Archetypes
Origin of the word The term "archetype" has its origins in ancient Greek. The root words are archein, which means "original or old"; and typos, which means "pattern, model or type". The combined meaning is an "original pattern" of which all other similar persons, objects, or concepts are derived, copied, modeled, or emulated.
Character Archetypes The Hero – the one ultimately who may fulfill a necessary task and who will restore fertility, harmony, and/or justice to a community. Young person from the Provinces – this hero is taken away as an infant or youth and raised by strangers. He or she later returns home as a stranger and able to recognize new problems or solutions.
Character Archetypes Mentors – These individuals serve as teachers or counselors to the initiates. Sometimes they work as role models and often serve as father or mother figure. Loyal Retainers – These individuals are like the nobel sidekicks to the hero. Their duty is to protect the hero.
Character Archetypes Friendly Beast – These animals assist the hero and reflect that nature is on the hero’s side. The Devil Figure – This character represents evil incarnate. He or she may offer wordly goods, fame, or knowledge to the protagonist in exchange for possession of the soul or integrity. Opposes the hero in his or her quest.
Character Archetypes The Outcast – This figure is banished from a community for some crime (real or imagined). The outcast is usually destined to become a wanderer. The Fairy Godmother - This female character, usually portrayed as old and pleasant looking, has magical powers that are often benevolently bestowed on a protagonist, although the character does not seem to have enough power to directly grant all the protagonist's wishes.
Character Archetypes The Temptress – Characterized by sensuous beauty, she is one whose physical attraction may bring about the hero’s downfall The Damsel in Distress – This vulnerable woman must be rescued by the hero. She also may be used as a trap, but an evil figure to ensnare the hero.
Character Archetypes The Star-Crossed Lovers – These two characters are engaged in a love affair that is fated to end in tragedy for one or both due to the disapproval of society, friends, family, or the gods The Jester or Fool - This usually male character is an embodiment of all human foibles, and while he may be placed in the story for comedic effect, is also often placed in a plot to represent the weaker aspects of humankind.
Plot/Situation Archetypes The Quest: This motif describes the search for someone or some talisman which, when found and brought back, will restore fertility to a wasted land, the desolation of which is mirrored by a leader’s illness and disability. The Task: This refers to a possibly superhuman feat that must be accomplished in order to fulfill the ultimate goal
Plot/Situation Archetypes The Journey: Sends the hero in search for some truth of information necessary to restore fertility, justice, and/or harmony to a kingdom. The journey includes a series of trials and tribulations the hero faces along the way. The Fall: Describes a descent in action from a higher to a lower state of being, an experience which might involve moral imperfection and/or loss of innocence. This fall is often accompanied by expulsion from a kind of paradise as penalty for disobedience.
Plot/Situation Archetypes Death and rebirth: The most common of all situational archetypes, this motif grows out of the parallel between the cycle of nature and the cycle of life. It refers to those situations in which someone or something, concrete and/or metaphysical dies, yet is accompanied by some sign of birth or rebirth. Battle between good and evil: These situations pit obvious forces which represent good and evil against one another. Typically good triumphs over evil, despite great odds.
Plot/Situation Archetypes The magic weapon: Sometimes connected with the task, this refers to a skilled individual hero’s ability to use a piece of technology/special weapon to combat evil, continue a journey, or prove his/her identity as a chosen individual. Father-son conflict: Tension often results from separation during childhood or from an external source when individuals meet as men and where the mentor often has a higher place in the affections of the hero than the natural parent.
Setting Archetypes The underworld: The place where the hero encounters fear and/or death. The wilderness/forest: Place where the rules don’t apply and things run wild. The garden: The place of harmony with nature, innocence, unity, or imagination. Sometimes the garden can be ruined or spoiled and the hero has to leave it. The wasteland: The opposite of the garden, this is a place where there is no growth. It’s a place of loneliness, desolation, and despair.
Setting Archetypes Mountains/peaks: Being at the top of a mountain offers characters the opportunity to see clearly and gain insight. The sea: The sea is powerful, uncontrollable, endless, mysterious and often deadly. It is a domain that man can't master. The castle: A strong place of safety which holds treasure or princess, may be enchanted or bewitched. The desert: A place of reflection and solitude where the lonely search for meaning.