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almost every mythology is based off of how things were created. |
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two forms:
A: escape from time: 'return to paradise' perfect bliss enjoyed by man before his tragic downfall into corruption.
B. Mystical submersion into cyclical time: endless death and regeneration (submitting to the cycle of the seasons) |
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what the hero must accomplish in order to bring fertility back to the wasteland, usually having to do with restoring peace. |
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superhuman feats the hero must perform to complete his quest. |
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the path the hero follows in some search of some sort of truth that will help save his kingdom |
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the passage from ignorance and immaturity to social and spiritual adulthood by going through series of terrible events to be excepted by his social group. |
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the actual ceremonies the initiate experiences that will mark his rite of passage. a clear sign of the character's role in his society. |
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the descent from a higher to lower state of being, usually as a punishment; involves loss of innocence. |
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most common of all situational archetypes; grows out of a parallel between the cycle of life
Birth, youth, rebirth: morning and springtime.
Old age or Death: evening and winter |
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conflict between good and evil |
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battle between two primal forces; mankind always believing in good defeating evil despite great odds. |
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either mental or physical wound that can't be fully healed; symbol of loss of innocence. |
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either mental or physical wound that can't be fully healed; symbol of loss of innocence. |
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young man from the provinces |
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hero who returns home and heritage where he is a stranger who can see new problems and new solutions. |
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young heroes who must go through some training and ceremony before undertaking their quest |
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young heroes who must go through some training and ceremony before undertaking their quest |
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mentor- pupil relationship |
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mentor teaches hero the necessary skill to survive.
still ZEDDDDDDD! |
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test's the hero's courage and worthiness to begin the journey. |
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tension built b/c of separation from childhood or some other source when the two meet as men |
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hunting group of companions |
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loyal friends willing to face hardship to stay together |
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retainer's duty is to reflect the nobility and power of the hero |
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animal companion showing that nature is on the side of the hero |
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worthy opponent with whom the hero must struggle in a fight to the end and must be destroyed; psychologically can represent the darker side of the hero's own psyche |
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the evil figure with an ultimately good heart |
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devil figure with the potential to be good ; usually saved by the love of the hero |
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the creature of nightmare |
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a monster usually summoned from the deepest darkest part of the human psyche to threaten the lives of the hero; often often a perversion or desecration of the human body |
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character banished from a social group for some real or imagined crime, destined to wander around forever |
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a woman who is a source of inspiration to the hero, has intellectual rather than physical atraction to her |
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symbolic of fruition, abundance, and fertility, traditionally offers spiritual and emotional nourishment to whom she comes across; often depicted in earth tones |
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the temptress or black goddess |
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characterized by sensuous beauty, protagonist is attracted to physically, but will ultimately be his downfall; may be a witch or vampire |
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good, beautiful maiden, usually blonde, may make an ideal marriage partner; often has the religious or intellectual overtones |
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light: hope, renewal, or intellectual illumination
darkness: implies the unknown, ignorance, despair |
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innate wisdom vs. educated stupidity |
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the people who aren't in charge are the wise ones who are secretly in charge |
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supernatural intervention |
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spiritual beings intervene on the side of hero or sometimes against him |
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fire: knowledge, light, life, and rebirth
ice: represents like the desert, ignorance, darkness, sterility, and death |
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nature vs. mechanistic world |
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nature is good technology is evil |
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gateway to a new world which the hero must enter or cross in order to change and grow the boundary |
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safety vs. dangerous wilderness. heroes are often sheltered for a time to regain strength |
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wasteland of death, hopelessness is usually one of the hero's usual ordeal |
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indicators of creative thinking, enlightenment, thinking, wisdom, etc. the sun is the father principle associated with passage of time and life. a. rising sun: birth, creation, enlightenment b. setting sun: death |
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with the earth, moon ks associated with the female or mother principle |
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the skies and mountaintops house gods. the bowels of the earth contain diabolic forces |
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decisions, decisions, decisions... |
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decisions, decisions, decisions... |
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a character experiences this puzzling dilemma or great uncertainty, search for the dangerous monster inside oneself or a journey into the heart of darkness |
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good version of the tower |
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strong place of evil,represents isolation of self |
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hero needs this weapon in order to complete his quests. it is traditionally returned to it's maker upon death of the hero |
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endless irreversible cycle symbolizes the destructive power of nature or fate |
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often seen as the breath of the world, the conception, soul or spirit, bringer of change |
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uncertainty and confusion both physical and mental |
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blood, sacrifice, passion, disorder |
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highly positive, security, tranquility, spiritual purity |
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darkness, chaos, mystery, the unknown, death, wisdom, evil, melancholy |
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light, purity, innocence, timelessness (negatives: death, horror, supernatural) |
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light, spiritual, awareness, unity (holy trinity), male principle |
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associated with the circle, life cycle, four season, female principle, earth, nature, elements |
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most potent of of all symbolic numbers. the FRIGGIN COMINATION OF 3 AND 4! the completion of a ycle, perfect order, perfect number, religious symbol |
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the perfect dozen--multiple of three--seen throughout cultures and religions |
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forty days and nights in the desert |
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