10th grade English Lesson plan

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ARCHETYPES AND MYTHOLOGY
Universal patterns and common human
experiences
• Reoccurring design, pattern
of action, character type,
theme or image which is
recognizable in a wide
variety of works
representing common and
universal human
experiences.
What is an archetype?
• A universal pattern common
to heroic tales of every
culture.
• Common sequence of
events/behaviors that we all
encounter in our lives.
Monomyth
• George Lucas, the creator of Star Wars, claims that
Campbell’s monomyth was the inspiration for his
groundbreaking films. Lucas also believes that Star Wars
is such a popular saga because it taps into a timeless
story-structure which has existed for thousands of years.
• Many followers of Campbell have defined the stages of
his monomyth in various ways, sometimes supplying
different names for certain stages. For this reason there
are many different versions of the Hero’s Journey that
retain the same basic elements.
Influence of myth and archetypes
• A Special (and often
magical) items that
assist the heroes on
their quest:
• The Wizard of Oz: Ruby
Slippers
• The Hobbit: The Ring
• Star Wars: Lightsaber
TALISMAN
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Classic Hero/Warrior
Anti-Hero/Ironic Hero
Tragic/Byronic Hero
Doppleganger/Evil
Twin
• Sage/Mentor/Magician
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Rebel/Wanderer
Trickster
Villain/Destroyer
Female Archetypes
“People everywhere can relate to a Hero who overcomes great obstacles, a Magician
who helps make dreams come true, and a Jester who brings out the fun in a situation.
We tell and re-tell stories featuring these kinds of characters because they assure us
that our own needs can be met. In a sense, the stories provide the key to understanding
human meaning and motivation.”- Carol Pearson’s Archetypes
Character Archetypes
• Tough and courageous, seeks to win at any cost
• Aggressive, always alert and awake, ever vigilant
• Sets and achieves goals, overcomes obstacles, and
persists in difficult times
• Fears weakness, vulnerability, or being seen as “chicken”
• Desires to prove one’s worth through courageous acts
• Can tend toward arrogance
Classic Hero/Warrior
May be obnoxious, pitiful, awkward, or passive
Imperfections that separate them from typical “heroic” characteristics
Noble motives are pursued by bending/breaking the law
Does things that may be regrettable, but still does the noble and “heroic”
thing.
• Displaced in society
• Tries to establish personal social codes
• Sometimes the most noble hero acts from the baser motives of the anti-hero
(Robin Hood, Jack Sparrow, Lancelot, Jay Gatsby)
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Anti-Hero/Reluctant Hero/Unwilling Hero
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Is alienated
Has a fatal flaw: doomed to fail (Hubris)
Is a rebel
Has extremes of behavior – can be heartbreaker,
predator, or reckless (“Byron”).
• Is an outcast
• Has great appeal, good looks, and charm
(“Byron”)
(Edward Cullen, Bilbo Baggins, Hamlet, Batman,
Dr. Gregory House)
Byronic Hero/Tragic Hero/Flawed Hero
“The opposition between good and evil is the essence of the double, or
doppelgänger, an archetype found in mythology and literature. Good and evil
are often personified in mythology as twins”
• Contrasting counterpart
• Can be visible or invisible or material or spiritual
• Identical in appearance, but opposite in temperament
( The Hulk, Frankenstein, Dr. Jekyll and Mr. Hyde, Dorian Gray)
Doppleganger/Double/Evil Twin/Mirror
• The sage is a wise or holy figure who guides the hero
• Can appear as an oracle, a mentor, guide, teacher,
wise old man/woman
• Provides gifts to the hero
• Role model for the hero’s conscience or good
behavior
• Often an older man or woman; can be divine beings
or demigods
• Possesses insight or understanding beyond that of
ordinary people
• Serves as a guardian of special knowledge or a
helper or advisers to heroes
• Many times live in deep forests, on mountaintops or
in other places that are
• withdrawn from the world
• Catalysts of change or transformation
Sage/Magician/Mentor
• Banished from a social group for some real or imagined crime
or left it voluntarily
• Is alienated, the outsider, the criminal
• restless traveler – wanderer must go from place to place
• Alienated and an outsider and views the world as hostile
• Is alone and may be associated with sorcery, black magic and
demons
• It is possible banishment is a result of a curse or for blasphemy
Rebel/Wanderer
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Fondness for sly jokes and malicious pranks; Unpredictable behavior
Not really evil, but does the most atrocious things
Can be a destroyer and a creator
Impulsive, selfish, grotesque character.
Duality of character – half animal, half divine or human
Does not recognize the rules of society
Appetites dominate behavior
Cruel, cynical and unfeeling.
May assume the form of an animal such as a coyote or rabbit
Collective shadow – dark part of people’s psyche
Trickster
• The job of any trickster…is to think the thoughts and do
the things that society says can’t be thought or done. He’s
most likely to be found disturbing the complacency of his
culture, or deflating the pompousness of its symbols.
• The trickster “disrupts the frequency” or changes up the
status quo of a situation.
