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The New Poetics 211 How to use this Course |
Below you will find the rubric that will be used to present information about each of the archetypal characters on the Red Square. You will find it helpful to have already read the articles in NP101 and NP201 in order to understand what is going on here. The final article has several complete analyses of Red Square stories of varying degrees of complexity as well as some exercises that will help the student to become more fluent with the Red characters and their stories.
Alternate Titles:
These are other names for the same character, each emphesizing a
different aspect of the character. There are actually eight aspect
names for each character, but not all of them are known. Sometimes
there are also specific archetypal words for resonances, shadows, split
characters and other variants. For the purposes of this basic
introduction we list only a few of these, in no particular order.
| Plays |
| Literature |
| Genre Fiction |
| Classic Film |
| Modern Film |
| Poetry |
| Mythology |
| Fairy Tale |
| Music |
| Non-Western |
| Children's |
| Other |
Archetypal
Events: Each character has ten archetypal events: five that take
place in relation to another character, and five that take place when
the character is alone. As these are not all known for most
characters, we have listed those that we have already discovered, and
will continue to add to the lists as time goes on.
Common
Plots: A few examples of plots that frequently occur
from
the perspective of this character.
| Resonances
& Shadows: Each
character has two corresponding characters from non-adjacent squares
whose archetypal events and traits they may 'borrow.' These are called
"resonant" characters. A character's shadows are the two characters of
opposite moral alignment from the two adjacent squares; a character may
act as one of these in a sub-plot in order to darken or lighten the way
that the audience perceives them. |
Next there is a list of the
most important symbols of the character being described. There are
many, many variants for each of these and the student will learn how to
generate these in a later course. The version given here is the purest
form currently known, in the Concrete Aspect and the Royal Scale. A
Supply is something which the character has in limited quantities, when
it runs out this usually prompts a major plot development -- often the
end of the story. The Prize is a thing that this character is liable to
go questing after. The Monument is a symbolic commemoration of the hero
and his/her deeds. The others are self-explanatory.
Home
Supply
Weapon
Clothing
Prize
Monument
Minor Symbols
Finally,
we include the Red Square as it looks built from the perspective of the
character being studied.
| Perspective |
Sidekick |
Lover |
| Lieutenant |
* |
Hapless Love |
Enemy |
Ball & Chain |
Nemesis |
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The King |
Alternate Titles:
Prince, Rightful Heir, Bridegroom, Lover
The King is the archetypal
realization of the idea of legitimate worldly authority. Under his
auspices, the Kingdom is guaranteed to prosper -- whether it is a broad
kingdom of valleys and dells, or a kingdom of a single hearth and a
woman's heart. His authority derives its legitimacy from the fact that
it is always directed towards the highest good for his people or his
Princess. This is why he is often to be found traipsing around the
world, or his army camp, dressed as a commoner. It is important to him
to know what his people need, in order that he can provide it. His
willingness to stand against the enemies of the realm in single combat
-- rather than subject his subjects to needless danger in battle -- is
an eloquent testimony to the sincerity of his political priorities.
In many cases, the King's story begins before he has actually managed
to claim his throne. In these stories he must overcome various
obstacles in order either to win the girl, or to become the King. If he
is involved in a Romance plot, there is only one woman in the world,
and he will overcome all obstacles to prove himself worthy of her hand.
| Henry V -- Shakespeare |
| Aragorn -- Lord of the Rings |
| Paul Atriedes -- Dune |
| -- |
| Arthur, King of the
Britons -- Monty Python and the Holy Grail Perseus -- Clash of the Titans |
| King
Arthur -- Idylls of the King |
| Odysseus
-- The Odyssey Orpheus -- Greek Myth |
| The Steadfast Tin Soldier -- Anderson The Frog Prince -- Grimm |
| Tamino -- The Magic
Flute The Crusader -- Chris de Burg |
| Rama -- Ramayana |
| Peter -- The Lion the Witch and the Wardrobe |
| King
David
-- The Holy Bible |
Archetypal
Events: Survey Kingdom, Foot Washing, Banquet, Herald
Quest, Single Combat, Rally
Common
King Plots:
Return of the King: The line of
Kings was broken long ago, and the Kingdom has fallen into disrepair --
the stewards are corrupt, or there simply isn't any leadership to speak
of. The rightful heir is persuaded, usually with some reluctance, to go
forth and claim the throne of his fathers.
Rescue the
Princess: The Princess has been captured by a Usurper and dragged off
into his underworld lair. The Prince descends through death and trials
in order to bring her back and make her his wife.
Most Worthy Suitor: The old
king has declared open season on the hand of his daughter and half the
Kingdom. The Prince must perform deeds of valour in order to prove
himself worthy.
| Resonances:
Priest, Martyr |
Shadows:
Wiseman, Accuser |
The
King's Castle: Although he is willing to go slumming it
amongst the commoners, and may be found in exile at certain points
during his plot, the King's proper home is a castle. Specifically, it
is a place of grandeur where he is able to adequately govern his
Kingdom and provide for the needs of his bride. The Castle, like the
Kingdom, responds to the King's presence: when he is there, it is in
order and all of its inhabitants are happy. When he is away, a pall is
cast over it which does not lift until he has returned.
The
Sword of Great Reknown: The proper weapon for a King is
a sword; but it is almost never an ordinary, common sword. It is often
a named sword, old beyond telling, possessed of magical properties and
forged by the gods. Often, it belongs to him alone and he is the only
one who is able or qualified to use it. Odysseus' bow is a variant on
the theme: Odysseus was a Rogue when he left for Troy, but the bow that
he left behind is Kingly: Odysseus himself is the only man capable of
drawing it.
The
King's Crown: The circle is the most perfect of the
shapes, and gold is the most perfect of metals. These elements combined
are a powerful symbol of divine authority; the King, by placing the
crown on his head places himself under the authority of God, indicating
that the authority he brings to his Kingdom is neither arbitrary nor
self-serving.
The
Throne of the Heart: At the centre of the human heart
there is a seat, and whatever is placed on this throne has primacy over
all other loyalties. The throne has been made to be the seat of the
other -- a person who seats himself on the throne of his own heart is
self-centred; a person who puts something less than human on it is
enslaved to lower things. When the Lover is placed on the throne,
everything else falls into order: his right to rule is founded on
selfless concern and love, which allows the person to place him or
herself under authority without becoming subject to exploitation.
Whether the King ascends to the throne of the Kingdom, or to the throne
of his beloved's heart, this is the reality that is reflected when he
claims his prize.
