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The New Poetics 212 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 Yellow Square. You will find it helpful to have already read the articles in NP101 and NP201 in order to understand what is going here. The final article has several complete analyses of Yellow Square stories of varying degrees of complexity as well as some exercises that will help the student to become more fluent with the Yellow 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: The complete set of these is made up of 5
Relational Events and 5 Solitary Events. Here we list a small random
sampling.
Common
Plots: A few examples of frequently occuring plots from
the perspective of this character.
| Resonances
& Shadows: Each
character has two corresponding characters from non-adjacent squares
whose archetypal events they may 'borrow' as well as two of the
opposite morality from adjacent squares who they may act as in a
sub-plot. |
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. The
Supply symbol is something often signals the final leg of the plot by
running out, the Prize is often the thing sought after in this
character's story, the Monument is a symbolic representation of the
story after the story is over, and the others are self-explanatory.
Home
Supply
Weapon
Clothing
Prize
Monument
Minor Symbols
Finally
is included the Yellow Square as it looks built from the perspective of
that character.
| Perspective |
Sidekick |
Lover |
| Lieutenant |
* |
Hapless Love |
Enemy |
Ball & Chain |
Nemesis |
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The Magus |
Alternate Titles:
Father, Master
The Magus is the wise man
upon his mountain, contemplating the clear blue heavens as he tries to
catch flies with chopsticks or unravel the mysterious symbols of last
nights' dream. He has already achieved mastery in his chosen field, and
who is now in a position to apply and pass on his teachings.
Usually he holds some secret or arcane knowledge: the hidden traditions
of an ancient people, the key to enlightenment, or the secrets of the
hundred-acre wood. His knowledge and counsel are reliable, and those
who do not heed his advice do so at their own peril. His great wisdom
leaves him with a grave responsibility to pass on what he knows, to
preserve the teachings for generations to come. The ability to pass on
his traditions often forms the back-bone of a Magus' plot, especially
when that plot is centred in the life of the family.
Because he is a man possessed of special powers and authority, the
Magus is generally ruled by a strict code of conduct. This may be a
traditional way of life handed down to him by his own forefathers, the
rule of the monastery where he teaches, or a professional code of
ethics.
In plots where the Disciple does not figure prominently, the Magus will
generally be engaged in the pursuit of some especially difficult
mystery, a question which is beyond the pervue of ordinary mortals and
which he alone is qualified to attempt to answer: the secret of eternal
life, the nature of star-birth, or who killed Laura Palmer.
| Proffesor Henry Higgins -- Pygmalion |
| Reb Saunders -- The Chosen |
| Obi-Wan Kenobi
& Yoda -- Star Wars Father Brown -- G.K. Chesterton |
| Charlie Chan -- Many Films Tevye -- Fiddler on the Roof |
| Coop --
Twin Peaks Mr. Miyagi -- Karate Kid Tang Lung -- Return of the Dragon |
| Michael -- Wordsworth Ulysses -- Tennyson |
| Merlin -- Arthurian Legend |
| The Man Whose Name is
Very Difficult -- The Philosopher's Stone (Anderson) |
| Beach House on the Moon -- Jimmy Buffet |
| Master Guan -- Farewell my Concubine |
| Christopher Robin -- Winnie the Pooh |
| Joshu
--
Zen Master Raphael the Archangel -- Holy Bible |
Archetypal
Events: Dream, Teach, Retire, Father's Blessing
Common
Magus Plots:
Passing On the Secrets: The Magus
has found a Disciple, usually an unlikely specimen who must be shaped
into a worthy successor. Using riddles, paradoxes, and harsh discipline
he passes his knowledge onto the Disciple and is finally able to go
gently and peacefully into that good night, content that his tradition
will be preserved.
Breaking in the Novice: The Magus
is attempting the frustrating task of handing on his wisdom to an
ungrateful and lazy Disgrace. His wisdom and sagacity allow him to
teach the Disgrace several harsh life-lessons that eventually turn the
wretch into a reasonable Disciple.
Brought Together By the Child: A
child or children in the Magus' care come to be loved by a Mother.
Through their mutual care for these children, the Magus and the Mother
are brought together in love. Often in such plots the Magus is a
widower.
Clash of the Titans: The Magus and
a Wiseman are competing for mastery in their discipline, be it magic,
martial arts or chess. The Wiseman attempts to win through trickery and
deciet. The Magus makes an unexpected and counter-intuitive move that
paradoxically wins him the contest.
| Resonances:
Martyr, Judge |
Shadows:
Usurper, Pharisee |
The Mountain-top School: The Magus's home is a place
of teaching, often located on difficult or inaccessible terrain (high
on a mountain-top, in the depths of a swamp on a planet where no one
ever goes, etc.) If he lives in the family home (a variation on the
Mother's nest) he tends to try to run it like a military academy.
The Sands of Time: Although Father Time is
arguably a Magus, time is often not on the Magus' side. He has only a
limited number of years in which to pass on his teachings to the next
generation, and is often deeply aware of his own inevitable mortality.
The Staff of Power: The Magus' archetypal
weapon may be cut from the wood of the world-ash tree, it may be a
wizard's staff, or it may be simplified into a teacher's pointer or an
old man's walking stick.
Mantle: A peripheral peice of
clothing which may easily be taken off and passed on to another, the
mantle is also a protective garment (this is passed to the Mother in
the case of Mary's mantle spread over the world in Catholic piety),
traditionally it keeps out rain and the elements but in modern works it
often becomes a vest and may be bulletproof.
A Perfect Death: It is given to the Magus to
choose the hour of his own death, to lay down when all of his earthly
toils are done in order that he might rest content, knowing that his
life's work has been fulfilled and will be carried on in the next
generation. This is one reason why Magi tend to be very old, though a
younger character may substitute retirement for physical death.
The Family Estate: The Magus wishes to leave
the fruits of his labours to prosperity, to provide for generations to
come; not merely to pass on the tradition that was given to him, but to
enlarge it before handing it down.
Minor Symbols: White hair, Sand, Mountains
| Magus |
Sidekick - Disciple | Lover - Mother |
| Lieutenant - Disgrace | * |
Hapless Love - Orphan |
Enemy - Wiseman |
Ball & Chain - Parasite |
Nemesis - Medea |
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The Disciple |
Alternate Titles:
Apprentice, Son, Idealist
The
Disciple is usually
a young man, sometimes a child, who must learn to become a man. From
this point, there are two major lines of departure that the disciple
can take: he may be on a classic, Joseph Campbellesque father-quest,
which is ultimately a quest for self-knowledge and self-discovery.
