Traits of an Epic and Epic Hero

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{ Traits of an Epic and Epic Hero

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Traits of an Epic and Epic Hero. Epics start in the middle – they often used flashbacks or a prologue Characters have long monologues The hero takes a journey to the underworld, either symbolically or literally They have epic similes, also called Homeric similes - PowerPoint PPT Presentation

Transcript of Traits of an Epic and Epic Hero

Page 1: Traits of an Epic and Epic Hero

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Traits of an Epic and Epic Hero

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Epics start in the middle – they often used flashbacks or a prologue

Characters have long monologues The hero takes a journey to the

underworld, either symbolically or literally

They have epic similes, also called Homeric similes An extended simile that often runs

through several lines, used typically in epic poetry to intensify the heroic stature of the subject and to serve as decoration

Traits of an Epic

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1. Unusual birth2. Leaves home and family3. An event, sometimes traumatic, leads to an

adventure or quest4. Hero has a special weapon he wields/uses5. He always has supernatural help6. The hero must prove himself many times

while on an adventure 7. Hero goes on a journey8. The hero experiences atonement (asks for

forgiveness)9. When the hero dies, he is rewarded spiritually

Traits of an Epic Hero

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The Ordinary World Heroes live in a world that is considered

ordinary or uneventful. This allows us to connect with the characters. Often, the heroes are considered odd in the ordinary world and have some ability or characteristic that makes them feel out of place.

Dorothy in The Wonderful Wizard of Oz Bilbo Baggins in The Hobbit Simba at Pride Rock in The Lion King

The Stages of the Hero’s Journey (Attributed to Joseph Campbell)

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The Call to AdventureThis sets the story rolling by disrupting the comfort of the Hero’s Ordinary World, presenting a challenge or quest that has to be undertaken. It throws the Ordinary World off balance. Usually there is a discovery, event, or danger that starts them on the path – find a mystic object or discover their world is in danger.

The tornado in The Wonderful Wizard of OzGandalf in The Hobbit

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Refusal of the Quest/Call A hero refuses the journey because of fears

and insecurities that have surfaced from the Call to Adventure.

It communicates the risks involved in the journey that lies ahead.

The hero may refuse, but eventually the stakes will be so high that the hero must accept the call. Simba refuses to return to Pride Rock and

accept his destiny in The Lion King

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Meeting the Mentor/Supernatural Aid The hero meets a mentor to gain confidence,

insight, advice, training, or magical gifts to overcome the initial fears and face the threshold of the adventure. Mentor provides the essential lessons and training

needed to face the journey’s tests or ordeals. May be a physical person or an object such as a

map, logbook, or hieroglyphics

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Crossing the Threshold/Entering the Unknown This signifies that the hero has finally

committed to the journey. The hero much confront an event that forces

him to commit to entering the Special World, from which there is no turning back.

The hero must learn the rules of the world. Dorothy must learn the rules of Oz in The

Wizard of Oz Neo must come to grips with the realities and

unrealities of the Matrix in The Matrix

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Tests, Allies, Enemies – Supernatural Aid Our first look at the Special World and how its

conditions and inhabitants contrast with the hero’s ordinary world.

The hero must find out who can be trusted Preparing for greater tests to come A character who has mastered the laws of the

outside world helps the hero Gandalf

Every hero needs a helper Samwise Gamgee Tin Woodsman, Scarecrow, Cowardly lion

Often heroes have special and often magical items that assist them on their quest

Ruby Slippers The Ring

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Approach to the Inmost Cave The hero must make the preparations needed to

get to the Central Ordeal Maps reviewed, attacks planned, reconnaissance

launched, or enemy’s forces whittled down He may need to take a break before facing the

Ordeal Reorganize the depleted ranks, remember the

dead and wounded, and rekindle the morale with a hero or mentor’s rally cry

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The Ordeal This is the obstacle the hero has journeyed so

far to overcome – faces his greatest fear, confronts the most difficult challenge, and experiences “death”

Once this obstacle is overcome, the tension will be relieved – the worst is past Mount Doom in The Lord of the Rings Defeating the Wicked Witch in The Wizard of Oz

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The Reward After the Ordeal, the hero has earned the right

to celebrate Replenishes energy; gives the audience a moment

to “catch its breath” Hero is rewarded

Magical sword, elixir, greater knowledge or insight, reconciliation with a lover, a kingdom, hand of a princess, Holy Grail, etc.

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The Road Back A hero has to accept the Road Back – it may

be difficult for the hero to return because of the successes in the other world

There must be an event that pushes the hero back to the ordinary world

May be an external or internal decision

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The Resurrection The most dangerous meeting with death The final life-and-death Ordeal – shows

that the hero can apply all that he has learned in the Ordinary World

May be a physical Ordeal or a final showdown between the Hero and Shadow Battle for the entire world or other lives Hero must prove he has achieved Heroic

Status and accept his sacrifice for the benefit of the world

Hero may have help, but he ultimately must win

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Master of the Two Worlds/Return with the Elixir The final reward The hero returns with an elixir to share or

use to heal a wounded land – an object or ability that allows them to save their land

The end of the journey Heroes have grown in spirit and strength

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Archetypes describe the function or role a character plays in a story – kind of like a mask a character wears in a particular scene

Think: What is the character’s function on the Journey? What is the character’s goal? What action should the character take to achieve

that goal?

Archetypes

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Heroes: Central figures in stories. To serve and sacrifice

Shadows: Villains, enemies, or maybe the enemy within To destroy

Mentors: The hero’s guide or guiding principles To guide

Herald: The one who brings the Call to Adventure To warn and challenge

Common Archetypes

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Threshold Guardians: The forces that stand in the way at important turning points To test

Shapeshifters: Creatures like vampires or werewolves who change shape – represents change To question and deceive

Tricksters: Clowns and mischief makers Allies: Characters who help the hero

throughout the quest Woman as Temptress: Sometimes a female

character offers danger to a hero (femme fatale)

More Archetypes

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You have been shipwrecked on an island. You meet a god/goddess who falls in love with you and wants you to stay with him/her forever. In return, he/she will make you immortal. However, all you really want to do is get home and be with your family. What would you choose? Why?

What would you do?

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Your husband/wife went off to war with a group of people, many of whom returned ten years later. Years go by, and your husband/wife still hasn’t returned. A group of men/women, who all assume your husband/wife must be dead, start courting you and have proposed. You can’t support yourself and your son on your own, but you haven’t given up hope that your spouse is still alive. What do you do?

What would you do?

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You are a young adult who lives with his/her mother. Your father has been presumed dead. A large group of men have come courting for your mother, who doesn’t want to believe her husband is dead. Since she refuses to pick one of them, they stay at your house, eating you out of house and home. They are loud and rude to you. You want to get rid of them, but there is only one of you and dozens of them. What can you do?

What would you do?