Minor
Symbols: Horses, Gold
| King |
Sidekick: Rogue | Lover: Princess |
| Lieutenant: Trickster | * |
Hapless Love: Shrew |
Enemy: Usurper |
Ball & Chain: Nymph |
Nemesis: Psiren |
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The Rogue |
Alternate Titles:
Knight Errant, Faithful Servant,
Hunter, Bard
There are two essential
manifestations of the Rogue: the first is in a plot where he is opposed
to some sort of illegitimate authority. Under these circumstances he
may become a highwayman, a prince of theives, a rebel leader, a secret
agent, a raider of tombs. Armed with a heroic concern for justice, and
a jaunty delight in breaking unjust laws, he goes forth to deprive the
unworthy of their ill-gotten treasures, and to bestow them on the poor
and the oppressed.
Now, should the rightful King happen to ride into the plot and
establish himself on the throne, the character of the Rogue is modified
accordingly. His bravery, uncanny skill, and willingness to undertake
absurd quests put him in the ideal position to serve as a faithful
Knight, carrying out the more outlandish and romantic of the King's
designs.
Many Rogues combine these two aspects very successfully -- 007 is as
faithful to the British Crown as he is lawless in his pursuit of Her
Majesty's goals; Robin Hood may rob everyone who passes through
Sherwood Forest, but he is more than happy to place himself in the
service of Richard the Lionheart on the monarch's return.
In Romance plots, the political side of the Rogue's character is often
neglected. He becomes a slightly disreputable figure, particularly in
the eyes of the woman he intends to court. His vulgarity may be
attractive, particularly to Princesses tired of the polished insularity
of court life, or it may be repugnant, particularly if he is romancing
his Lover -- the Shrew. This is, of course, the classic plot of many
romantic comedies from Shakespeare to modern film, where the
protagonists play at hating each other as they fall ever deeper in love.
| Cyrano -- Cyrano de Bergerac |
| -- |
| Roj Blake -- Blake's 7 |
| Charlie Allnut --
The African Queen Peter -- It Happened One Night |
| Indiana Jones
-- Raiders
of the Lost Ark John Hooker -- The Sting |
| Sir Gawain --
Sir Gawain and the Green Knight |
| -- |
| -- |
| The Partisan
-- Leonard Cohen |
| -- |
| Popeye -- Classic Cartoon |
| Robin Hood -- Legendary |
Archetypal Events: Hunt, Plan, Disguise, White Elephant, Grant Safe Passage, Liberate
Common
Rogue Plots:
Treasure
Hunt: An ancient treasure has fallen into the wrong hands, or
is at risk of falling into them, and it must be recouped. The Rogue's
claim to the treasure is usually justified either because a) the
treasure will be used for evil by his opponents, b) he has some sort of
legitimate claim to it, or c) he intends to hand it over to someone who
does have a legitimate claim.
Just
Rebellion: The evil empire has spread its shroud over the realm, and a
band of courageous outlaws are the only force that stands between the
oppressed populace and perpetual tyrrany. The Rogue leads this band of
heroes as they seek to restore the plundered wealth of the common man,
to destroy the infrastructure of oppression, and to bring the
usurperous government to ruin.
Taming of the
Shrew: The Shrew mislikes the Rogue, the Rogue is hardened against
romance, and they're both determined to have the last word. Bound
together by the bonds of their perpetual squabble, they spit venom at
one another until, by some means or other, the Shrew's pride is broken
and she consents to love him.
The Unattainable Woman: The
Rogue is smitten from the moment that he first lays eyes on the
Princess, but he is not worthy of her. He can show her a wonderful
time, they can laugh together, he can write her the most fabulously
romantic verses, and fight to keep the scoundrels from his lady's
skirts, but their love is not to be. Even so, he does not become the
wounded lost-lover, wandering the streets of Paris and mooning like a
pathetic puppy; he is still a Rogue, and he will always have his
panache.
The Fallen Knight: He is
supposed to go a courting in the name of his King, but the alleged
Princess turns out to be a Nymph. The poor loyal Knight falls prey to
her charms, and they become entwined in an affair of mutually assured
destruction.
| Resonances: Avenger, Warrior | Shadows: Disgrace, Cripple |
The Ship: Like most left-hand male heroes, the Rogue is
transient. The most archetypal form of his home is the ship, or boat.
This vessel is a sort of floating island, a kingdom apart from any
kingdom, and it grants him autonomy from the unjust rulers that he
opposes. The Rogue's ship is very often outfitted with special powers
-- whether it is a car that can turn into a boat and also shoot
missiles out of its headlights, or the fastest merchantman on the brine.
Ammunition:
When the Rogue runs out of bullets, arrows, cannonballs,
insults, etc. this generally signals that the end of his plot is near.
It means that he is no longer inapproachable, able to strike from out
of reach, and can be therefore captured. If he is against a Usurper,
this often means death. If he is against a Shrew, it means that he is
ready to submit to love.
The
Bow: The traditional form of this weapons is a long-bow,
but the essence of it is that it is a long-range weapon that is used
with uncanny accuracy; a sniper rifle or masterfully handled bull-whip
will serve the same basic purpose. It is often used as a weapon of
rescue, to cut through a noose around a friend's neck or to break the
ropes that hold together an enemy seige engine.
The
Hood: If the King's crown is designed to show forth his
authority to the world, the Rogue's hood is designed for exactly the
opposite purpose: it is used to shield his face, as a kind of disguise,
and it grants him a measure of anonymity. A large brimmed hat that
throws shadows across the face or a kerchief that covers the nose and
mouth are variations on the theme. When the hood becomes a hat (in
between a hood and a crown), it is often invested with special
significance, and the Rogue will go back against absurd odds to rescue
it if it is lost.
The
Treasure:
The most traditional of prizes
belongs to the Rogue. It cannot be just any treasure: it must have
great, and preferably mystical significance. It must be unique, and it
must be obscenely difficult to come by. This can include anything from
the Holy Grail to a Shrew's love.
Ballad: Rogues, if they are
immortalized, tend to be immortalized in song. This derives to a
certain extent from the general red-square concern with songs and
singing, but the ballad is especially appropriate to the Rogue because
the minstrel who sings it is a sort of lesser Rogue who looks up to the
one who has already completed his quest.
Minor Symbols: Cloak, Shadows
| Rogue |
Sidekick: King |
Lover: Shrew |
| Lieutenant: Usurper | * |
Hapless Love: Princess |
Enemy: Trickster |
Ball & Chain: Psiren |
Nemesis: Nymph |
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The Princess |
Alternate Titles:
Beauty, Maiden, Damsel, Beloved
This is that feminine
heroic archetype that feminists despise. There's really no way around
it: she's sweet, beautiful, largely passive, and she is available as a
prize to the most worthy suitor. She stands singing at windows and
flowers spring up beneath her feet as she frolics through the meadows.
