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54 Cards in this Set

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Archetypes are defined as recurring patterns of situations, characters, or symbols existing universally and instinctively in the collective unconscious of man. This definition is given to us by the psychologist Carl Jung, who believed that, in the unconscious mind, all men share common instincts and views. He offered proof of these common instincts by the similarities found in myths, religions, stories, and dreams.
The Quest
Describes the search for someone or something which, when found and brought back, will restore fertility to a wasted land. (The desolation of the land is often mirrored by a leader's illness and disability.) Life is restored to the way it should be or has been. This is the ultimate goal of the main character.
The Task
This is not the same as the quest, but merely a step to complete it. This is one of the challenges (often a superhuman deed) which the main character must face in order to complete his quest.
The Initiation
This is usually takes the form of an initiation into adult life. The adolescent comes into his/her maturity with a new awareness, and he faces his problems with a new sense of hope. This awakening usually takes place near the end of the story.
Situation Archetypes
Archetypes that define the overall plot of the story.
The Journey
The hero journeys in search of some truth or information necessary to restore fertility to the kingdom. Usually the main character descends into a real or psychological hell and is forced to discover the blackest truths, quite often concerning his own faults. Once the hero is at this low point, he must accept personal responsibility to return to the world of the living. A second use of this pattern is the depiction of a limited number of travelers on a sea voyage, a bus ride or another trip where they are isolated and viewed as a microcosm of society
The Fall
This describes a descent from a higher to a lower state of being. The experience involves a loss of innocence and bliss. It is often accompanied by the expulsion from a kind of paradise as a penalty for disobedience and moral transgression.
Death and Rebirth
THis grows out of the 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 and death.
Light vs. Darkness
Light usually suggests hope, renewal, or intellectual illumination. Darkness implies the unknown, ignorance, or despair.
Water vs. Desert
Water is necessary to life and growth , and it commonly appears as a birth or rebirth symbol as in baptisms, which symbolize spiritual birth. The desert represents alienation, loneliness, desolation, near starvation (both physically and spiritually).
Heaven vs. Hell
man has traditionally associated parts of the universe not accessible to him with the dwelling places of primordial forces that govern his world. The skies and mountaintops house his gods; the bowels or the earth contain the diabolic forces that inhabit his universe.
Haven vs. Wilderness
Heroes are often sheltered for a time in places of safety (havens) for a time to regain their health or spiritual strengh before they are thrust out into the dangerous wilderness.
Innate Wisdom vs. Educated Stupidity
Some characters exhibit wisdom and understanding of situations instinctively as opposed to those supposedly in charge who have extensive book learning, yet usually make poor decisions.
Fire vs. Ice
Fire represents knowledge, light, life, and rebirth. Fire is usually present when these forces are affecting the hero. Ice (like the desert) represents ignorance, darkness, desolation, sterility, or death. Ice would be present when these forces are affecting the hero or another character.
Nature vs. the Mechanistic World
Nature is good while technology and society is often evil.
Good vs. Evil
The battle between two primal forces. Mankind shows eternal optimism in the continual portrayal of good triumphing over evil despite enormous odds.
Supernatural Intervention
A supernatural force, god, or being intervenes either on the side of the hero or sometimes against him.
The Unhealable Wound
The hero or some other character has a wound, either physical or psychological, that cannot be fully healed. This wound often indicates a loss of innocence. It always aches and often drives the sufferer to desperate measures.
The Ritual
Actual ceremonies that initiate experiences. They will mark his rite of passage into the next level of his journey into adulthood.
The Magic Weapon
This is a weapon that can only be wielded or used to its full potential by the hero. It symbolizes the extraordinary quality of the hero.
Symbolic Archetypes
Archetypes that symbolize some event in the story. The element in the archetype name must be present in the story to represent the ideas.
Character Archetypes
Models for which many characters are based. The character should meet most of the criteria to qualify as that archetype.
The Hero
The protagonist of the story. His/her life can be clearly divided into a series of well marked adventures with strongly suggst a ritualistic pattern. Some characteristics of a hero might be: his mother is a virgin, the circumstances of his conception are unusual and, at birth, some attempt is made to kill him. He is frequently reared by foster parents. After a victory, the hero is made a king and marries the princess. He usually suffers a mysterious death. The hero can be marked as the character that changes in the face of conflict, and we are able to see maturity.
