ENG3U1 Ms. Prince Archetypes Patterns and Storytelling Think about the number of stories you encounter daily either reading, viewing, or listening. This would include all of the following categories: – books, short stories, newspaper stories, movies, sitcoms, tv shows, video games, news reports, magazine stories, etc. Q. How many apply to you? In which categories? Q. What percentage of the stories you encounter are fictional? Q. Agree or Disagree? • Storytelling is essential for the survival of humanity and provides hope for humanity. • Without stories, mankind would slowly go mad and become suicidal. Q. Why do we need stories? Some possible reasons include: • To explain natural phenomenon such as great floods and the creation of the world • To answer such questions such as why we are born and why we die • To help us escape reality by entering a world where the good guy wins, the forces of evil are defeated, and love conquers all • To help define the roles of good and evil such as the hero and the villain so that we might recognize them in reality What are archetypes? • Term first applied to literature by Carl Jung – Universal patterns in stories and mythologies, regardless of culture/history • Basic building blocks of stories that all writers use to create a world – Archetypal patterns • Term can be applied to: *An image *A theme *A symbol *An idea *A character type *A plot pattern Heroic Archetypes 1. Hero as warrior: near god-like hero, faces physical challenges and external enemies 2. Hero as lover: a pure love motivates hero to complete his quest (Prince Charming) 3. Hero as scapegoat: suffers for the sake of others 4. Transcendent hero: hero of tragedy, fatal flaw brings about his downfall but not before achieving some kind of transforming wisdom or realization (Greek & Shakespearean tragedies) 5. Romantic/Gothic: hero/lover with a dark side 6. Proto-Feminist hero: female heroes 7. Apocalyptic hero: faces the possible destruction of society 8. Anti-hero: non-hero, given the vocation of failure, frequently humorous (Homer Simpson) 9. Defiant Anti-hero: opposer of society’s definition of heroism/goodness (Heart of Darkness) 10.Unbalanced hero: has (or pretends to have) mental or emotional deficiencies (Hamlet, One Flew Over the Cuckoo’s Nest) 11.The Other – The Denied Hero: status or essential otherness makes heroism possible (Invisible Man, The Joy Luck Club) 12.The Super-heroic: exaggerates the normal proportions of humanity; frequently divine/supernatural origins. One apart, does not belong, but is needed by society. (Superman) Situational Archetypes • The Quest –search for someone or some object, which when it is found and brought back will restore peace, order and normalcy to a troubled land • The Task – the nearly superhuman feat(s) the Hero must perform in order to accomplish his quest • The Journey – sends the Hero in search of some truth that will help save his kingdom • The Initiation – comes into his maturity with new awareness and problems • The Fall—describes a descent from a higher to a lower state of being. The experience usually involves a loss of innocence and is accompanied by expulsion from a kind of paradise as a penalty for disobedience and moral transgression. • Death and Rebirth—grows out of a parallel between the cycle of nature and the cycle of life. Thus, morning and springtime represent birth, youth, or rebirth; evening and winter suggest old age or death. • Nature vs Mechanistic World —Nature is good while technology and society are often evil. • Battle between Good and Evil —Obviously the battle between two primal forces. Mankind shows eternal optimism in the continual portrayal of good triumphing over evil despite great odds. • The Unhealable Wound—The wound is either physical or psychological and cannot be healed fully. This wound indicates a loss of innocence. • The Ritual—The actual ceremonies the initiate experiences that will mark his rite of passage into another state (weddings, funerals) Types of Archetypal Journeys 1. The quest for identity 2. The epic journey to find the promised land/to found the good city 3. The quest for vengeance 4. The warrior’s journey to save his people 5. The search for love (rescue the princess/damsel in distress) 6. The journey in search of knowledge 7. The tragic quest: penance or self-denial 8. The fool’s errand 9. The quest to rid the land of danger 10. The grail quest (quest for human perfection) The Hero’s Journey 1. THE ORDINARY WORLD. The hero, uneasy, uncomfortable or unaware, is introduced sympathetically so the audience can identify with the situation or dilemma. The hero is shown against a background of environment, heredity, and personal history. Some kind of polarity in the hero’s life is pulling in different directions and causing stress. 2. THE CALL TO ADVENTURE. Something shakes up the situation, either from external pressures or from something rising up from deep within, so the hero must face the beginnings of change. 3. REFUSAL OF THE CALL. The hero feels the fear of the unknown and tries to turn away from the adventure, however briefly. Alternately, another character may express the uncertainty and danger ahead. 