Men's hearts melt before her grace, and merely to see her is to love
her. Modern attempts to gussy her up as a lively, spunky,
self-determinining are generally doomed to failure. In the best
examples, she shifts archetypally and becomes a Shrew. In the worst,
(Disney's Little Mermaid
comes to mind) she becomes a self-important brat. This is because the
Princess is Woman possessed of every natural grace: she has wealth,
beauty, charm, learning, etc. etc. Only through humility, only by
turning these graces over to the other, can she avoid becoming
insufferably proud or wontonly dissolute.
That said, the Princess is capable of great integrity. Whether she
cleverly thwarts the throngs of suitors who are gobbling up Odysseus'
wealth, or endures a year without eating in the depths of the
Underworld, her submissiveness is neither indescriminate, nor is it the
result of weakness. She is not simply available to whomever wishes to
take her. Only the one who is truly worthy, and perfectly suited to
her, may claim her hand.
Examples:
| Hero -- Much Ado about
Nothing |
| -- |
| Arwen -- Lord
of the Rings |
| Princess Ann -- Roman
Holiday |
| Princess Leia
-- Star Wars |
| Bess the Landlord's Daughter
-- The Highwayman |
| Persephone -- Greek Mythology |
| Little Tiny -- Anderson Snow White -- Various Sleeping Beauty -- Various |
| Christine -- Andrew Lloyd Weber's "Phantom of the
Opera" |
| -- |
| Princess Irene -- The Princess and the Goblin |
| -- |
Archetypal
Events: Sleep, Radiate (light, flowers, peace, etc.),
Become Apparelled, Sing, Look out the Window, Marry, Charm, Promise,
Play, Explore the Castle
Common
Princess Plots:
The Tale of True Love: The
Princess is terribly lonely, even though flowers spring up under her
feet and the birds sing to accomany her every move, she yearns
desperately for love. Her adventures carry her very nearly into the
arms of many ill-suited men, until at last she finds her Prince, and it
is love at first sight.
Into the Underworld: A
Usurper arises from a deep and dangerous realm, under the mountain,
beneath the opera, or in the land of the dead. He seizes/seduces the
Princess and carries her away into darkness. She may, later, be rescued
by a Prince.
The Course of True Love
Never Did Run Smooth: The Prince and Princess are in love -- until her
virtue is besmirched by the some vile Trickster's schemes. In the best
of cases, this leads to a delightful comedy of errors, and all's well
that end's well. In the worst, she is murdered, or dies or grief, and
only too late is her innocence revealed.
Who's the Fairest of them
All?: A Princess must flee the spiteful designs of a jealous Psiren who
cannot bear the thought that another woman is more beautiful, and more
beloved, than she.
| Resonances: Intercessor, Virgin | Shadows:
Witch, Medea |
The
Princess' Chamber: The Princess' home is the most
intimate room of her palace. It represents her virginity, which is
emblematic of the purity of her heart, and also her innocence: the
reader can enter her bedchamber without shame or titillation, because
it has a sort of Edenic, unfallen quality to it. It is also an ideal
place to sleep or look out of windows from. Because her home is so
small, the Princess is able to leave it without actually going very
far; the corridors of the rest of the palace often contain sinister old
women, buried secrets, or dire adventures for the Princess who goes
wandering in them.
The
Princess' Thorns:
The Princess possesses natural defenses that prevent anyone who
is unworthy from getting near to her. When this is physically
manifested, it is often as a barrier of thorns or a wall that will only
part for the rightful prince. The unreasonable quest set by her father,
in which unworthy suitors are pruned away, is an abstracted form of
this weapon.
Minor
Symbols: Hair, Rose, Dowry
| Princess |
Sidekick: Shrew |
Lover: King |
| Lieutenant: Nymph |
* |
Hapless Love: Rogue |
Enemy: Psiren |
Ball & Chain: Trickster |
Nemesis: Usurper |
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The Shrew |
Alternate Titles:
Matchmaker, Captains Daughter
She's fiesty,
self-possessed, with a tongue as sharp as barbed wire, and she is
never, never, never, going to get married. In spite of this, she is
often interested in other people's marriages. She pictures herself
becoming a sort of wise spinster, one to whom everyone else looks for
advice in matters of love, but for whom Cupid's arrows have no sting.
Naturally, she is dead wrong.
The classic Shrew story is the Reluctant Romance, but she is capable of
appearing in other guises. She often appears in rebel-Rogue plots as
the hero's Lover -- not as a Shrew who is never going to give in, but
as one who has already fallen in love and who is now ready to go out
with her Lover and ply her tongue against the nearest Usurper. Whereas
the captured Princess sits liltingly by the window, singing her songs
of eternal optimism in the hopes of luring a saviour-Prince, the Shrew
is much more likely to struggle, scream, yell, kick up a fuss, and make
herself such a nuisance that the evil one is happy to see her go.
Regardless of whether she is in a Romantic or a Heroic plot, this is
not a Heroine that can safely be left at home. She's your goddam
partner, and she's coming with you, whether you want her tagging along
or not. Fortunately, she is quite resourceful, adept at bashing baddies
over the head with Ming vases and ukeleles, and she can hold her own in
a battle of wits or cups.
| Kate -- The Taming of the Shrew |
| Emma -- Jane Austen |
| -- |
| Gabrielle Maple
-- Petrified Forest |
| Marian --
Raiders of the Lost Ark |
| Daphne
-- Ovid's Metamorphosis |
| -- |
| The Little Robber Girl -- The Snow Queen
(Anderson) |
| -- |
| -- |
| The Paperbag Princess -- Robert Munsch |
| -- |
Archetypal
Events: Tantrum, Call a Spade a Spade, Refuse, Relent,
Lessons
Common
Shrew Plots:
Reluctant Romance: The Shrew does not believe that she is ever
going to fall in love. The right man comes along, but he does not
conform to her ideals: he is too vulgar, too arrogant, too rude, and in
any case, men cannot be trusted. Eventually she realizes that she
really might lose him forever, at which point she panics and admits
that she's in love.
The Headstrong Daughter: A
King has a Shrewish daughter and he must somehow get her into shape in
order to marry her off. Either he eventually turns her into a true
Princess, or in the course of trying to run away from his designs she
meets the Rogue of her dreams and falls in love.
