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 • • • • Classic Hero/Warrior Anti-Hero/Ironic Hero Tragic/Byronic Hero Doppleganger/Evil Twin • Sage/Mentor/Magician • • • • 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) • • • • Anti-Hero/Reluctant Hero/Unwilling Hero • • • • 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 • • • • • • • • • • 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.“ • • • • • • • 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 • • • • • 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 • • • • 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 • • • • 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.) • • • • • • • • • 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.