The Garden
A place of growth, nature, innocence, or luxury
The Forest
A place where rules do not apply. People and animals run wild. Reconnect with nature.
The River
Represents the flow of time, a life’s journey, or boundaries.
The Sea
A place of good or evil, life or death, with treasures or dangers. Symbol of infinity.
The Island
A place of isolation or serenity.
The Mountain
A place of overcoming problems or a journey.
The Wasteland
A place of loneliness, desolation, or despair. There is no growth. Opposite of the Garden.
The Castle
A place of safety, security, and/or status.
The Underworld
A place of fear, decay, or death.
The Maze
A place of problems or great uncertainty.
The Desert
A place of solitude, loneliness, or hardship.
The Crossroads
A place of decision-making and choices.
The Hero
A larger-than-life character who goes on a journey or quest and demonstrates qualities valued by society
The Father Figure
The protector and leader.
The Mother Figure
The protective nurturer and gentle provider.
The Temptress
A woman who uses her power (beauty, intellect, or magic) to make men weak or to get what she wants.
Monster/Villain
The antagonist who opposes the protagonist.
The Innocent
An inexperienced character who is exposed to the evils of the world.
The Damsel in Distress
A woman who needs to be rescued.
The Helpers (Wise Old Person, Teacher, or Mentor)
A character who assists or guides the protagonist.
The Trickster / The Fool
A character who tricks others to get what they want or seems less intelligent than they really are.
The Everyman
An ordinary person the audience can identify with; often faces extraordinary circumstances.
The Underdog
A character not expected to succeed but who usually wins something of value in the end.
The Outcast
A character banished from a group for being different or for a crime; destined to wander.