Alternately, he may be in training, usually under a Magus, to become
the best at some pursuit or another (Pokemon is an exceedingly fallen
example of this sort of quest; its producers clearly understand that a
great deal of junk can be sold by appealing to a small boy's archetypal
yearning to develop a particular skill or talent to the utmost.)
Knowledge essential to the disciple, as is identity. Freedom is often a
theme that appears in Disciple tales, though when it is analyzed more
thoroughly, one finds that he is much more concerned with the freedom
to know and define himself than with the more worldly forms of freedom
that concern the Rogue. For this reason, his quest is often concerned
with discipline, which forms the foundation for the interior freedom
that he craves. A good Magus or Mother will set the Disciples tasks and
challenges which allow him to develop this interior freedom, and they
will give him just enough rope to "hang himself" when he tries to
persue self-serving or destructive forms of freedom.
Left without a teacher to guide him, the disciple is at risk of
becoming aimless, wandering around dreaming vague dreams and thinking
lofty thoughts. He is often a philosophical or abstracted character; if
he is called on to write a love letter (a common enough pursuit of the
archetype) it is much more likely to be a long and flightly
dissertation on the nature of love than a specific set of descriptive
phrases applied to the particular object of his devotions.
Woods or wilderness, including urban wilderness, often serve as a
symbol of the Disciple's interior quest (the "Forest of Fear" that
Campbell speaks about is not proper to all heroes, but certainly is to
this type). He is often to be found wandering through these wild
places, looking for a mountain-vantage point from which to understand
the world and himself, or for a home where he will be able to become a
Father.
The Disciple is the sort of hero who truly believes that the world can
be saved by a really good leaflet campaign. Oddly enough, this
sometimes proves true.
| -- |
| Marius -- Les Miserables Narrator -- À la recherche du temps perdu (Remembrance of Things Past) |
| Will Parker
-- Tripods |
| Philip Carey -- Of Human Bondage William Canfield Jr. -- Steamboat Bill, Jr. |
| Kunta Kinte
--
Roots David -- A.I. |
| -- |
| Telemachus -- The Odyssey |
| Son --
The Peach Thief |
| -- |
| Gen -- Barefoot Gen Giovanni -- Night on the Galactic Railroad |
| Mole -- The Wind in
the Willows Little Prince -- The Little Prince (Animated Series, not Book) |
| Elisha
--
Holy Bible Cloud -- Final Fantasy VII |
Archetypal
Events: Practice, Seek, Ask Stupid Question
Common
Plots:
The Father Quest: The
Disciple has been left orphan and must go out into the world, or deep
into the library, in order to find the secrets of his past and reclaim
his lost patrimony. He may be searching for his literal father, like
Telemachus seeking Odysseus, he may be searching for his family
history, or for a father figure, or for documents that will allow him
to procure an inheritance that has been wrongfully seized by villainous
relatives.
The Disciple in Training:
In this story the Disciple usually begins as a more or less worthless
specimen, an ill-disciplined kid who dreams of being a karate champion
or Jedi Knight. A wise Magus comes along and takes the Disciple under
his wing, training him to become much more than he could have been on
his own.
The Disciple in Love: He
falls, of course, for an Orphan. Ideally she is a spunky creature who
tells him off when he's being an idiot (Cosette, in the couple of
scenes where she actually possesses a personality, shows glimmers of
this -- unfortunately Hugo seems to have spent more time researching
the Paris sewer system than developing his heroine). His love is deep,
but he is usually something of a klutz about actually bringing it to
fruition and is likely to spend much of his time mooning, writing long
letters, trying to die for noble causes, or wandering about blind in
the woods eating nothing but roots and berries.
In the Claws of the
Parasite: The Disciple becomes bound, in way or another, to a
woman who
offers him whatever he wants -- with all possible strings attached. If
he tries to leave her, she attempts to destroy his career, leads him
into a meaningless act of self-sacrifice, or simply shoots him and
leaves him floating in the pool.
Bad Wisdom: The Disciple
places himself in training under a Wise Man, who promises fame and
glory, but whose regimen is founded on false, self-aggrandizing
principles. The false teacher either destroys the Disciple by driving
him harder than he is capable of being driven, or spoils him and causes
him to turn into a Disgrace. Another heroic character (Magus, Mother or
Orphan) may be able to snap the Disciple back into reality before it is
too late.
| Resonances:
Warrior, Fool |
Shadows:
Trickster, Coward |
| Disciple |
Sidekick - Magus |
Lover - Orphan |
| Lieutenant - Wiseman |
* |
Hapless Love - Mother |
Enemy - Disgrace |
Ball & Chain - Medea |
Nemesis - Parasite |
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The Mother |
Alternate Titles:
Matriarch, Sibyl
Mother characters need not
necessarily be literal mothers. They may serve in a mother-like
relationship to some other character to whom they have not given birth,
or they may mother the world even though they have no children. For the
most part they are not fountains of unmitigated sweetness; the 1950's
frankenmother with her sewn on smile and her plate of smouldering
cookies is not an archetype, but a marketype. Mothers have sass. If you
attack their children they will come at you like an angry bear. If you
are their child, and you are being disgraceful, you can expect an
earful and possibly a broom to the head.
The mother's care for her children is not merely, and not primarily,
material. She is a Yellow Square character concerned with the
attainment of wisdom, self-knowledge and character. Her instructions
are infallible. You need merely obey to avoid being caught by Mr.
McGregor or devoured by the Big Bad Wolf. It is the same infallibility
that allows the Mother to sometimes appear as a sybilline character,
dispensing riddles and oracular truths.
Some Earth Goddesses are Mother figures, however most, like the Medea,
are indifferent to their children at best, and liable to devour them in
human sacrifice at worst. Be not deceived.