4. MEETING WITH THE MENTOR. The hero comes across a seasoned traveler of the worlds who gives him or her training, equipment, or advice that will help on the journey. Or the hero reaches within to a source of courage and wisdom. 5. CROSSING THE THRESHOLD. At the end of Act One, the hero commits to leaving the Ordinary World and entering a new region or condition with unfamiliar rules and values. 6. TESTS, ALLIES AND ENEMIES. The hero is tested and sorts out allegiances in the Special World. 7. APPROACH. The hero and newfound allies prepare for the major challenge in the Special world. 8. THE ORDEAL. Near the middle of the story, the hero enters a central space in the Special World and confronts death or faces his or her greatest fear. Out of the moment of death comes a new life. 9. THE REWARD. The hero takes possession of the treasure won by facing death. There may be celebration, but there is also danger of losing the treasure again. 10. THE ROAD BACK. About three-fourths of the way through the story, the hero is driven to complete the adventure, leaving the Special World to be sure the treasure is brought home. Often a chase scene signals the urgency and danger of the mission. 11. THE RESURRECTION. At the climax, the hero is severely tested once more on the threshold of home. He or she is purified by a last sacrifice, another moment of death and rebirth, but on a higher and more complete level. By the hero’s action, the polarities that were in conflict at the beginning are finally resolved. 12. RETURN WITH THE ELIXIR. The hero returns home or continues the journey, bearing some element of the treasure that has the power to transform the world as the hero has been transformed Characteristics of the Hero’s Journey • • • • • • • • • • The hero is naïve and inexperienced The hero meets monsters/monstrous men The hero has a strange, wise being as mentor The hero yearns for the beautiful lady who is sometimes his guide or inspiration The hero must go on a journey, learn a lesson, change in some way, and return home The hero often crosses a body of water or travels on a bridge The hero is born and raised in a rural setting away from cities The origin of the hero is mysterious or loses his/her parents at a young age, being raised by animals or a wise guardian The hero returns to the land of his/her birth in disguise or as an unknown The hero is special, one of a kind. He/she might represent a whole nation or culture • • • • • • • • • The hero struggles for something valuable and important The hero has help from the divine/supernatural forces The hero has a guide or guides The hero goes through a rite of passage or initiation, an event that marks a change from an immature to a more mature understanding of the world The hero undergoes some type of ritual or ceremony after his/her initiation The hero has a loyal band of companions The hero makes a stirring speech to his/her companions The hero engages in tests or contests of strength (physical and/or mental) and shows pride in his/her excellence The hero suffers an unhealable wound, sometimes an emotional or spiritual wound from which the hero never completely recovers Symbolic Archetypes • Light vs. Darkness • Innate Wisdom vs. Educated Stupidity • Supernatural Intervention • Fire and Ice • The Threshold • The Underworld • Haven vs. Wilderness • Water vs. Desert • • • • • • • • • • Heaven vs. Hell The Crossroads The Maze The Castle The Tower The Magic Weapon The Whirlpool Fog Colours Numbers Character Archetypes • The Hero • The Young Man from the Provinces • The Evil Figure with Ultimately Good Heart • The Creature of Nightmare • The Initiates • The Scapegoat • Mentor • The Outcast • Mentor-Pupil Relationship • The Platonic Ideal • The Threshold Guardian • Damsel in Distress • Father-Son Conflict • The Earth Mother • Hunting Group of Companions • The Temptress or Black Goddess • Loyal Retainers • White Goddess • Friendly Beast • The Unfaithful Wife • The Shadow • Star-Crossed Lovers • The Devil Figure Shrek Archetypes • HERO—Shrek…literally doing superhuman deeds ( fighting fire breathing dragon) • QUEST—to find and rescue Princess Fiona • TASK—to get his swamp back from the fairy creatures • HUNTING GROUP OF COMPANIONS—Donkey is there to make Shrek’s humanity come out and show that he is not just an ogre at heart • FRIENDLY BEAST—Donkey • DAMSEL IN DISTRESS—Princess Fiona in the highest tower • HEAVEN VS. HELL—glowing embers and fire are shown to be the habitat of the dragon. • LIGHT VS. DARKNESS—the castle is dark to represent evil; Fiona is first seen in a ray of light; as soon as they escape, they emerge into daytime since they have escaped evil • DEATH AND REBIRTH—when they escape the dragon, morning is dawning suggesting hope and rebirth • BATTLE BETWEEN GOOD AND EVIL—Shrek and Donkey vs the Dragon • STAR-CROSSED LOVERS—Dragons and Donkeys aren’t supposed to be together • EVIL FIGURE WITH A GOOD HEART—Dragon appears at first as an Evil Figure, especially with the remains of the knights, but Donkey saves her and converts her to good • CREATURE OF NIGHTMARE—Dragon before she falls in love with Donkey • THE JOURNEY—Shrek and Donkey face their fears and conquer the dragon, finding Fiona to accomplish their task