Trickster
"A cruelly malicious person who is involved in or devoted to wickedness or
crime; scoundrel; or a character in a play, novel, or the like, who constitutes an
important evil agency in the plot.“
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Person guilty or capable of crime or wickedness
The person or thing responsible for specified problems, harm, or damage
Represents things we don’t like and would like to eliminate
Opponent with whom the hero must struggle
Negative force – break laws of nature Cunning
Madness is frequent in comic-book villains (Lex Luther)
Villain/
Destroyer
1)Powerful: magical powers/resources such as highlytrained armies/vast wealth/influences
2)Intelligent: Avoid making stupid decisions
3)Immoral: pose a real challenge to the hero as they believe
so strongly in their own cause
4)Wounded: physically/emotionally. No human being is
born a monster-so are they made into monsters? Their
real human experiences make them credible as the
personification of evil.
5)Determined: unstoppable force.
Main Traits of a Villain
From: “5 Characteristics of an Epic Villain” by Antonio del Drago http://mythicscribes.com/characterdevelopment/5-characteristics-epie-villain/
• Encompasses the personal
mother, grandmother, step-mother,
mother-in-law, nurses, Surrogate
mother, and governess. Also
includes the goddess.
• The Mother archetype has both
positive and negative
representations – also known as
the loving and terrible mother.
They are associated with things
and places standing for fertility and
fruitfulness.
• Has three forms: the good, the
terrible and the good/bad mother
Characteristics
Positive Qualities
Maternal solicitation and sympathy
Life giving
Magic authority
Wisdom and spiritual
Encompasses all that cherishes and sustains
Fosters growth and fertility
Place of magical transformation and rebirth
Negative Qualities
Secret, hidden, dark, the abyss
The world of the dead
Anything that devours, seduces and poisons
Is terrifying and inescapable similar to fate
Female Archetypes
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Earth Mother
Old Hag
Great Mother
Temptress
Mother
Goddess
• Damsel in
Distress
• Step Mother
• Female Heroine
Female Archetypes: Positive and Negative
• The person or object who brings the Call to Adventure.
• Bring the challenge as well as signify the impending
change.
(R2D2’s hologram, Bumblebee, Nala, Hagrid)
Heralds
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Animal companion that helps guide the hero to where he/she is going
Can be a pet, wild animal, or spirit animal who serves as a guide/companion
Loyal and brave
Reflect that nature is on the side of the hero
Friendly Beast
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Willing to face any amount of peril
Protect the hero
Often reflects the hero’s nobility
The hero likely would not succeed without help,
assistance, and loyalty.
Allies and companions (hunting group)
Archetypal Settings
and Symbols
• Forest/Trees/Gardens
Life, proliferation, immortality
• Mountains and Peaks
Gain insight, spiritual, powerful,
• Rivers
• Tower/Castle
Power, human pride and folly, protection
•Islands
Isolation with positive/negative effects
•Deserts/Wastelands
Emotional/physical wasteland
Journeys, decisions, paths to be crossed
• The Sea
Good/Evil side/ human unconsciousness?
•The underworld (caves,
tunnels, “death”, mazes)
Discovering one’s self, death, unknown
Archetypal Settings
• Black: Death/mourning, emotional darkness, hidden
desires/instincts, un-enlightenment. Black: darkness, chaos,
mystery, the unknown, death, wisdom, evil, melancholy.
• Blue: The color of the spirit, the spiritual, the heavenly, the
divine, intuition, inspiration, peace. Has the association with the
unconscious and feminine qualities.
• Green: In positive terms, Mother Nature, fertility, hope, renewal,
health, youth, harmony, prosperity. The color of sensual and
spiritual passion.
• Orange: Balance, creative expression, pride and ambition,
cruelty, ferocity, luxury. As the color of fire, can represent
burning away impurities.
Archetypal Symbolic Colors
• Purple: The color of royalty, imperial power, pride, justice,
intuition, wisdom, truth. As a blend of red and blue, it is the color
of authority/ power and the wisdom to know how to use it.
• Red: Blood, life, life-force; embarrassment, anger; fire, lust,
passion. Associated with activity, energy, courage, will power, and
war.
• White: Purity, holiness, sacredness, redemption, mystical
enlightenment, innocence, joy, light and life it is transcendent
perfection. It signifies the union of opposites to form a whole as
well as the symbolic death of transformation and renewal.
• Yellow: The sun, illumination, intellect and generosity, maturity.
The color of fire and thus the purification of flame, enlightenment,
wisdom.
• Brown: The earth/connection with the land, grounded
Archetypal Symbolic Colors (cont.)
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Quest/Journey/Task
Battle between Good & Evil
Boy meets Girl
Rite of Passage
Loss of Innocence
Initiation
The Fall
Death and Rebirth
The Unhealable Wound
Archetypal Plots
The Quest
This plot concentrates on finding on object, such as the Holy Grail, that will
restore fertility to a wasteland, health to the ill, or plenty to the impoverished.
Battle between
good and evil.
This is a common plot that is pretty self-explanatory. Usually good triumphs.
Boy meets Girl
The basis of all romantic plot lines.
Rite of Passage
This is an organized event or ritual in which a young person officially becomes
an adult.
Loss of
Innocence
A good person, usually young and inexperienced, sees and experiences
something of the world and learns how things really work.
Initiation
This situation refers to a moment, usually psychological, in which an individual
becomes mature and accepts a certain responsibility. He/she expresses a new
understanding of problems and accepts that he/she is an important part of the
solution. Typically, a hero gets a calling or message or sign that sacrifices must
be made and he/she has to grow up.
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