Archetypes! 1
Archetypes 2
Archetypes 3
Archetypes 4
Archetypes 5
100

Man is good but technology is bad

Nature vs. the machines

100

a monster usually summoned from the deepest, darkest part of the human psyche to threaten the lives of the hero/heroine

Creature of Nightmare

100

A Truly evil figure

The devil

100

A wound (physical or psychological) that can never fully heal

Unhealable Wound

100

this situation involves tension that results from separation during childhood or from an outside source if the individuals meet as men

Father-son conflict

200

this situation pits forces that are obviously good against those that are obviously evil

The battle between good and evil

200

– some characters exhibit wisdom and understanding intuitively (without being taught) as opposed to those who are “educated” and in charge

Innate Wisdom vs Educated Stupidity

200

•this character traditionally offers spiritual and emotional nourishment to those with whom she comes in contact

Earth Mother

200

– the almost superhuman feat(s) that must be accomplished in order to reach the goal

The Task

200

– a woman who is a source of inspiration to the hero, who has an intellectual rather than physical attration to her

Platonic Ideal

300

Vulnerable woman who needs to be rescued by the hero

Damsel in Distress

300

usually the protagonist whose life is a series of adventures

The Hero

300

•the hero is sent in search of information needed to restore fertility, justice, and/or harmony to the land.

•It includes trials and problems along the way, usually including a visit to hell or an underworldly region

The Journey

300

•An organized ceremony that involves members of the community and the initiate (hero)

•This situation officially brings the young person into the adult world

The Ritual

300

Someone who does not fit in. Banished from the social group. 

The Outcast

400

•A moment (either physical or psychological) where an individual comes into maturity

•The hero gains awareness of his responsibilities and place in the world

•The hero also receives a calling that he/she may deny before accepting their responsibilities

The Initiation

400

An animal companion

Friendly beast

400

•young heroes or heroines who must go through some training and ceremony before undertaking their quest

The Initiates

400

•an older, wiser teacher to the initiate

The Mentor

400

•the hero returns to his home and heritage as a stranger

Young man from the provinces

500

– those who are loyal to the hero and willing to face hardship and ordeal in order to stay together

Group of Companions

500

•A decent in action from a higher to a lower state of being

•Usually involves defilement, moral imperfection, and/or loss of innocence

The Fall

500

•– a worthy opponent who the hero must struggle against in a fight to the end

•It must be destroyed or neutralized

•Psychologically can represent the darker side of the hero’s psyche

The Shadow

500

describes the search of someone or something (a talisman or sacred object) that will restore happiness and peace to the land

The Quest

500

this is the most common situational archetype

When something dies, but is accompanied with rebirth.

Death and rebirth