The Young Man from the Provinces
This hero is spirited away as a young man and raised by strangers. He later returns to his home where his a stranger who can see new problems and new solutions.
The Initiate
This is a young hero or heroine who, prior to his/her quest, must endure some training and ceremony. This person is usually innocent and often wears white.
The mentor
This individual serves as a teacher or counselor for the initiate. Sometimes he serves a a role model or as mother or father figure. The mentor teaches by example skills necessary to survive the quest.
Hunting Group of Companions
Loyal companions willing to face any number of perils in order to be together.
Friendly Beast
An animal who befriends the hero and serves him/her loyally. The purpose of the friendly best is to show that nature is on the die of th hero.
Devil Figure
Evil incarnate, this character offers worldly goods, fame, or knowledge to the protagonist in exchange for possession of his soul.
Evil Figure with Ultimately Good Heart
A redeemable devil figure saved by the nobility or love of the hero.
The Scapegoat
A character used to carry the blame of the sins of society. Usually seen as a weak until his death. Then he/she usually becomes a powerful force (a martyr).
The Outcast
A figure who is banished from a social group for some crime (real or imagined) against his fellow man. The outcast is usually destined to become a wanderer from place to place.
The Earthmother
The fertility symbol in most stories. Symbolic of fruition and abundance. This character traditionally offers spiritual and emotional nourishment to those with whom she comes into contact.
The Temptress
Characterized by sensuous beauty, this woman is one to whom the protagonist is physically attracted and who ultimately may bring about his downfall.
The Platonic Ideal
This woman is a source of inspiration and a spiritual ideal. The protagonist or author has an intellectual rather that physical attraction to this character.
Amazon Warrior
A female character who displays a fearless sense of honor. Usually handles weapons well and is knowledgeable in ares of defense. many times wrongly perceived as hating men.
The Star-Crossed Lovers
These tho characters are engaged in a love affair that is fated to end tragically for one or both due to disapproval of society, friends, or family or to some tragic situation.
Creatures of Nightmare
A monster usually summoned from the deepest, darkest part of the human psyche to threaten the lives of the hero/heroine. Often it is a perversion or desecration of the human body. For example, werewolves, vampires, dragons, huge snakes.
Color archetypes
Colors associated with certain characters can further explain characteristics.
Positive associations are light, innocence, purity, virginity, and timelessness. A heroic character will usually wear this color prior to experiencing a rite of passage. Negative associations are death, terror, the supernatural, and the blinding truth of an inscrutable cosmic mystery.
Positive associations are knowledge and intelligence. The hero figure may wear a combination of black and white while processing through various trials. Negative associations are evil, melancholy, chaos, mystery, the unknown, and death.
Depicts hope and happiness. Positive association with the sun. As long as the sun shines, there is hope for a new beginning.
Depicts great passion as in love, violence, and artistry. Also denotes, blood, sacrifice, and disorder. The hero or one of his/her cohorts during battles may wear this color.
A positive color associated with compromise, serenity, truth, security, spiritual purity. Characters wearing this color usually represent peacemakers.
Positive associations are life, rebirth, growth, hope, fertility. Sometimes seen in conjunction with yellow. Negative associations are death and decay.
A combination color used to represent hope and passion (yellow and read)
Earth tones representing unity with the land. Frequently seen with native animals or characters in harmony with their homeland. Earth mothers wear this color.
Associated with power and royalty, depending upon the degree or richness used.
Associated with wealth, status, and power.
Number Archetypes
numbers associated with characters can further explain characteristics.
Associated with light, spiritual awareness and unity (the Holy Trinity).
Associated with the circle, life, four seasons, earth, nature, four elements (earth, air, fire, water).
Most potent of all symbolic numbers. Signifies union of three and four. Also suggests completion of a cycle and perfect order.
Damsel in Destress
The venerable woman who must be rescued by the hero. She often is used as a trap to ensnare the unsuspecting hero.