The Mother is often able to continue to work in the lives of those whom
she loves after she is dead. Good ghosts are almost invariably mothers,
and mothers may also work in the guise of their symbols (through birds,
trees, etc.)
| -- |
| -- |
| -- |
| Maria -- Sound of Music |
| Selma --
Dancer in the Dark |
| Athena -- The Odyssey Nurse's Song -- William Blake |
| Isis -- Egyptian Myth |
| The Miller's
Daughter -- Rumpelstiltskin Queen -- The Three Little Men in the Wood (Grimm) |
| Shooting Star -- Harry Chapin |
| Black Hair -- Kwaidan |
| Strega
Nona -- Tommy de Paulo Quiltmaker -- The Quiltmaker's Gift |
| Anne
Sulivan -- Historical |
Archetypal
Events: Give Instructions, Make Provision, Detect
Danger, Shelter
Common
Mother Plots:
Mother and the Parasite: A Mother has a disgraceful pupil or daughter whom she must raise into an intelligent, resourceful human being.
Mother finds a Family: A
Mother falls in
love with a Magus, usually in his aspect of Father or Widowers. Either
a) they meet and fall in love through their mutual love of a
child/children, or b) they fall in love and together overcome obstacles
(e.g. infertility, age) to have a family together.
The False Mother: A Medea
claims the
Mother's child for her own, and the Mother must demonstrate that she is
the child's rightful guardian.
Mother and the Disgrace: A
Mother is
married to a disgraceful husband, or is saddled to a disgraceful son.
She may use him as an example to teach lessons to any Disciples or
Orphans in her care (this is the basic plot of most Berenstein Bears
books).
Mother and Orphan: Sweet
tales of a
childless woman who finds and adopts a woman in need, or else, mother
teaches daughter a lesson. Stories for small girls and Chicken Soup for
the Soul readers.
| Resonances:
Virgin, Crone |
Shadows:
Psiren, Prude |
The Mother's Nest: The mother's essential home
is a nest, though this is often translated into a comfortable family
dwelling (anything from a cottage to a treehouse to an urban
semi-detached) which she has fitted out for her family. This is her
domain, which she fusses over and preens, making it perfect for her
brood.
Days: While both the Magus and
the Mother have a supply of time, the Magus emphasizes the flow of time
slipping away, while the Mother's time has a characteristic
"day-by-day" feel: the Magus hasn't enough years in his life, the
Mother hasn't enough hours in her day. This is particularly significant
in riddle plots, where the mother is often given a specific quantity of
days in which to find the answer that will save her child.
The Mother's Basket: The basket is a symbol of
the mother's encircling love. It may hold provisions, babies may be
hidden inside for protection, or it may be used to beat dangerous or
disgraceful adversaries on the head.
A Wide Skirt: The mother's skirt
functions as a security blanket for children who love to hold onto its
folds, it can be pulled at to get her attention, and heroes may be
hidden underneath it when persued.
Children: Whether she loses them at
the beginning of her plot and must get them back, or is striving to
have any at all, the mother's prize is her children.
The Family Tree: The Tree is one of those
essential yellow-square symbols, and seems to be most closely
affiliated with the mother. In many mythologies there is some sort of
tree that gives life to the whole world. It might be noted that this
Tree goes beyond the passive-feminine mother-earth type of symbology:
the Tree has its roots in the ground, but it reaches up into the
heavens. The Mother archetype is also such a conduit, first giving her
children earthly life but then labouring again to give them the wider
life of the mind and of the spirit as she raises them up in her
branches.
Minor Symbols: Tears
are
an important mother-symbol. When a mother weeps, her tears have
the power to melt hearts or bring rains back to parched fields. Milk is
another
obvious symbol of the mother, one which needs no elaboration.
| Mother |
Sidekick: Orphan |
Lover: Magus |
| Lieutenant: Parasite |
* |
Hapless Love: Disciple |
Enemy: Medea |
Ball & Chain: Disgrace |
Nemesis: Wiseman |
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The Orphan |
Alternate Titles:
Daughter
The Orphan is a young
woman, often a child, who is in some sense lost, seeking for a place in
the world, a home, a family. The most obvious manifestation is the girl
with no mother, abandoned at an orphanage, or placed in the care of a
cruel stepmother. She is left barefoot in winter, begging for her
bread, looking with longing through the windows of the rich and
well-fed, pining for piles of Christmas sweet-meats and dreaming of
porcelaine dolls with golden hair.
There are, however, other ways to handle an Orphan. She may have her
parents but be, in some way, estranged or rejected by them. Her parents
may be evil or overbearing, or they may discourage her from pursuing
the dreams and hopes that give meaning to her life. In this case she is
often somehow singled out, an odd girl who doesn't quite fit in within
her social setting, and who needs to find a community or a purpose that
will make sense of her life for her.
At heart, the Orphan is a dreamer. She is given to wild fantasies of a
better world, and will, given the slightest opportunity, begin to
enthusiastically persue all manner of hopelessly idealistic hobbies.
She often appears as a bright-eyed young journalist ready to take on a
world of crime and corruption, or as a dreamy poetess traipsing along
the peir in total obliviousness to the fact that her shoes are being
soaked through. Her head is firmly lodged in the clouds, and she is
generally impractical, but there is something charming about this
impracticality that harkens others towards old dreams that they thought
long dead. This inspiration, especially when helped by the more
practical right-hand heroes on her square, may enable her to make her
impossible dreams come true.
| -- |
| Eppie -- Silas Marner |
| Menolly
--
Dragonsong |
| Little Orphan Annie -- Annie |
| Audrey Horne -- Twin Peaks |
| Lucy Gray -- Wordsworth |
| -- |
| Cinderella
-- Grimm The Little Match Girl -- Hans Christian Anderson |
| -- |
| Asuka -- Neon Genesis Evangelion Chihiro -- Spirited Away |
| Anne of Green Gables
-- Lucy Maud Montgomerey Mary Lennox -- Secret Garden Nancy Drew -- Nancy Drew Madeline -- Madeline |
| -- |
Archetypal
Events: Daydream, Chores, Explore
Common
Plots:
A Place to Call Her Own:
The Orphan is without a true home. She may be starving and alone in the
streets, abandoned in the care of a callous inn-keeper or left in a
cruel orphanage. She finds a Mother or Magus who takes her in and gives
her a loving home.
Man of Her Dreams: The
Orphan lives under the care of a cruel Stepmother or Wiseman. She falls
in the love with the man of her dreams (usually a Disciple, though he
might be a Magus if the plot is going to be a hapless love story) and
he takes her away to safety.
Lost: The Orphan has become
separated from her loving parents. She wanders through the world, cold,
alone, searching for friends and family until at last she is reunited
with her family.