Matchmaker: The Shrew has a
Princess sidekick who she is determined to marry off. She undertakes to
eliminate unworthy suitors on the Princess' behalf, and imparts her
worldly wisdom in order to prevent the relatively sheltered Princess
from being deceived by Tricksters or conquered by Usurpers.
| Resonances:
Adulteress, Valkyrie |
Shadows:
Parasite, Mule |
The
Shrew's Parlour: Unlike the Princess, the Shrew is not
going to entertain guests and suitors in the intimacy of her
bedchamber. Instead she has a parlour, which is, in essence, a place
where she shows off her best characteristics to those who she wants to
impress, and where she feels free to exercise her tongue on those she
does not. With a particularly Roguish Shrew, the parlour might turn
into a beer-parlour of which she is patroness.
Refusal
to Eat: The Shrew's great vice is an unwillingness to
submit to any authority for fear of submitting to unjust authority.
Whether she is in rebellion against her father, or against a villain,
she is often inclined to use hunger fasts to get her way. Another
variant is where she refuses to eat the available food because it is
too coarse for her, or refuses to come down to dinner because she
doesn't like the company. When she relents on this point, it means that
she her invulnerability is compromised.
The
Musical Club: Shrews are not provided with the natural
defenses of a Princess, and so they have to fend for themselves,
generally with whatever is at hand. The less like a weapon that this
object is, the better. The most perfect and ideal form of her
improvised club is a musical instrument.
Minor
Symbols: Red Hair
| Shrew |
Sidekick: Princess |
Lover: Rogue |
| Lieutenant: Psiren |
* |
Hapless Love: King |
Enemy: Nymph |
Ball & Chain: Usurper |
Nemesis: Trickster |
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The Usurper |
Alternate Titles:
Tyrant, Evil Uncle, Steward, Emperor
He lives underground, in
the bowels of the mountain, guarding a horde of stolen gold.
Occasionally, he emerges into the light to murder the rightful King and
seize his throne, or to take the Princess captive and carry her down
into his underworld lair. His ambitions are without limit, but his
acquisitions are his prison. Within the private fortress of his stolen
realm, he is king, but to go out of it is to court his death, for he is
owned by all of the things that he possesses and literally cannot exist
without them.
Avarice and power-lust are usually the ruling passions of this type,
though they are not immune to the ordinary sins of the flesh. Ordinary
women are counted amongst the trophies that they gather in their lair,
but there is often one particular woman -- usually someone else's woman
-- who they have an overwhelming and disordered desire to possess.
For some reason, Usurpers appear with unusual regularity as perspective
villains. Whether it is the robber baron, the gangster boss, the
regicide, or the wife-stealer,
this man of great passions and ruthless ambitions seems to have a
certain sympathetic appeal. In analyzing works, it's important to look
out for this: even when Heathcliff hangs a pet dog and leaves it on
Catherine's lawn, for some reason it's easy to miss the fact that he is
evil. Part of this is caused, no doubt, by the fact that the virtuous
Prince from the perspective of the Usurper, generally looks like a
limpid, snot-nosed ponce who is too weak to deserve his throne or his
bride. When this is written or portrayed convincingly, it is difficult
to recognize that the rightful heir or husband actually has a
legitimate claim.
| Richard III -- Shakespeare |
| Heathcliff -- Wuthering
Heights |
| Ming the Merciless -- Flash Gordon |
| Cody -- White Heat Pepe le Moko -- Algiers |
| Redmond Barry
-- Barry Lyndon Sir John Glutton -- Dick Turpin |
| Paris
-- The Illiad |
| Hades
-- Greek Mythology |
| Bluebeard -- Traditional |
| Dogs of War
-- Pink Floyd |
| Dong Zhuo --
Romance of the Three Kingdoms |
| King Miraz -- Prince Caspian |
| Emperor
Maximinus -- Decline and Fall of the Roman Empire |
Archetypal
Events: Count Gold, Behead, Hallucinate, Boss, Orgy,
Auto-Apocalypse (Self-Conflagration)
Common
Usurper Plots:
Kidnap the Princess: The
Usurper seizes the Princess, often while she is innocently at play, and
locks her away. Often he intends to secure his claim to the throne by
forcing her into marriage with him, but in some cases he is merely
desirous of a Queen to share his underworld realm.
Murder the King:
The Usurper plots the murder of the King in order to secure the throne.
Very often the King is his brother, which places him next in line,
though some particularly ambitious Usurpers are willing to run down a
list of seven or eight heirs apparent in order to secure their claims.
Usually there is a young Prince, not yet of age, waiting in the wings
to destroy the Usurper and restore the rightful line.
Grand Heist: The Usurper is
of a gangster/robber baron type, grown discontent with small plots and
trifling sums. He settles on a plot to rob the royal treasury (or the
biggest bank in the city, or Fort Knox, etc.)
Orgy of Blood: The Usurper
and his army oust the King, put all of the royal family to the sword,
and begin a reign of terror. Blood pours through the streets of the
city, the heads of those who fail to abase themselves before his feet
grace the parapets of the castle, and the Usurper sits with his hands
drenched in blood, counting his stolen wealth. Terrors begin to asail
him, his paranoia increases, and he is haunted by the ghosts of those
he has slain. If he is not eventually driven from the throne by a
Prince or Princess who secretly survived the slaughter, he eventually
goes utterly insane and takes the entire Kingdom down with him in a
violent self-holocaust.
| Resonances:
Pharisee, Sun King |
Shadows:
Magus, Judge |
The
Bowels of the Mountain: The Usurper lives in an
underworld, very often in the heart of a mountain. This can be
transformed into a tower from which he surveys his domain, but he if so
he is often to be found lurking in the dungeons beneath the man-made
mountain -- and he almost invariably keeps his treasure underground.
Darkness, barrenness and isolation are all typical features of the
Usurper's domain.
A
Shortage of Unconquered Lands: The Usurper is driven by
ambition; it is his reason for being, but his aquisitions do not bring
him happiness. When he has finished Usurping everything that he
desires, he turns inward and starts to self-digest. His ambition
vanishes, life becomes "a walking shadow," and he enters into a period
of quazi-mystical nihilistic ecstasy before embarking upon his final
destruction.
The
Ring: Upon the Usurper's finger is a signet ring,
symbolizing the authority that he weilds in a movement of his hand.
This power is not placed atop his head -- he is not under it -- it
serves him. The circle becomes a closed loop, and it is often forged
from some darker metal than gold, or else is set with a sinister
blood-red stone. A Ring of a snake eating its own tail is particularly
appropriate. (The Rings in Niebelung and Lord of the Rings are
complicated -- they do symbolize power and usurpation, but since these
are multi-square stories, the Rings don't necessarily imply that the
wearer, or forger, is a Usurper in all cases.)
