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Where did it come from?  Carl Jung and Joseph Campbell developed the idea of the archetype  Archetype: A recurring pattern of images, situations, or.

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Presentation on theme: "Where did it come from?  Carl Jung and Joseph Campbell developed the idea of the archetype  Archetype: A recurring pattern of images, situations, or."— Presentation transcript:

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2 Where did it come from?  Carl Jung and Joseph Campbell developed the idea of the archetype  Archetype: A recurring pattern of images, situations, or symbols found in the mythology, religion, art, and dreams of cultures around the world

3 Characteristics of the Hero/ Heroine  Inexperienced and gullible  Meets monsters or monstrous men  Has a strange wise being as a teacher  Is born and raised in a rural setting away from cities  Has an origin that is mysterious or loses his or her parents at a young age, being raised by animals or a wise guardian.  Returns to the land of his or her birth in disguise or as an unknown  Is tested to determine strength, persistence, and fortitude  Faces danger and suffers pain or sorrow  Wins what he or she fights for/wants

4 Archetypal Setting Elements  Threshold: a gateway to a new world the hero must enter to change and to grow.  Underworld: the place where the hero encounters fear or death.  Wilderness (forest): the place where rules don’t apply, and people and things run wild.  River: the place representing the flow of time.  Garden: the place of harmony with nature, innocence, union, imagination; sometimes can be ruined or poisoned, or the hero has to leave it.

5 Archetypal Setting Elements (cont.)  Wasteland: the opposite of the garden; the place of loneliness, desolation, despair; the place where there is no growth.  Desert: place of purity, reflection, solitude; the lonely quest for meaning.  Crossroads: place of suffering and reflection.  Maze or labyrinth: represents a puzzling dilemma or great uncertainty; sometimes represents the search for a monster within self.

6 Archetypal Setting Elements (cont.)  Castle: strong place of safety; holds the treasure or the princess; may be bewitched or enchanted; may represents home or some other safe place.  Tower: strong place where evil resides or where the self is locked away from society and fellowship.  Winding stair: long and difficult way into the unknown.

7 Archetypal Characters  Mentor/teacher: teaches the hero; gives valuable gifts (weapons, food, magic, information); older, wiser, can serve as the hero’s conscience.  Shadow: worthy opponent with whom the hero must struggle in a fight to the end/must be destroyed, neutralized, or assimilated.  Monster/Dragon: the hero’s dark self; the forces of evil; the scary aspect of life  Old Crone/wise woman/potion-maker: may represent the frightening knowledge and wisdom of experience and age

8 Archetypal Characters  Animal Companion: represents that side of nature that helps man and is friendly to him  Blind seer: mysterious figure who can see into the nature of life though he or she cannot see physically.  Witch: the scary or angry aspect of women.  Damsel in distress: women who need to be rescued.  Princess in the tower: women who are unattainable

9 Common Archetypal Journey Patterns Quest to…  know who you are  find knowledge  find the promised land or to build a beautiful city  get revenge  Rid the land of some danger  Fame and fortune  Warrior’s quest to save the people  Fool’s quest (a clown, simple- minded person, or silly person saves the land or princess because of his/her own innocence)  Search for love (to rescue the princess)  Grail quest (search for perfection or spiritual nourishment)


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