Girl Detective: The Orphan
is a journalist or amateur slueth who becomes entangled in some sort of
intrigue, often involving a stolen inheritance or an apparently
supernatural danger.
Inspiration: The Orphan's
bright and optimistic love of life, combined with her willingness to
say aloud the things that no one else dares to say, allows her to break
through the shell surrounding an older character's heart (often a
Disgraceful Magus or aggreived Mother) and give them a renewed hope.
| Resonances:
Valkyrie, Simpleton |
Shadows:
Nymph, Whore |
| Orphan |
Sidekick - Mother | Lover - Disciple |
| Lieutenant - Medea | * |
Hapless Love - Magus |
Enemy - Parasite |
Ball & Chain - Wiseman |
Nemesis - Disgrace |
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The Wiseman |
Alternate Titles:
Patron, Wolf in Sheep's Clothing, Vizier
The Wiseman is the giver of
bad advice, the false teacher, the master who leads his students to
their own destruction. He is evil in one of it's subtler forms, the
serpant whispering to Eve that if she eats the fruit of the Tree she
will not die. His teachings often appear attractive, or even good, on
the surface, but when they are put into practice they lead into error
and cause the dissolution of one's prospects or moral character. In
plots where the Magus is also present, the counsels of the Wiseman will
always seem to be the easier road, and even the more sensible course:
he tells the listener what they want to hear and offers alternatives
that are too good to be true.
His is the wisdom of the world, but it is not the wisdom of God. He
will often style himself as a realist, or a street-smart helper who is
willing to assist the idealistic characters on the upper half of the
square to divest themselves of their foolish and impractical notions.
This is the man who justifies immorality by the claim that "This is how
things work in the real world..."
In stories where this character is well done, he often comes accross as
extremely charming, sympathetic or appealing; the effect that he has on
other characters is communicated to the viewer and even though we know
that his philosophy is wrong we can see why he is able to draw people
in. Lord Henry gets all the good lines in Dorian Gray and the voice of
Saruman the wise holds all listeners enthralled.
When he takes someone under his wing, he enters into a relationship
where his protege seems to be deeply indebted to him, but where he has
no responsibility for the consequences of his actions. Often, he uses
his pupils as pawns in his own schemes under the pretext of helping
them.
| George -- Who's Afraid of Virginia Wolf? |
| Conchis -- The Magus Uriah Heap -- David Copperfield Parlabane -- The Rebel Angels |
| Saruman
-- The Lord of the Rings The Master -- Doctor Who |
| -- |
| John Wilson
--
White Hunter Black Heart |
| -- |
| -- |
| Big Bad Wolf
-- Many Fairy
Tales The Pied Piper |
| The Ubiquitous Mr. Lovegrove -- Dead Can Dance |
| Vanya -- Prisoner of the Mountains |
| Duneedon -- Read All
About It |
| -- |
Archetypal
Events: Bad Advice, Mesmerize
Common
Plots:
Down Goes the Disciple: The
Wiseman finds a promising Disciple, possibly already under the guidance
of a wise Magus, and lures him in with promises of an easier path to
glory. The Disciple follows the Wiseman's bad advice and is ultimately
destroyed by it, falling to Disgrace and often to death.
Lets Kill the Children: A
Wiseman and a Medea get together and destroy (physically, or
metaphorically) their children, students, proteges, etc. In the process
they come to hate and despise one another with greater and greater
fervor. Their violence towards one another may be largely psychological
and intellectual (as in Who's Afraid of Virginia Wolf?) or terrifyingly
gory (as in Antichrist.)
Obsessive Ambition: The
Wiseman is in the pursuit of some accolade or honour, a championship, a
promotion, a Nobel prize. He sacrifices everything in his life,
especially his relationships and loyalties, in order to win. It turns
out, once he gets it, that the object of his desire is nothing but
vainglory.
The Better to See You With:
The Wiseman tricks an Orphan into ignoring the wise advice of
her
mother. He lures her into his lair and gobbles her up.
The Pederast's Love Story:
The Wiseman falls for and seduces a Disgrace, under the pretext
of
mentorship. (This story is the entire basis for Greek pederasty.)
| Resonances:
Sunking, Accuser |
Shadows:
King, Priest |
| Wiseman |
Sidekick - Disgrace | Lover - Medea |
| Lieutenant - Disciple |
* |
Hapless Love - Parasite |
Enemy - Magus |
Ball & Chain - Orphan |
Nemesis - Mother |
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The Disgrace |
Alternate Titles:
Brat, Golden Boy, Catamite
The wanton boys of
Gloucester's complaint are a perfect image of the classic Disgrace: a
boy who imagines himself to be a sort of minor god, casually
destructive, with a corpulent face and full, greedy lips. In children's
tales, this is the character who wants nothing but to sit at table,
stuffing himself with sweetmeats and crying in brutish frustration
whenever his tiny will is thwarted. In adult literature he becomes more
nuanced: a young man crumbling in the suffocating embrace of family
ties, a failed disciple undone by resentment of discipline, a shining
paragon of manly promise broken on the rocks of his own ambition.
The Disgrace is often first presented as a man of unusual beauty,
charm, skill and intelligence. Much has been given to him, and much is
expected -- sometimes too much. Nursed on stories of his own grandeur,
he becomes narcissistic and self-obsessed. He sees success as his
birthright, and becomes lazy and unmotivated, flying into a rage or
flinging himself wearily onto the nearest sofa every time that he is
confronted with even a minor obstacle. He is easily seduced by
flatterers, and comes to resent or hate those who give him wiser, more
level headed advice.
An alternative approach is to have the Disgrace begin as a man of poor
or meagre means who dreams grand dreams, but ultimately lacks the
discipline and conviction to carry out his ideals. Anyone whom he
manages to convince with his wild story-telling risks being sucked
along in the wreckage of his illusions.
| Walter Lee Younger -- A Raisin in the Sun |
| Dorian Grey -- The Picture of Dorian Grey |
| Little Big
Man -- Little Big Man Raffles |
| The Poet -- Stalker |
| HAL --
2001: A Space Odyssey |
| Jim -- Jim, Who ran away from his Nurse, and was eaten by a Lion |
| Narcissus -- Greek Mythology Icarus -- Greek Mythology |
| Master No-Book
-- Uncle David's Nonsensical Story about Giant's and Fairies Pinnochio -- Various traditions |
| Pink -- The Wall Taxi -- Harry Chapin |
| Howl -- Howl's Moving Castle (film version) Seita -- Grave of the Fireflies |
| Tiki-Tiki-Tembo-No-Sarembo-Cheri-Beri-Ruchi-Pip-Peri-Pembo
-- Tiki-Tiki-Tembo Pepito -- Madeline and the Bad Hat Squirrel Nutkin -- Beatrix Potter |
| King Louis
XIII -- Historical |
Archetypal
Events: Give Up, Indulge, Self-Pity
Common
Plots:
The Seductive Wiseman: A
promising young man is wooed by the fine words of an older, more
experienced man of the world. He is plied with bad philosophy and good
food and is groomed into a consumate narcissist or a braying ass.