The
Horde: The Usurper is not content with individual
treasures and must always have obscene quantities of whatever he
craves. He does not do anything with it, but buries it in the ground
and broods over it like a vulture over an ill-begotten egg.
Minor
Symbols: Dragon, Iron, Mastiff
| Usurper |
Sidekick: Trickster |
Lover: Psiren |
| Lieutenant: Rogue |
* |
Hapless Love: Nymph |
Enemy: King |
Ball & Chain: Shrew |
Nemesis: Princess |
![]() |
The Trickster |
Alternate Titles:
Gambler, Fox, Imp
The trickster is a
potentially difficult character to uncover, simply because the term is
used in various different archetypal and interpretive traditions to
mean a variety of different things, some of which are, and some of
which are not, tricksters in the sense that we're using it here. For
example, Joseph Campbell and his ilk tend to refer to any sort of
tricksy character as a trickster -- including several heroic types
(i.e. the Fool and the Magus) who use tricks or riddles in order to
elucidate truths. It is also sometimes used simply to indicate that a
character is liable to change alignment several times over the course
of a story, as Gollum does in The Lord of the Rings.
Put all of that aside. The Trickster, as a distinct archetype, is a
character that is both a) deliberately malevolant or mischeivious, and
b) deliberately tricksy. Someone who flip-flops because they are in the
throes of an interior moral struggle is discounted, as is the good
character who uses trickery to thwart the villain.
The classic Trickster is generally engaged in some sort of swindle. He
desires something that belongs to someone else -- be it a pile of
pirate's gold or a churn of butter -- and he sets out armed with traps,
snares, lies and cheats in order to attain it. He is never to be
trusted, and generally works for his own gain. Occasionally, he will
appear to switch sides -- to betray a Usurper to whom he is playing
Sidekick -- but generally this is just ruse, and he is liable to turn
again on those whom he has helped.
In Romance plots, the Trickster will generally appear as a sort of
slimy-slick suitor, the sort of man who will take a girl for a ride,
tear her away from the arms of her rightful suitor, and then abandon
her at his leisure. He may look more respectable and desirable than his
enemy, the Rogue, but in fact his superficial charm is merely the
whitewash on a fickle and faithless heart. The
Trickster is often an accomplished gambler, and usually smooth-tongued.
In some cases, he seems to delight in causing mischief for
mischief's sake, whether as an impish meddler who confuses the course
of true love, or as a malicious plotter whose designs lead to wrongful
and murderous revenge.
| Puck -- A Midsummer Night's Dream Iago -- Othello Macheath -- Three Penny Opera |
| -- |
| -- |
| Fred C. Dobbs --
Treasure of the Sierra Madre |
| Collin --
Press Gang Vizzini -- The Princess Bride |
| -- |
| Loki
-- Norse Mythology |
| Cat -- Cat and Mouse in
Partnership (Grimm) The Strange Musician -- Grimm |
| The Last Saskatchewan
Pirate -- Arogant Worms |
| Mmutla the Hare
-- African Folk Tale |
| Long John Silver -- Treasure Island |
| Alaodin
-- The Customs of India (Marco Polo) |
Archetypal
Events: Gamble, lie, slieght of hand, flatter, steal,
frame, one last chance
Common
Trickster Plots:
The Big Con: The Trickster
convinces a group of associates to go in with him on a scheme to get
rich quick, often by scamming a Prince or a Usurper. He intends to take
all of the money for himself, but since his associates tend to be
lesser Tricksters, minor Usurpers, Nymphs and Sirens, they tend to have
the same plan. This plot often ends with the evaporation of the reward
into thin air.
Besmirch the Princess: The Trickster bears some sort of hatred or grudge against the Princess' husband (usually a Prince, but may be a Rogue or Usurper instead), so he concocts an elaborate scheme to demonstrate that the Princess has been unfaithful. The Princess is murdered or dies of grief as a result. In its comic manifestation, the Trickster's machinations are uncovered before the Princess actually dies, and he is punished for his trickery.
A Multiplication of Tricks:
The Trickster goes about the countryside playing tricks on everyone he
meets. Sometimes he gets something out of it, sometimes he only gets
the satisfaction of laughing at his dupes. In many folk tales and fairy
tales, this is the whole plot: he never comes to justice, and the moral
of the story is "don't be a dupe."
The False Friend: The
Trickster befriends a heroic character (generally a Rogue) and gives
them advice on how to gain what they desire. He appears to be innocent,
harmless, and even helpful until the treasure, or woman, comes into
view. Then he attempts to snatch it for himself.
| Resonances:
Coward, Beast |
Shadows:
Disciple, Fool |
The
Trickster's Hideout: The essential features of the
Trickster's home is that it is either remote or difficult to find
(through the secret door at the back of some apparently innocent
establishment, for example), and that it possesses a back-door out of
which the Trickster can escape at a moment's notice.
Credit
Limit: The Trickster has a limited supply of credit or
credibility; once it is exhausted no one will be fooled by his tricks
anymore, or he will lack the start-up capital to finance his schemes.
He commonly seeks an extension by claiming to be a reformed character,
or by arguing that there are some sort of extenuating circumstances
that render him trustworthy in this one case.
The
Trickster's Poison-tipped Secret Concealed Stab-in-the-Back:
The Trickster's weapon may be a throwing knife, or a
spring-loaded cyanide fountain pen, a booby trap, a dagger concealed in
a stuffed animal, or a south-american blow-dart. The essence of the
weapon is that it is concealed, is used for surprise attacks, and that
it requires no courage to use it.
Gloves:
Just as the King's crown becomes the Rogue's concealing hood,
the Usurper's ring becomes the Trickster's glove. Whereas the hood
hides who the Rogue is, the gloves hide what the Trickster is doing.
The
Last Laugh: Although all of the Trickster's machinations
are often directed towards the acquisition of a huge stack of money,
what he actually wants is the satisfaction of having duped everyone
else. In its redeemed form, this becomes a Rogue's laughter when he
loses his prize at the end of a quest.
