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13 Cards in this Set

  • Front
  • Back
The Quest
this motif decries 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
refers to a possibly superhuman feat that must be accomplished in order to fulfill the ultimate goal.
The Journey
sends the hero in search for some truth of information necessary to restore fertility, justice, and/or harmony to the kingdom.
The Initiation
refers to a moment, usually physchological, in which an individual comes into maturity.
The Ritual
refers to an organized ceremony that involves honored members of a given community and an initiate.
The Fall
descent of action from a higher to a lower state of being.
Death and Rebirth
motif grows out of the parallel between the cycle of nature and the cycle of life.
Nature vs. Mechanistic World
refers to situations which suggest that nature is good whereas the forces of technology are bad.
Battle between Good and Evil
these situations pit forces which represent good and evil against one another.
The Unhealable Wound
this wound, physical or physchological, cannot be healed fully. This would also indicate a loss of innocence or purity.
The Magic Weapon
refers to a skilled individual hero's ability to use a piece of technology in order to combat evil, continue a journey, or to prove his or her identity as a chosen individual.
Father-Son Conflict
tension often results from separation during childhood or from an external source when the individuals meet as men and where the mentor often has a higher place in the affections of the hero than the natural parent.
Innate Wisdom vs. Educated Stupidity
some characters exhibit wisdom and understanding intuitively as opposed to those supposedly in charge.