Smothered: The Disgrace is
the beloved son/lover of a clutching Medea or Parasite who tries to
control every aspect of his life, to turn him into her private Golden
Boy. This leads to his eventual destruction.
Just Desserts: The Disgrace
persues a career of arch-disgracefulness, willful, self-indulgent,
dismissive of wise council, etc. until he runs out of chances and is
promptly destroyed.
The Lousy Apprentice: A
Magus tries to teach his secrets to the Disgrace. The Disgrace is
consistently contemptuous, disobedient and wayward. He learns nothing
and squanders the Magus' teachings.
| Resonances:
Beast, Cripple |
Shadows:
Rogue, Avenger |
The Golden Litter: The disgrace wishes to be
bourne upon the shoulders of the world. The litter is an appropriate
home because it represents his transitory state, but also suggests the
fact that he is unable to support himself. The litter may be
transformed into an inherited mansion which bears him up until he
squanders it.
2nd Chances: A common theme in Disgrace
tales is a limited number of chances (I'll give you three chances to be
good, or I'll turn you into a goon). Once they are used up, the
Disgrace reaps the fruit of his lassitude.
The Treacherous Dagger: The Disgrace is
fundamentally cowardly if he is required to fight. In murder mysteries,
a dagger or stilletto, usually in the back, is a good representation of
this sneaking treachery. This may be transformed into an underhanded or
illegal move in a competition, abstracted to a simple betrayal, or be a
sword concealed in a dandy's walking stick.
The Ruffled Bib: The Disgrace wears a
special piece of finery so that when he stains his fancy clothes with
blood and porridge, all the world will not see it. A monogrammed
neckerchief, a giant's bib, a high lace neck-ruff, or a ruffled
poet's blouse will all serve the purpose.
The Mirror Image: A strong persona is
necessary for the Disgrace to continue receiving the laurels and
applause that he covets. He is often deeply enamoured with this perfect
self-image, preening and adoring it while his inner self decays.
And the Moral of the Story is...: Disgraces are popular
heroes for morality plays: the standard "young man who goes bad and
falls to ruin" trope. The moral is ideally inscribed on his tomb-stone,
but it will do just as well on the last page of the story-book.
Minor Symbols: Wind
| Disgrace |
Sidekick - Wiseman |
Lover - Parasite |
| Lieutenant - Magus |
* |
Hapless Love - Medea |
Enemy - Disciple |
Ball & Chain - Mother |
Nemesis - Orpha |
![]() |
The Medea |
Alternate Titles:
Stepmother, Mother Earth, Smothering Mother
She may be a false mother,
a stepmother, or a mother whose love is lavished only a single one of
her children. This is a mother who is able to kill her own offspring.
She may kill or abandon the less loved of her children in order to
strengthen the child in whom she has bestowed all of her hope -- like a
gardener thinning out weaker plants in order to make room for the roots
of the stronger. Or she may even kill the child that she loves most,
believing her murder to be an act of love.
If she has any children that she loves, she pours out her entire life
into them, but hers is a disordered, clutching love. In her heart, she
does not love her children for themselves -- she does not even see them
for themselves -- but as an extension of her own goals and ambitions,
which are concentrated entirely in them. She does not allow her beloved
children to grow beyond her because she is certain that without her
constant help and direction they would be unable to accomplish all that
she believes them capable of. In many cases, she entirely thwarts and
cripples the child that she loves in trying to force him, or her, to
conform to her own ideals.
In fairy tales and children's literature, where this sort of
complicated destructive love is difficult to handle, she often appears
in the guise of a Stepmother who is out to exploit, abandon, bewitch,
or otherwise thwart a poor Orphan or Disciple who has somehow ended up
in her care.
Earth Goddesses are very often Medeas who bestow their special
affection on particular human children and demand the sacrifice or
destruction of others -- this is why so many polytheist religions have
those creepy mother goddesses with skulls hanging about their necks,
and also why many human sacrifice cults believe that they are returning
the blood of human children to the hungry earth. In occult traditions
that mix Catholicism with pagan rites or witchcraft, the Virgin Mother
is sometimes reinterpreted as one of these goddesses.
| -- |
| Sethe -- Beloved |
| Olivia
-- Flowers in the Attic |
| -- |
| She -- Antichrist |
| -- |
| Coatlicue -- Aztec Mythology The Fates -- Greek Myth |
| Evil Stepmother
-- Many Fairy
Tales |
| -- |
| -- |
| Cruella de Ville --
101 Dalmations |
| Bloody
Mary -- Traditional |
Archetypal
Events: Kill her Children, Play Favourites, Manipulate,
Abandon
Common
Plots:
The Favourite Child: The Medea has multiple children, but only
loves
one of them. She hurts, kills or neglects the lesser children --
usually Orphans or Disciples -- while adoring the beloved child --
usually a Parasite or Disgrace.
Stepmother: The Medea
becomes romantically involved with a Magus in his aspect of Widower.
She tries to convince him to abandon his children by his former
marriage -- this can be watered down to "send them away to a boarding
school," or it can be as extreme as demanding their deaths.
The Unwanted Children: The
Medea is in some way responsible for a child or children whom she does
not want. She locks them away and is increasingly cruel and abusive
until the children either die, are rescued, or escape.
| Resonances:
Victim, Witch |
Shadows:
Princess,
Intercessor |
| Medea |
Sidekick - Parasite | Lover - Wiseman |
| Lieutenant - Orphan | * |
Hapless Love - Disgrace |
Enemy - Mother |
Ball & Chain - Disciple |
Nemesis - Magus |
![]() |
The Parasite |
Alternate Titles:
Rich Bitch, The Disappointment
Whereas the Orphan's story
is often one of rags to riches, the Parasite's is often one of riches
to rags. She may be a fallen star, a beloved child who has fallen out
of favour, a socialite who has lost her place in society, a fiance who
has been abandoned by her lover, a spoiled child who has lost her
mother. Whoever she is, she craves what she once had, and is willing to
do anything in order to regain her lost glory.