Minor
Symbols: Cards
| Trickster |
Sidekick: Usurper |
Lover: Nymph |
| Lieutenant: King |
* |
Hapless Love: Psiren |
Enemy: Rogue |
Ball & Chain: Princess |
Nemesis: Shrew |
![]() |
The Psiren |
Alternate Titles:
Temptress, Ice Witch, Sorceress Queen
This is one of the
archetypes that appears most frequently in high-school courses about
archetypal theory, usually under the name of Temptress. However this
can lead to some confusion, because it's a term that is used rather
broadly to refer to any woman whose sexuality brings about the downfall
of the hero -- and, depending on the hero, that could be almost any
type of woman. We use "Psiren" to refer to a very specific kind of
villainess who does, in many cases, use her sexuality and her beauty to
destroy men, but who is also capable of acting in stories where there
are no male characters of consequence. It is also worth noting that the
Psiren is very conscious of what she is doing. She is not a Helen of
Troy whose beauty brings about war, strife and heartbreak without her
intending any ill.
Just as the Princess is associated with the flowers and greenery of
spring and summer, the Psiren is often associated with winter -- as in
the case of the numerous ice witches and snow queens that people world
mythology. Her beauty is cold and sterile, and whereas the Princess
lends beauty to everything that she touches, the Psiren wishes to
jealously horde all beauty for herself. She uses her charms to lure
people to their doom -- whether it is by spreading a net of her hair on
the bottom of the sea, or by offering the innocent princess a poisoned
apple. Men are wrecked on the rocks of her beauty, and women crushed
for the sake of her desire to be the mistress of every heart.
If she leaves the realm of the Romance story, she often slides towards
a Userperous personality: she becomes ambitious, avaricious, and power
hungry. In the role of Lover, she urges (and sometimes forces) the
Usurper into greater evils than he would have contemplated himself.
When she stands alone, she desires the whole world to fall in
worshipful adoration at her feet.
| Lady
Macbeth -- Macbeth |
| Lady de Winter -- The
Three Musketeers |
| -- |
| Cleopatra -- Elizabeth Taylor |
| -- |
| La Belle Dame Sans Merci -- Keats |
| Ishtar -- Babylonian Myth |
| The Snow Queen
-- Hans Christian Anderson The Evil Queen -- Snow White |
| Alice -- Tom Waits Black Widow -- Michelle Shocked |
| The
Snow Fairy -- Akira
Kurasawa's Dreams |
| Princess
Fiorimonde -- Mary de Morgan |
| La Belle Dame
Sans Merci
-- John Waterhouse |
Archetypal
Events: Seduce, Entrap, Freeze the Heart, Dominate
Common
Psiren Plots:
Come Into My Parlour: The
Psiren lures men into her clutches in order to destroy them. She is
liable to turn them into jewels on her necklace, or statues in her
drive, or ghosts trapped in her crystal mirror so that she can croon
lovingly over the thought of her past conquests.
Who's the Fairest of them
All: The Psiren discovers that another woman (usually a Princess) is
more beautiful than her. She goes insane with jealousy and tries to do
away with her rival.
The Usurper Queen: The Psiren is determined to hold and keep power over a realm, usually over and against the King, though in some versions there really is not a rightful King standing by the take power from her. She uses her sexual charms in order to manipulate various men around her into allowing her to maintain her control and expand her territory (in children's lit, this is cleverly disguised as turkish delight)
| Resonances:
Prude, Victim |
Shadows:
Mother, Crone |
Outside,
Over There: Whereas the Princess lives in the inner chamber of
the palace, close to the heart of the Kingdom, the Psiren lives out in
the dangerous wilderness beyond the rule of law. This can be the snowy
peak at the top of a mountain, or an ice palace beyond the edges of the
world, or it could be Egypt to ancient Rome.
The
Spell Breaks: The Psiren has a supply of charm, which may be
symbolized by a spell or magic potion. Sooner or later, the hero, or
one of the heroes, sees past her superficial beauty and beholds her for
what she is. A broken mirror is often a concrete manifestation of this.
The
Spider's Web: Psirens are often associated with spiders,
particularly black widows, and her weapon is a web or snare into which
she draws her victims. Sometimes this is symbolized by clothing that
looks like a spider's web: a black crocheted shawl, fishnet stockings,
a hair net, etc. When the web is made of hair (a Princess symbol) it is
particularly powerful.
The
Psiren's Necklace: Often possessed of a mesmeric power, the
Psiren's necklace draws all eyes towards her charms. It may be a magic
necklace, or a strand of pearls, or an elaborate display of diamonds,
but it is essentially a snare which she wears around her neck.
Minor
Symbols: Looking Glass
| Psiren |
Sidekick: Nymph |
Lover: Usurper |
| Lieutenant: Shrew |
* |
Hapless Love: Trickster |
Enemy: Princess |
Ball & Chain: Rogue |
Nemesis: King |
![]() |
The Nymph |
Alternate Titles:
The Star-Crossed Lover
The ruling vice of the
Nymph is the desire to be loved in the wrong way, by the wrong men. Her
love is of two kinds: first, there is the casually destructive
flirtation with which she inadvertently lures men to their doom;
second, there is an intense and disordered possessive love that tends
to lead her lovers, and herself, into death. The problem with the
Nymph's love is essentially that she has very little in herself. She
desires to be treated as though she were a priceless treasure, but in
fact her lovable qualities -- if they exist at all -- are superficial,
overlying a sort of emptiness. Her desire is for her beloved to come
and fill this emptiness. If she cannot have him, she has nothing, and
so she dies of grief.
That is assuming that the Nymph has fallen in love at all, but she is
perfectly capable of being destructive on a whim, triflingly, if she
hasn't given her heart to any particular man. This is the woman who
casually opens the box in which all the evils of the world are
contained. The woman who causes men to march to their destruction with
a flicker of her eyelashes (Helen of Troy can be interpreted in several
different ways, but there is certainly a poetic tradition of using her
as a symbol of the classic obliviously destructive Nymph). Often it is
difficult to hold her entirely responsible for the evils that she
unleashes, because it is done out of a sort of ignorance, and because
she generally gives the impression of being entirely incapable of doing
anything other than what she has done. Treated romantically, she is the
star-crossed lover, gripped by the wheels of fate, utterly unable to
forestall her own doom.
| Juliet -- Romeo and Juliet |
| Salambo -- Gustave
Flaubert |
| -- |
| Sugar Kane --
Some Like it Hot Carmen Sternwood -- The Big Sleep |
| -- |
| The Lady of
Shalott -- Alfred Lord Tennyson |
| Calypso
-- The Odyssey Pandora -- Greek Myth |
| The Little Mermaid -- Anderson |
| Isolde --
Tristan and Isolde The Rhine Maidens -- Ring of the Niebelung |
| -- |
| -- |
| -- |
Archetypal
Events: Bathe, Tease, Die of Grief, Stare Off to Sea
Common
Nymph Plots:
Star-Crossed Lover: The
Nymph falls hopelessly in love with a man whom she is forbidden to love
(often because she is married or promised to another). She pines for
him, will do anything in order to be with him, and ultimately either
commits suicide, is murdered for unfaithfulness or dies of grief when
the love affair proves impossible.
