The document outlines common archetypes that are often present in the hero's journey narrative structure. These include the initiate/hero, a mentor who provides guidance, loyal retainers who help the hero, magical gifts bestowed upon the hero, faithful companions, allies along the journey, places of safety or refuge, symbols of hope and renewal, a herald that kicks off the journey, friendly beasts, noble warriors, enchanted castles, evil adversaries that must be defeated, enemies, creatures of nightmares, towers representing evil, the underworld, wilderness dangers, symbols of darkness and cold, whirlpools representing nature's power, supernatural interventions, damsels in distress to be rescued, threshold guardians, crossroads
12. Castle
A strong place of safety
May hold treasure, princess
May be enchanted or bewitched
13. Evil Adversary
Represents the forces of evil and
is almost as strong as the hero
Offers worldly goods, fame, or
knowledge to the hero in an effort
to bring him/her over to the evil
side
Must be destroyed or neutralized
24. Threshold Guardians
People, beings or situations which
block the hero’s passage into the
journey
They have two functions:
Protect the hero from taking
journeys before he is ready
Once hero is ready, point the way
25. Crossroads
A time or place of decision
When a realization is made and a
change or penance results
26. Evil Figure with the Ultimately
Good Heart
An evil figure saved by the nobility
or the love of the hero
27. Outcast
A figure who is banished from a
group from some crime
Usually destined to become a
wanderer from place to place
28. Unhealable Wound
Can be physical or psychological
and cannot be fully healed
Causes suffering and pain
29. Battle Between Good & Evil
Represents the battle between
the two most important forces in
life
Goodness often encounters great
odds in its battle with evil