The Parasite, on first glance, often appears to be a helpful
benefactress. She is willing to provide the hero, or heroine, with
anything that they could possibly need or desire -- but she keeps a
tidy ledger, and she values her favours much more highly than you would
suspect. Whether she is waiting in the wings to take over your place in
the spotlight, or is willing to betray her own family in order to
forward your designs, she will make a big show of selfless devotion,
but she secretly believes that her sacrifices entitle her to own you.
If she feels that she has been betrayed or disappointed by someone that
she has bought, she feels justified in destroying whatever she feels
she has given them -- their career, their children, their life.
As a minor character, her deviousness often takes a more obvious form.
She may play the invalid, needlessly prolonguing illness in order to
gain attention, or she may sacrifice her own talents and abilities in
order to spite others. If she gives birth, she tends to be either
negligent or smothering, revealing the downward trail towards the
Medea's deadly favouritism.
Amazonian versions of the character will often show a marked, but
ultimately delusional, self-reliance; they are able to be all that they
want to be, and accomplish all that they feel lies within them, only by
pretending to be someone who they are not. This often leads to
posturing and politicking in order to oust anyone else whom they feel
wants to steal their spotlight, and causes them to be ungrateful and
treacherous towards those who help or nurture them.
| -- |
| Margot -- The Short Happy Life of Francis
Macombre Miss Havisham -- Great Expectations |
| -- |
| Norma Desmond -- Sunset Boulevard Eve -- All About Eve |
| Waverly
-- Joy Luck Club |
| Le Vampire -- Charles Beaudelaire |
| Medea -- Greek Mythology |
| The Ugly
Stepsisters -- Fairy
Tale |
| Florence -- Chess |
| -- |
| Clara -- Heidi |
| -- |
Archetypal
Events: Riches to Rags, Lavish, Languish, Hysterics,
Take Back, Escape into Fantasy
Common
Plots:
Obsession: The Parasite falls
in love with a Disgrace, who perpetuates
a kind of fantasy in which she is propelled to the top of the world. He
then becomes bored with her, and moves on. She becomes increasingly
desperate to regain his affections or otherwise revenge herself on him.
She may commit suicide, or, if he has impregnated her, she may murder
his children (born or unborn) in order to punish him.
The Fallen Star: She was
once loved and adored by everyone, now she lives in a crumbling old
mansion, with the ghosts of her former glory. She cannot move forward
into the future, but a Disciple has come along, and she believes that
she can somehow, through him, vicariously reclaim her place in the
spotlight, take vengeance on the lover who jilted her at the altar, or
reclaim her lost youth. She takes him under her wing in order to groom
him as a reincarnation of her past self and in the process she destroys
him -- unless, of course, he is rescued from her clutches by other
heroic characters.
False Invalid: The Parasite
has lost something of great value to herself, often her mother, and she
expects everyone around her to pet and adore her in order to make up
the loss. She plays sick, or deliberately refuses to get better after
an accident or injury, in order that others will have to bestow on her
the attention that she feels she deserves.
The Man Who Could Never Be
Enough: A Disciple falls in love with her, but he isn't good
enough.
Perhaps she loves someone else -- often a Disgrace -- or perhaps she
has already married and is now bored because her husband didn't fulfill
her unrealistic fantasies. She makes an elaborate show of considering
her lover to be inadequate, but she is not willing to let him go. She
may, however, be willing to arrange his death.
| Resonances:
Amazon, Mule |
Shadows:
Shrew, Adulteress |
The Ruins of a Dream: The Parasite lives within
the crumbling remains of her shattered ambitions, an old mansion that
is falling to the ground or a wedding feast that has all but crumbled
to dust. She may live in a fantasy world where she is unable to
percieve the ruined state of her fortunes.
The Mill-Stone: The mill-stone or wheel
serves as a symbol of the Parasite's demanding nature, her tendency to
crush those around her beneath the grind-stone of her demands. The
Orphan chained to a spinning wheel is symbolically oppressed in this
way. May transform into a wheel-chair in which the Parasite languishes.
(The unsuccessful wheel in the story of St. Cathering of Alexandria is
a transformation of this symbol -- Catherine is a Mother-Virgin who
cannot be destroyed by a mere Parasite symbol.)
Costume: The Parasite loves to dress
up in fancy clothes, to deck herself out as something that she is not.
This is often a literal stage costume, but may be an abstract persona.
A Major Award: The Parasite craves fame,
recognition, success, the limelight. She wants to be honoured, not
necessarily for her accomplishments, but simply for being herself. (It
is worth noting that while the Disciple holds a light that he shines on
the world, the Parasite -- his diametric opposite -- wants a spotlight
that is turned on herself.)
| Parasite |
Sidekick - Medea | Lover - Disgrace |
| Lieutenant - Mother | * |
Hapless Love - Wiseman |
Enemy - Orphan |
Ball & Chain - Magus |
Nemesis - Discipl |
Examples & Exercises
A Simple Example: Michael
(Wordsworth)
Wordsworth's Michael is a straightforward Yellow Square story: Michael
is a Father-Magus who is married to a classic Mother. He had his only
child in old age, he lives up in the mountains where he teaches his son
the arts necessary to his simple life (shepherding and small-holding).
He makes a little staff for the boy so that the child can play at being
the shepherd that Michael expects him to one day become. His wife works
in their cottage, spinning industriously and providing for all of the
domestic needs of the family -- the standard Wordsworthian/Romantic
ideal of the poor-but-industrious rural peasant. But now disaster
strikes: the land, the patrimony which Michael intends to bequeath to
his son, is threatened. The son must be sent off into the world to
learn a trade and earn the money that will secure his inheritance.