He Saw her Bathing on the
Roof: A male hero, very often a King or Prince, spies the Nymph
bathing. Either this immediately sentences him to death, or his reason
is overrun and he is possessed of a mad desire to have her. In
mythological and fairy-tale sources this descent into lustful madness
is often symbolized by the hero turning into some sort of animal. The
Nymph is often oblivious to the effect that she is having, but if
approached she will give herself to him without considering the
consequences.
The Tease: The Nymph has
something which a Usurper desires -- it could be a treasure, gold from
the bottom of her pond, or her own sexuality. She doesn't care for him,
and isn't interested in giving him anything, but she takes delight in
flirting and teasing him while laughing behind his back. Eventually he
tires of the game and seizes what he wants by force.
Disordered Curiosity: The
Nymph has been given a treasure that she may not open, or has fallen in
love with a man who she only sees in darkness. She has been promised
that doom and destruction will come upon her, and often on the man that
she loves as well, if she can't control herself. She cannot control
herself. As a result, a spell is broken, a curse descends, her lover
dies, or evil is unleashed upon the world.
| Resonances:
Whore, Amazon |
Shadows:
Orphan, Simpleton |
The
Bathing Pool: A mossy grotto deep in the forest where men are
forbidden to peer, a sunny resort lagoon, a ritzy swimming pool, a
roof-top hot-tub, or a bath surrounded by maids-in-waiting are all
appropriate homes for a Nymph. This may be inverted into an island
(c.f. Calypso, the Lady of Shallot) if her isolation is going to be
emphasized over her idle seductiveness.
The
Curse: The Nymph has a supply of fortune -- it may be a strand
of hair held by the fates, a life-line on her palm, the duration of a
magic portion; or it may simply be that some doom has been foretold
against her and one day the stars are going to come up wrong.
The
Mask: The Nymph is always fundamentally unknown. She wears
whatever will please, and is willing to change her personality, and
thus her face, for the sake of her suitors. The mask is often
transformed into a veil, or a gossamer scarf, or a billowing cloud of
hair that entices by concealing (and thus suggesting) her nudity. If
she is seen in her full nakedness -- in the interior truth of herself
-- this is death, either to her or to the man who dared to look.
Minor
Symbols: Moonlight
| Nymph |
Sidekick: Psiren |
Lover: Trickster |
| Lieutenant: Princess |
* |
Hapless Love: Usurper |
Enemy: Shrew |
Ball & Chain: King |
Nemesis: Rogue |
Examples and
Exercises
|
A Simple Example: Snow White
A Snow
White is a simple Princess vs. Psiren story. The only characters that
are properly developed are Snow White and the wicked Queen, though we
can see enough of the outline of other characters to see their
archetypes. Snow White is an obvious Princess: she is the fairest in
the land, an unwed maiden, the daughter of a King, and the only
archetypal actions that she performs in the course of the story are
descending amongst the commoners (borrowed from the Prince, though in
its Princess form it is modified slightly; instead of going out and
pretending to be a commoner, she lowers herself to perform the work of
a common serving girl), and falling into a deep sleep. The wicked Queen
is a classic Psiren; she is jealous of the more beautiful woman, she
lures Snow White into her death by various pretexts (the girdle, the
apple, etc.), and she possesses a magical looking glass. The Rogue
appears in two different forms: as the hunter (a very traditional Rogue
occupation) who can't bring himself to murder the innocent princess,
and as the seven dwarves, who are miners (another traditional Rogue
occupations). The proper split between these two Rogues is only vaguely
implied in the simpler versions; in some of the more complex versions
the dwarves are obviously Avenger resonant as they chase down the evil
Queen and avenge their beloved Snow White using their pick-axes (an
Avenger's axe which is shaped like a Rogue's bow). Both of these
characters look on Snow White with adoration, but they are in the
position of the Hapless Lover and are not worthy of being her one True
Love. The Prince, obviously, is a Prince.
A Less Simple Example: Much Ado About Nothing
Much Ado
About Nothing is essentially a Shrew/Rogue romance. It has one major
sub-plot (a Princess/Prince romance complicated by a Trickster), and
several split characters. Benedick and Beatrice are the Rogue and the
Shrew at the centre of the story; both are certain that they are never
going to marry, they squabble constantly, Beatrice has a Shrew's
typically sharp tongue, Benedick a Rogue's jocular dismissal of the
married state. Beatrice is happy to play matchmaker for her cousin Hero
(a Princess), a favour which Hero returns with the help of Ursula (a
minor Shrew whose only role in the plot is match-making, and who has
the traditional Shrewish occupation of "gentlewoman who waits on the
Princess"). Leonato is the classic old King with a daughter to marry
off; he is also somewhat responsible for Beatrice and plays his own
part in inciting Benedick to acknowledge his love. The sub-plot centres
around the romance of Hero and Claudio. Hero is a Princess, Claudio is
one of the lower forms of the Prince -- a mere Suitor or Bridegroom --
with a higher Prince, Don Pedro, to help him in his quest. John the
Bastard is a Trickster with Userperous tendencies, helped by a more
classic, scruffy, rough-around the edges Trickster, Borachio. These two
conspire, with the help of Margaret, to falsely implicate Hero in a
scandalous affair. (Margaret is a slim character -- in the context of
the plot she is a Nymph who brings about evil inadvertently by falling
for Borachio's charms. Masked by her hair, she stands at the window and
is mistaken for Hero by Claudio and Don Pedro.) Dogberry appears as a
Rogue, in his aspect of Faithful Servant to the King, and reveals the
plot against the hapless Princess. The King decides to pretend that
Hero has died of grief, but of course she is actually happy and well.
All is revealed and reconciled, and the story ends, first with the
marriage of the Prince and Princess, and finally, with the marriage of
the Shrew and the Rogue.
A Complicated Example: Barry Lyndon
This is
the story of one man's descent through the ranks of the Red Square male
characters, until at last he is a defeated Usurper. It is a Red Square
story, but with Green square resonances and a Yellow shadow plot.
Redmond Barry begins his story innocently enough, as a Roguish rebuffed
suitor who has fallen for a Whore resonant Nymph -- his cousin Nora
Brady. She is the classic obliviously evil woman, she has casually
given her charms to Barry, and he has fallen for them completely, but
of course she is for sale to the highest bidder. The highest bidder, as
it turns out, is a rich Usurper, Captain John Quin, who Barry
(borrowing Avenger events) challenges to a duel. Nora's brothers
intervene in the role of Tricksters and concoct a plot to make it look
like Barry has successfully killed the Usurper, when in fact his gun is
not even loaded. They convince our hero to flee for his life (again,
borrowing from the Avenger as he goes into exile.) On the road, Barry
is waylaid by yet another Trickster and has all of his money stolen. He
becomes a soldier.
