Archetypal Literary Theory

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Archetypal Literary Theory
Presentation transcript:

Archetypal Literary Theory

What is an Archetype? According to Carl Jung, an archetype is an image that is in the collective unconscious of all human beings, which is why it’s expressed in literature (stories).

How are Archetypes Expressed in Literature? Literary archetypes can be expressed in 3 difference ways: Characters (hero, scapegoat, outcast, mentor, temptress, villain) Situational (newcomer’s arrival, quest, initiation, fall, death and rebirth) Symbolic (light/dark, heaven/hell)

So What is Archetypal Literary Theory? Archetypal literary theory identifies common archetypes literature and discusses how they function.

The Hero The hero commonly possesses superhuman capabilities or idealized character traits which enable him to perform extraordinary, beneficial deeds. Noble warrior

Common Types of Heroes Willing Hero (Superman/Hercules) Unwilling Hero (Frodo/Aragorn) Antihero (Batman) Tragic Hero (Julius Caesar)

The Wise Old Man This archetype is typically represented by a kind and wise, older father figure who uses personal knowledge of people and the world, to help tell stories and offer guidance, that in a mystical way illuminate to his audience a sense of who they are and who they might become.

The Mentor/Guide Provides motivation, insights, training to the hero. Often represented by wise old man. Found alongside almost all heroes. Does not have to be human.

Common Types of Mentors Dark Mentor (Snape) Fallen Mentor (Aragorn) Continuing Mentor (Gandalf) Comic Mentor (Ron)

The Earth Mother The Great Mother is commonly conceived of as a nature goddess. Symbolizes mothering, nurturance, and connection to nature.

The Shadow The Shadow archetype represents unknown attributes of an individual. It is responsible for unpleasant, socially unacceptable, thoughts, feelings & behaviors. Example: Voldemort

The Persona The persona is the mask or appearance one presents to the world. A well developed individual may have several personae for different social situations.

The Animus and Anima The Anima is the feminine archetype in men (gentleness, patience, receptiveness). The Animus is the male archetype in women (assertive, controlling, fighting spirit).

The Trickster Tricksters can be cunning or foolish or both; they are often very funny. Cause trouble, but don’t mean to be to malicious.

Shapeshifter Character who wears a mask and misleads the hero by hiding his/her intentions and loyalties. Can physically transform. All is not what is seems….

The Herald Initiates the journey. Issues challenges and announces the coming of a significant change. Carrier of the power of destiny.

Damsel in Distress Vulnerable woman who must be rescued by the hero. She is often in a trap to catch the unsuspecting hero and allow the villain to win.

Platonic Ideal This woman is a source of inspiration and a spiritual ideal for whom the hero has an intellectual rather than physical attraction to.

Temptress Characterized by sensuous beauty. Hero is attracted to her physically. She is often the cause of the hero’s downfall. Leads him off course

Situational Archetypes THE QUEST—search for someone or some object, which when it is found and brought back will restore life to a wasted land, the desolation of which is shown by a leader’s illness and disability THE TASK—to save the kingdom, to win the fair lady, to identify himself so that he may assume his rightful position, the hero must perform some nearly superhuman deed. THE INITIATION—this usually takes the form of an initiation into adult life. The adolescent comes into his/her maturity with new awareness and problems along with a new hope for the community. This awakening is often the climax of the story. THE JOURNEY—the hero goes in search of some truth or information to restore life to the kingdom; he must descend into a real or psychological hell and is forced to discover the blackest truths quite often concerning his faults; once the hero is at his lowest point, he must accept personal responsibility to return to the world of the living; this could also appear as a group of isolated people (trapped on a boat, bus, island) to represent society

Situational Archetypes THE FALL—describes a descent from a higher to a lower state of being. The experience involves a defilement and/or a loss of innocence and bliss. The fall is often accompanied by expulsion from a kind of paradise as a penalty for disobedience and moral transgression. DEATH AND REBIRTH—grows out of a parallel between the cycle of nature and the cycle of life. Thus, morning and springtime represent birth, youth, or rebirth; evening and winter suggest old age or death. NATURE VS. MECHANISTIC WORLD—Nature is good while technology and society are often evil. BATTLE BETWEEN GOOD AND EVIL—Obviously the battle between two primal forces. Mankind shows eternal optimism in the continual portrayal of good triumphing over evil despite great odds. THE UNHEALABLE WOUND—The wound is either physical or psychological and cannot be healed fully. This wound also indicates a loss of innocence. These wounds always ache and drive the sufferer to desperate measures. THE RITUAL—The actual ceremonies the initiate experiences that will mark his rite of passage into another state (weddings, funerals)

Symbolic Archetypes LIGHT VS. DARKNESS—light suggests hope, renewal, or intellectual illumination; darkness suggests the unknown, ignorance, or despair. WATER VS. DESERT—water is necessary to life and growth and so it appears as a birth or rebirth symbol; the appearance of rain in a work can suggest spiritual birth or rebirth; characters who live in the desert are often “dead” to morals or the “good side” HEAVEN VS. HELL—gods live in the skies or mountaintops; evil forces live in the bowels of the earth INNATE WISDOM VS EDUCATED STUPIDITY—uneducated characters can often be wise using their common sense while some very educated characters have no common sense

Symbolic Archetypes SUPERNATURAL INTERVENTION—the gods most often intervene on the side of the hero to assist him in his quest HAVEN VS. WILDERNESS—for the hero, places of safety are required for time to regain health and resources; these hideouts are often in unusual places FIRE VS. ICE—fire can represent knowledge, light, life, and rebirth while ice can represent ignorance, darkness, sterility, and death MAGIC WEAPON—some object used to fight the forces of evil that has magical properties

That’s All Folks