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20 Cards in this Set
- Front
- Back
The quest |
What the Hero must accomplish in order to bring fertility back to the wasteland, usually a search for some talisman that will restore peace, order, and normalcy to a troubled land. |
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The task |
The nearly superhuman feat(s) the Hero must perform in order to accomplish his/her quest. |
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The journey |
The journey sends the Hero in search of some truth that will help save his/her kingdom. |
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The initiation |
The adolescent comes into his/her maturity with new awareness and problems. |
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The ritual |
The actual ceremonies the Initiate experiences that will mark his/her rite of passage into another state. A clear sign of the character’s role in his/her society. |
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The fall |
The descent from a higher to a lower state of being usually as a punishment for transgression. It also involves the loss of innocence. |
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Death and rebirth |
The most common of all situational archetypes this motif grows out of a parallel between the cycle of nature and the cycle of life. Morning and Springtime represent birth, youth, or rebirth, while evening and winter suggest old age or death. |
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Battle between good and evil |
Evil A battle between two primal forces. Mankind shows eternal optimism in the continual portrayal of good triumphing over evil despite great odds. |
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The unhealable wound |
Either a physical or psychological wound that cannot be fully healed. The wound symbolizes a loss of innocence. |
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The initiates |
The Initiates are young heroes or heroines who must go through some training and ceremony before undertaking their quest. |
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Mentor |
The Mentor is an older, wiser teacher to the initiates. He/She often serves as a father/mother figure. He/She gives the hero gifts (weapons, food, magic, information), and serves as a role model or as the hero’s conscience. |
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Threshold guardian |
Tests the hero’s courage and worthiness to begin the journey. |
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Father/son conflict |
In this relationship, the tension is built due to separation from childhood or some other source when the two meet as men. |
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Group of companions |
These are loyal companions willing to face hardship and ordeal in order to stay together. |
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Friendly beast |
An animal companion showing that nature is on the side of the hero. |
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The shadow |
A worthy opponent with whom the hero must struggle in a fight to the end. Must be destroyed or neutralized. Psychologically can represent the darker side of the hero’s own psyche. |
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The scapegoat |
An animal, or more usually a human, whose death is a public ceremony redeems some taint or sin of a community. They are often more powerful in death than in life. |
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The outcast |
A character banished from a social group for some real or imagined crime against his fellow man, usually destined to wander from place to place. |
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The damsel in distress |
A vulnerable woman who needs to be rescued by the hero. She is often used as a trap to ensnare the unsuspecting hero. |
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Star-crossed lovers |
Two characters engaged in a love affair fated to end tragically for one or both due to the disapproval of society, friends, family or some tragic situation. |