of passage into a new world • Hardens the hero’s role within his society

  14. The Trials and the Fall • The Trials • The challenges a hero faces as he approaches his goal • The Fall • The descent from a higher state of being to a lower one • The corruption of values or drive – for younger heroes in particular, a loss of innocence, faith, or trust • The loss of comrades • Often a punishment for a transgression, not always on the hero’s part

  15. Death and Rebirth • Death and Rebirth • What came before (the hero prior to this point) no longer persists • What comes after (the hero post-transformation) proves key to victory • This motif mirrors the life cycle that dominates nature – young, strong and vigorous rising to power • Watch carefully to see when this takes place; winter indicates old age and death, whereas spring indicates renewal and youth

  16. The Battle and the Wound • Battle Between Good and Evil • While some contemporary stories enjoy blurring the line between the two, the pitting of these polar opposites is a very old trope – the clash of one primal force with another • Our insistence on uncompromised good triumphing over evil even against all odds – again, something that’s fading in a more cynical age – seems to paint a picture of humans as optimists • The Unhealable Wound • A loss – either physical or psychological – that cannot be resolved, at least not fully • This can either occur within the hero (physical, emotional, spiritual) or without (losing someone)

  17. Symbolic Archetypes • Light vs. Darkness • Light usually suggests hope, renewal, or intellectual illumination; darkness implies the unknown, ignorance, or despair • Innate Wisdom vs. Educated Stupidity • Some characters exhibit wisdom and understanding of situations instinctively as opposed to those supposedly in charge • Loyal retainers often exhibit this wisdom as they accompany the hero on the journey • Supernatural Intervention • Spiritual being intervene on the hero’s behalf – and sometimes against him

  18. Symbolic Archetypes • Fire and Ice • Fire represents knowledge, light, life, and rebirth, while ice represents ignorance, darkness, sterility, and death (think desert) • Nature vs. Mechanistic World • Nature is good; technology is evil. Enough said. • The Threshold • Gateway to a new world which the hero must enter to change and grow • The Underworld • A place of death or metaphorically an encounter with the dark side of the self • Entering an underworld is a form of facing one’s fear of death

  19. Symbolic Archetypes • Haven vs. Wilderness • Places of safety contrast sharply against a dangerous wilderness • Heroes are also often sheltered for a time to regain health and resources • Water vs. Desert • Because water is necessary for life and growth, it commonly appears as a birth symbol (i.e., baptism represents spiritual birth) and sign of purification. • This goes for water in its many forms – rain, oceans, rivers, etc. • The desert, by virtue of its barrenness, suggests the opposite; death, infertility, hopelessness, degeneration, and loss

  20. Symbolic Archetypes • Heaven vs. Hell • Both represent places (above the stars and beneath the world) that ancient Man could not explore; traditionally, humans tend to associate the parts of the universe that seem off-limits to them with the dwelling places of the gods or natural forces they believe govern their world • The gods live in the skies and atop impossibly high mountains; demons lurk in the shadows of the world’s bowels • The Crossroads • A place or time of decision when a realization is made and change or penance results

  21. Symbolic Archetypes • The Maze • A puzzling dilemma or great source of uncertainty/confusion, search for a dangerous monster (inside or outside), or a journey into the heart of darkness • The Castle • A stronghold of safety – a fortress – that may be enchanted…or bewitched. Often contains treasure, warriors, or princesses • The Tower • A stronghold of evil that often represents the isolation of the self • The Magic Weapon • The weapon the hero needs in order to complete his quest

  22. Symbolic Archetypes • The Whirlpool • Symbolizes the destructive power of nature or fate • Fog • Symbolizes uncertainty • Numbers • 3, for example, represents light, spiritual awareness, unity (ex. Holy Trinity), and masculinity embodied • 4 is associated with the life cycle, four seasons, earth, nature/elements, and femininity embodied • 7 is the most potent of all symbolic numbers; it signifies the union of 3 and 4, the completion of a cycle, and the attainment of perfect order (also a religious symbol)

More Related