Unit 3 - Mythology and Folklore

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Shapeshifter (Archetype #5)

Shapeshifters pose as allies and hide their true intentions until an opportune moment presents itself during the quest. Their betrayal usually catches the heroes completely off guard.

Carl Jung

(1875-1961) believed humans possess a universal collective unconscious that is revealed in the commonalities, or similarities, of our myths. By studying myths, we can better understand not only the psyche of the culture where they originated, but the universalism of the human psyche, or those things that influence our thoughts, behavior, and personality — the forces that speak to our souls.

Characteristics of the Hero

1. Heroes are often marked as special even before they are born. Their coming is often foretold by seers, oracles, and prophets. They are often conceived in some miraculous manner. 2. Heroes are often born during dark times when a hero is desperately needed by the people. 3. A young hero's introduction to the world is often immediately fraught with danger. Their lives are usually at risk right away. This threat often comes from a jealous father, or a king who is afraid that the child will grow up to steal his crown. 4. Even though heroes walk among regular people, they are separate from them in some way. These differences often emerge when they are still children, where a brave deed proves they are destined for greatness. 5. Sometimes the young hero proves himself by performing a task that only the "chosen" one can accomplish. 6. Once a hero becomes an adult, he often goes through a time of isolation in order to prepare for his destiny and embark on his hero journey. The heroes are often tested during this time, and must either overcome temptation or their own resistance to leaving the known for the unknown.

saga (type of hero myth)

A long narrative based loosely on a great historical event or that tells of legends and myths. The Norse and Icelandic people primarily recorded their stories as sagas.

epic (type of hero myth)

A poem, sometimes in the form of a song, which tells the story of a hero's mighty deeds and adventures.

folk tale (type of hero myth)

A simpler story that is regional in nature. The characteristics of folk heroes are exaggerated, as are their deeds. Folk heroes can be historical figures.

legend (type of hero myth)

A story that has been passed down for many generations. It is often believed to be historical by the culture where it originated, but it cannot actually be proven to be true or only has elements of truth to it.

archetype

A universal symbolic pattern.

Joseph Campbell

Campbell was a mythologist who studied hero myths and legends from around the world, and he discovered a common archetype. He found that while the specifics of the stories and heroes were unique to each culture, the overall themes and parts of the heroic journey were universal in nature. He identified these universal qualities as an archetypical structure in myths he called the hero monomyth, or the one underlying myth of all humanity.

hero tales

Exciting tales of men embarking on epic journeys and triumphing over seemingly impossible odds that have been passed down from generation to generation since long before the advent of written language. Most hero myths are told in narrative form, from the eyes of the hero himself.

Joseph Volger

Helped to make this monomyth more understandable and broke the hero's journey into the seven archetypes and twelve stages you learned about earlier in the unit.

Tests, Allies and Enemies (Stage #6)

In this stage, the hero tests the waters of the new world and seeks to figure out its rules. He will begin to face tests and trials that give him an opportunity to try out his strength and powers. He will begin to figure out who his allies and foes are.

Mentor (Archetype #2)

Mentors help the heroes in some way. They often train them and motivate them to move past their fears and insecurities, and "push" them towards the threshold. Often they give the hero knowledge or a gift that will be of great importance later on in the story.

The Ordeal (Stage #8)

It is the moment of suspense when all may be lost for the hero, and it is the pivotal stage of the journey. He must overcome his greatest fears, and confront either his own death or the death of someone or something he loves. Often, the hero must descend into the underworld. In the hero monomyth, death is the avenue for the metaphorical or physical rebirth of the hero. The hero may face off against the known villain or be betrayed by a shapeshifter during the ordeal.

The Hero Quest

Once a hero becomes an adult, he often goes through a time of isolation in order to prepare for his destiny and embark on his hero journey. The hero's journey has eleven distinct stages. It is circular in nature, and the hero ends up where he started at the end of his quest. Rarely does he return the same person; rather, his character has been forged by the difficulties he overcame on his journey, and he has emerged from his trials as a true hero.

Reward (Stage #9)

Once the hero has survived the mental and physical trials associated with his quest, he can finally obtain his reward. It may be a special item in the form of a weapon, treasure, or magic potion. It may also be emotional in nature, like being reunited with those the hero loves. The reward may also take the form of enlightenment, knowledge, or wisdom

Call to Adventure (Stage #2)

The call to adventure occurs when the hero's ordinary world is shaken in some way and he is called upon to restore it. The call can come in many ways: as a message from the gods, with the introduction of a villain, or it can be preceded by ominous weather or events. Once the call to adventure has been presented, the hero must then choose if he will remain where he is or answer the call.

Herald (Archetype #4)

The herald's character announces the call to adventure and his arrival signifies that change is imminent. In religious texts, heralds are often seen in the form of angels. They typically appear at the beginning of a journey, and announce a challenge or explain the quest at hand to a hero. They may reemerge throughout the story to deliver messages or pass judgment.

Refusal of the Call (Stage #3)

The hero does not always jump at the chance for an adventure. He may refuse the call or even run from it.

Hero (Archetype #1)

The hero is the main character of the story, called upon to sacrifice himself in some way by leaving the regular world to embark on a quest.

Return with Elixir (Stage #12)

The hero's return to the regular world with the elixir (or reward) marks the final stage of the journey. The quest is over. The hero shares the elixir with humankind and brings knowledge to the people or healing to a broken land. Sometimes it is the hero's own death that brings about greater awareness, and inspires the people of the regular world to rally and bring about change.

Approach to the Inmost Cave (Stage #7)

The inmost cave represents the path to the heart of the journey: the hero's final battle.

Shadow (Archetype #6)

The shadow is represented by the hero's enemies and villains. It is the force bent on destroying the hero and keeping him from completing the quest.

Threshold Guardian (Archetype #3)

The threshold guardians stand between heroes and the special world. They test the heroes' resolve and make them prove their worth. The heroes may not begin their quests unless they can get past the threshold guardians.

The Road Back (Stage #10)

This is the final leg of the hero's journey, where the stakes rise. He must fight his way back to the ordinary world and he often needs a catalyst to push him back through. This force may take the form of a chase to retrieve the reward from the villain or a race against time. Often a chain of events that must be stopped has been set into motion.

Resurrection (Stage #11)

This is the final showdown between life and death. The hero has returned to the ordinary world and now must battle for not only his own life, but that of others or that of the world itself. To win this final battle, he must use everything he has learned on his journey.

Ordinary World (Stage #1)

This is the hero's home, and where his journey will begin and end. During this part of the story, the reader gets to know the character and learns who he is.

Crossing the Threshold (Stage #5)

This is the point of no return — the sign that the hero has committed to the journey ahead and all that it might require of him. Crossing the threshold signifies that the hero has finally committed to the journey. This is the heroes' entryway into the special world where their destiny awaits them.

Meeting with the Mentor (Stage #4)

This mentor can be an internal voice, a god, or a special person like King Arthur's advisor, Merlin. This mentor may reveal to the hero who he truly is, help him to see his potential, and give him valuable information, magical gifts, or advice that he will need on his quest.

Trickster (Archetype #7)

Tricksters like to stir things up. Their physical antics or verbal tricks often cause chaos and trouble. Tricksters are often represented by animals.


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