Michael bestows his paternal blessing on the boy and the Mother
provides him with all that he will need for the journey, and he is sent
off to the city. At this point, Michael's Magus-quest has basically
come to an end; the Disciple has reached that point in his life where
he must stand or fall on his own strength. What happens exactly? This
is not clear: the big city is treated as a sort of non-anthropomorphic
Wiseman within the text -- whether there is a specific Evil One under
whose spell the Disciple falls is not clear because this action takes
up approximately four to five lines of verse. In any case, the son
becomes a Disgrace, sinks into vice and finally runs away, forsaking
his parents and his inheritance. Michael is crushed by the loss of his
son, the loss of the chance to pass on the heritage that he had worked
all his life to preserve, uphold, and teach to his boy.
A Less Simple Example: Heidi (Film Version -- 1968)
Heidi,
an Orphan, comes into the care of her Grandfather, a sort of Magus in
disgrace who lives in an alpine hut high in the mountains, cut off from
the ordinary world. She befriends a goatherd -- a quite typical
Fool-resonant Disciple who has an old blind grandmother (Crone resonant
Mother). Heidi's fresh, optimistic outlook begins to soften the heart
of her grandfather who takes on the task of teaching her his mountain
ways; he passes on wisdom through his stories about the eagle, and he
begins to teach her to read. The priest of the village plays second
Magus -- technically he is a higher form of Magus because he doesn't
have the mantle of sorrow weighing down his shoulders and he is not
beset by fears and failures, but because this is a story of an Orphan
who brings light and life back into the lives of those around her the
priest, who is already in possession of all that he needs, serves as a
supporting character. He does not perform the functions of an
archetypal Priest; he does not heal, minister, forgive, and so forth,
but rather takes on the Magisterial tasks of teaching lessons, tricking
the grandfather into taking on the responsibilities of a father, and --
symbolically most telling -- he walks around with a very large and
conspicuous staff. After some time of living in the mountains and
learning from her grandfather, Heidi is taken away, into the care of
her uncle Herr Sesemann, who has an invalid daughter, Clara, and a
live-in governess, Frau Rottenmeier. In the book, there is a greater
proponderance of evil characters, but the movie has lightened the
situation: Frau Rottenmeier keeps her inauspicious name, but is cast as
a Mother character who cares for and loves Heidi and Clara and who
falls in love with Herr Sesemann. Clara is a fairly light Parasite of
the lingering, tantrum-throwing, intellectually proud type. Herr
Sesemann plays third Magus, taking on the role of one of the lowest
forms of this archetype: the Widower. As in Sound of Music, he has
become detached from his fatherly duties as a result of his widowhood,
and he is ultimately too effeminate (i.e. "Motherly") to give Clara the
sort of difficult lessons that she needs in order to level up to
Orphan. Fortunately, Heidi is not happy in Frankfurt, where the
Sesemann's live, and pines to return to her home in the Alps. She
returns, Peter, the Disciple, is disgusted with her newly acquired
ribbons and finery -- tokens typical of the Disgrace and Parasite who
are much more concerned with foppery than the characters on the upper
half of the square -- and he very quickly convinces Heidi to abandon
them and return to her hard-working, cheerful Orphan lifestyle.
After a time, Herr Sesemann tries to reclaim Heidi but she does not
want to go: she is herself in the Alps, she has found her true home.
She is willing to relingquish it for Clara's sake, however, because she
possesses that glimmer of deep caring for others that suggests a
trajectory towards eventual Motherhood. Fortunately, grandfather
provides a solution to the conundrum: Clara will come to the Alps. She
does, and Heidi and Peter get to work trying to help her overcome her
malingering and reassert her ability to walk. Their efforts are
fruitless, however, until Grandgather carves for her a staff -- a
symbol of his own strength, upon which she will be able to lean. He
leaves her with it, sending away everyone who might help her, and
forces her to confront her problems alone -- unlike her father, he does
not lack the stern, Magus-style wisdom necessary to counter-act the
sentimental over-mothering of Herr Sesemann and Frau Rottenmeier. Clara
struggles and finally manages to pull herself up, beginning her ascent
off of the bottom half of the square, her redemption into a proper
Orphan.
This complete, the Grandfather is moved to relinquish his own pain and
fears. He returns to the village, to the life of his community, and to
the music at which he was so adept years ago. Frau Rottenmeier and Herr
Sesemann are brought together, Heidi's quest to inspire and renew those
around her is complete, she has a home that is her own, a new family
has been formed, and everyone lives happily ever after.
A Complicated Example: Twin
Peaks
This is
quite the most difficult example that we have covered yet, so we are
going to use a nifty, complicated diagram to show the character
relationships. What we're looking at here is a multi-square story, with
heavy duplication of many of the characters (first Disgrace, second
Disgrace, Cripple-resonant-Disgrace, etc), multiple discreet plots and
complicated interrelationships between the plots. The basic plot is
Yellow Square, and the action spills out into the two resonant Squares
(Blue and White). For the purposes of analysis, we're only dealing with
the first season and the second season up to the point where Laura
Palmer plot comes to a close -- after this point the series loses a lot
of its narrative cohesion, and almost all of its inspiration.
| Coop Major Briggs One Armed Man |
Harry
Truman James Andy |
Maddy Dianne Mrs. Palmer |
||||||
| Bobby Dick Tremayne |
* |
Audrey Donna Lucy |
||||||
| BOB Ben Horne Dr. Jacobi |
Shelly | Blackie |
||||||
| / |
\ |
|||||||
| Pete |
Log
Lady |
|||||||
| Leo |
* |
Harold
Smith |
* |
|||||
| Laura
Palmer |
Catherine |
Agent Cooper is a Magus detective who uses riddles, intuition, dreams,
visions and, for lack of a better term, magic to solve the question of
who killed Laura Palmer. Laura is a classic Victim (though there are
strong suggestions, particularly in Fire Walk With Me -- which we are
not analyzing here -- that she dies as a redeemed Virgin), who is found
on the beach, wrapped in plastic. She has been raped and murdered. Her
killer is a Wiseman named BOB; this took us a while to work out because
at first glance BOB looks like a beast -- the visual representation of
an animalistic killer is very striking, and it wasn't until the third
or fourth viewing that we noticed all of the other archetypal and
symbolic material surrounding him. Think "Wolf in Sheep's Clothing,"
"Big Bad Wolf," "False Father" and "Enchanter/Seducer" rather than
"Evil Advisor" and you'll find the identification pretty
straightforward. BOB puts his victims in his "death bag" -- the most
sinister inverted form of the Mother's basket, where she hides her
living children (the use of bags as a sinister symbol on the yellow
square can also be seen, for example, in Beatrix Potter's "Tale of
Peter Rabbit".) Cooper has a Disciple, Harry Truman, the local sherrif,
who is exceedingly loyal to him and strangely willing to go along with
Cooper's unusual methods of investigation. Coop is also involved in a
Hapless Love plot with the Orphan Audrey Horne -- Audrey is not
orphaned in the strict, physical sense, but is spiritually orphaned:
she desperately wants to be loved by her father (Ben Horne, playing
second Wiseman), but he is ashamed of her and, if we're going to be
honest about it, she is also ashamed of him. (One of the scenes that
did not make the final cut of the show reveals that she has also been
rejected by her mother, who believes that Audrey is responsible for the
mental illness of her favoured child, Audrey's brother Johnny.) Audrey
latches on to Coop and incorporates him into her fantasy world,
imagining a life for herself as his lover and partner; in order to make
this a reality she takes up playing girl-detective (Nancy Drew style,
but with more serious consequences). BOB also has another enemy,
Michael Gerard, or MIKE, the One Armed Man. Mike is an exceedingly dark
Magus who helps Cooper to discover BOB's identity: Mike used to be a
killer like BOB, and they had the same tattoo, but Mike cut his arm off
in order to rid himself of this evil and is now on a quest to find BOB
and stop him from killing. He speaks in riddles, most famously, "In the
darkness of future past/The Magician Longs to see/One chants out
between two worlds/Fire Walk With Me." When he is not on the drugs that
allow him to live a semblance of a normal life as a shoe salesman, Mike
is able to sense where BOB has been, who has been near him, where he is
now.