He is not, however, a very good soldier -- already
he has started to descend, and is heading into his Trickster phase. No
longer able to borrow from the Avenger, Barry borrows from the Coward
and flees from his first battle. Disguising himself in the clothing of
an officer, he escapes from the army. He seduces a German woman
(Adulteress, filling in the role of Shrew) who hides him for a couple
of days before he abandons her. His disguise and his lies
are not, however, sufficient to protect him; he is captured by the
Prussians, and drafted into the Prussian army. Exposed to much greater
suffering than in the English Army, Barry looks, for a moment, as
though he might make good. If he was actually an Avenger, imprisoned
and beaten, rather than a Red Square man hovering on the blade's-edge
between Rogue and Trickster, his trials in the Prussian army might have
been sufficient to redeem him. He regains his courage, acts heroically
in battle, and is decorated. But then the war is over, and he once
again plays the Cowardly turn-coat as he agrees to help the Prussian
police investigate one of his fellow countrymen, the Chevalier de
Balibari.
The Chevalier is a true Trickster, a master at the
trade of gambling, lying, cheating and deceiving. He takes Barry under
his wing, and the young hero's fate is fixed: he is now in an
apprenticeship to become a true Trickster, and his new Archetypal role
allows him to fool his Prussian masters, ultimately escaping from them
disguised as the Chevalier himself. Now that he is comfortably
ensconced in his role as Trickster, Barry falls in love with Lady
Lyndon (or rather, with Lady Lyndon's wealth). The Lady is yet another
Whore resonant Nymph, only now, instead of being in a Nemesis
relationship, Barry, as a Coward resonant Trickster, is perfectly
positioned, as her Lover, for seduction. He wins her over and
inadvertently succeeds in killing her Rightful Husband (a relatively
low form of King), who dies of shock when Barry is insolent towards
him. Barry's eyes are now firmly fixed on Usurpation; he marries Lady
Lyndon, along with her estates and her money, and renames himself Barry
Lyndon. But he does not have the official title that he craves -- the
late Count Lyndon had a son, Bullingdon (a Prince in his guise of
Rightful Heir), who is now Lord Lyndon. Whoring and feasting in
traditional Usurperous style, Barry squanders his wife's fortune trying
to Usurp a peerage for himself.
Barry's Usurperous ambitions would, at this point,
render him a wholly unsympathetic character, but this is not what
Kubrick wants. A Yellow Square shadow sub-plot saves him: Barry becomes
a Father, with a Golden Boy Disgraceful son who dies tragically as a
result of disobedience. This strengthen's the viewers commitment to the
now quite unsavoury hero, and it provides the emotional impetus for
Lady Lyndon's descent into darkness.
In the mean-time Bullingdon has been reduced, under
Barry's tyranny, to a Rogue; he defies the Usurper's authority, and
suffers various beatings and humiliations. At last he confronts Barry
directly, defies him in public, and induces the tempermental Usurper to
beat him in front of all of the people he is trying to impress. This
effectively destroys Barry's hope of a peerage. Bullingdon, having
triumphed as a Rogue, now rises to the level of Prince in Exile. He
leaves, but will return.
With his Kingdom in ruins, Barry squanders what
remains. His Mother (playing the Prude resonant Psiren) comes to help
her son out; she is horrible to Lady Lyndon, who by now has sunken
completely in the traditional mournful despondency of the ill-fated
Nymph. After some lovely images of the Nymph lying in her bath and
staring off in moody contemplation of her own ruin, Lady Lyndon tries,
and does not succeed, at suicide. At last Bullingdon returns and
challenges Barry to a duel in order to regain his rightful inheritance.
As is typical in Usurper perspective peices, Bullingdon, the Prince,
appears to be a trifling milk-sop. In the duel Barry slips, slightly,
towards redemption: instead of murdering the Rightful Heir, he
deliberately misses. Bullingdon shoots Barry, who is then taken to a
disreputable inn (a classic hide-out for Tricksters) where his leg is
amputated. With his Usurperous goals finally thwarted, Barry's mother
swoops him off back to Ireland, where it is suggested that he attempts,
with relatively little success, to return to his Trickster's life as a
gambler.
The Exercises:
1. Practice forming the square from
the perspective of different characters. The easiest, and most fun, way
to learn this is to get yourself a set of toys that look like the
archetypes and play around making the squares, but you can do it with
the names of the characters written out on peices of card if you
prefer. Start by building the square from the perspective of the Prince
and then transform it into a Usurper square, a Princess square, and a
Rogue square. Once you've done these, you should have the hang of it
and see how it works. If you don't, do the remaining three characters.
2. Choose an Archetype. Take a story
that you are familiar with, either from one of our examples or one
where you know the story well and are sure of your analysis. Add a
shadow sub-plot to Lighten or Darken the main character.
3. For each of the Archetypes
presented in this course, pick one of their symbols and try to discover
as many different forms of it as you can by flipping boolean switches
such as old/new, big/small, concrete/abstract, light/dark,
ancient/modern, common/unique, masculine/feminine, or any other
Yin-Yang type pair. The concrete/abstract switch is the most powerful
and when used in combination with others will yield the most
interesting varriants.
4. Find a work in one of the example
lists that you are not familiar with. Obtain a copy and write an
archetypal analysis such as the ones above (we recommend that you start
with simple stories -- don't try to do War and Peace or Twin Peaks as
your first analysis.) Or, better yet, find a work that isn't on our
example list, do an analysis, write it up and send it in so that we can
post it on the web-site.
5. Take a simple story and invent an
alternative ending by adding additional characters to shift the tipping
point.
6. For both of the Right Hand Heroic
Archetypes in this course (Parts 2 & 4) choose an example character
and create a story line about their decline and fall as they shift
archetypes 3 times, first to the Sidekick position, then the Lietenant,
and finally the Enemy.
7. Create the reverse (a redemption
plot) using examples of the two Right Hand Vilainous Archetypes (Parts
6 & 8).
8. For each of the Archetypes
presented, choose an example character with whom you are familiar and
imagine them in each of the plots that are listed as common for their
Archetype but do not occur in their own story.
9. Experiment with letting the
Archetypes on this square borrow one another's symbols and observe how
the symbols are transformed as they are passed between characters.
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