Mrs. Palmer is a dark, tragic Mother of the Sybilline variety: she is
bereft of her daughter, and so she is left merely to weep and see
visions. It is her visions that provide the image of BOB which fuels
the rest of the investigation. The Log Lady serves in the same sort of
role, but is obviously a Crone. Her log (a part of a Tree, and hence a
Mother symbol) gives her access to Coop's Yellow Square plot, and it is
the log itself that provides riddles for him to solve. Dianne has no
character traits whatsoever, except to be a confidante -- the one who
treasures Coop's revelations in her tape-recorder heart.
The entire series is saturated in classic Yellow square symbolism: the
Owls, the wind, the trees, even the traffic lights (see the Disciple's
lantern), indeed the original inspiration for the show was David
Lynch's image of the wind blowing through the douglas firs. This is
just scratching the surface -- we'll probably do an entire course on
this later.
Some of the Subplots:
Lucy's baby: Lucy is a classic
Simpleton character, transposed to the Orphan position in order to give
her a place in the plot proper. She is noticeably dithering, but in the
end does what she needs to do. Her plot centres on the classic
Simpletonian problem of an out-of-wedlock pregnancy -- in this case,
she does not know who the father is. Also, in classic Simpletonian
style, you never feel that she is particularly responsible for this
state of affairs and would never be inclined to describe her as
promiscuous. Andy is an exceedingly foolish Disciple: clumsy, clutzy,
but trying to get better. (It is particularly humourous to note that in
the early part of the plot, Andy's fertility is non-existent, but after
he has been trained in the manly art of firing a gun and being a cop by
Coop, this situation changes.) Dick Tremaine, the other possible
father, is a classic foppish Disgrace: he works in menswear at Horne's
department store, smokes a cigarette in a long and ostentatious holder,
and thinks that the proper response to Lucy's pregnancy is to offer her
money for an abortion.
Shelley and
Bobby: Bobby is a Disgrace; he could be the star of the football
team,
except that he never shows up to practice. His father is an extremely
straight-laced, though wise and slightly otherworldly, Magus (Colonel
Briggs), who Bobby largely ignored, sneers at, rolls his eyes at, etc.
He was Laura Palmer's boyfriend, but the
relationship does not seem to have had much content -- one gets the
impression that they were each just status symbols to one another, a
kind of human bling. The real love of Bobby's life (i.e. the woman for
whom he is willing to make some sacrifices) is Shelley. Shelley is
portrayed very sympathetically, but she is not actually heroic: she
married a trucker named Leo because she liked his car, she lives in a
fantasy world where Leo (a psychopathic Beast) will not find out about
her affair with Bobby, and in which she is a powerful Amazon capable of
standing up to Leo with her pistol (she does shoot him, but not very
effectively). Leo beats his wife, is totally unpredictable, and quite
stupid. He becomes a sleeping Beast after he is shot -- not by Shelley,
that's just a flesh wound -- and there are a large number of very
creepy scenes in which the viewer is terrified that he is going to wake
up and kill Shelley and Bobby.
The Hardy Girls and Boy: Donna,
Maddy and James undertake to investigate the death of Laura Palmer.
Donna is the Orphan under her guise as Daughter -- i.e. she is what the
Orphan becomes when she is in a plot where both the Mother and Magus
are present in her life (Donna's parents are both in the correct
archetypal spots, but neither of them does enough in the plot to be
worth analyzing in detail.) She's a relatively thin character -- most
of the good Orphan events go to Audrey, who is a much more exciting
character -- and Donna is mostly left with the Disciple-romance-plot
events: kissing under the stars, wrestling with the question of whether
we are really made for one another, pretending to be something that she
isn't in order to be what she thinks James wants her to be, etc. She
becomes entangled with the Cripple Harold Smith -- in this relationship
she borrows several Mother events (tries to force him out of his house,
to make him face his fears and become whole again; tells him a story)
but she is not archetypally able to actually help him, and the impurity
of her motives ends up destroying him and wounding her (the Cripple,
transposed into the Disgrace role to serve in a Yellow plot, stands in
a nemesis relationship to the Orphan.) James is a standard mooning
Disciple with no Magus (Ed occasionally take on the role, but not very
effectively). He believes that he should be able to work everything out
and save the world, but he can't, so instead he roams about on his bike
searching for he-knows-not-what and sits on mountaintops contemplating
his troubles. Maddy is playing a slightly Disgraceful form of Mother:
she follows James and Donna around and tries to minister to their
hurts, to watch over them and make sure that they don't get into too
much trouble, and to provide whatever they need in the course of their
investigation. She is in town to look after Leland and Mrs. Palmer
following Laura's death, and like Mrs. Palmer she suffers from visions
of BOB -- her nemesis, who eventually kills her.
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 Magus
and then transform it into a Wiseman square, a Mother square, and an
Orphan 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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