Mythic Villains: Bring on the Big Bads

With this post, we’ve reached the end of our Hero’s Journey, the monomyth based on the writings of Joseph Campbell. The Villain is the last of our cast of characters, and like the Hero, he has a very specific list of qualities.

Much like the Hero, who is supposed to be unambiguously good, there needs to be no question that the Villain is evil. Remember the motto from the producers of Seinfeld: No learning and no hugging. Your Big Bad can’t be misunderstood, can’t be redeemed, and can’t be conflicted. The Villain is often called the Evil One in the monomyth and with good reason.

Seinfeld finale in jail

The Seinfeld finale drove home the “No Learning” lesson. Your villain needs to be just as selfish as these four.

Interestingly, he or she shares a number of qualities with the hero:

  1. Hubris, although in his case, it might be a straight up big head.
  2. An outlaw, but in the true sense of the word. The Villain is a criminal, not just a little rebellious.
  3. Clever and resourceful. A stupid villain easily duped isn’t a worthy opponent. Also, someone who was tricked into doing the wrong thing isn’t truly evil.
  4. May be wounded, giving him an excuse to do evil. This characteristic is terrifically important for making a three-dimensional villain. The mythical Evil One can easily descend into a cat-stroking, cackling caricature. The wound explains the motivation for his actions, but it cannot make us sympathetic. Don’t make your villain evil for evil’s sake, but make him appalling enough that even knowing his back story, we find him despicable.
  5. Have a special talent, which he’s using for evil. If he has a knack for chemistry, for heaven’s sake don’t have him making medicine for babies and puppies. He should be concocting fowl poisons.
  6. Have great sex appeal. This isn’t required, but I’ve always found the good-looking villains infinitely creepier than the wart-covered oozy ones. However, you can’t have any great love affairs here. He or she will be using and manipulating their lovers for personal gain. Sure, they could fall in love, but they are first and foremost selfish, and nothing will change that. Remember, no learning.

The Evil One also has a number of qualities that are directly opposite of those listed for the Hero:

  1. Is motivated by greed, avarice, lust, lust for power, vanity, narcissism, and other moral flaws. With a list like that, it’s easy to slip into posturing and sneering, but keep the wound in mind.
  2. Is never motivated by idealism, only selfishness. There is one exception: the Evil One’s family. He’s allowed to do nice things for his family, but ultimately that is also a form of selfishness and vanity. They reflect on him.
  3. Is often cruel.
  4. Can win by luck.
  5. Is not forgiving.
  6. May quit, but only at the end.
  7. May whine, grovel, and complain. No need for him to suffer in silence.
  8. May not be loyal.
  9. May not be physically superior, although sometimes he has a sidekick or minions that are.
  10. Has no special birth or destiny, although he may claim one.

Not nearly as much direction is given about the Evil One as the Hero, but that should not mean that you spend any less time crafting a deep and well crafted antagonist. Kristen Lamb recently wrote an article about how a lot of writer’s block and sagging middles could in fact be due to poorly constructed antagonists.

Ben Linus LOL cat

When do you know you’re villain has captivated the public? When they start making LOL cats about him.

I, myself, realized that my first draft contained a cartoon villain. A strong antagonist can make a story come alive. How amazing was Lost after the writers added Michael Emerson’s Ben character? Did I like him? No. Did every scene he was in crackle with energy? You betcha. Why was the third season of the Vampire Dairies so amazing? The Originals, lead by Klaus. That set of villains was so good, a year later the CW has spun them off into their own show! Why was season four less interesting? Because the new Big Bad, Silas, is booorrrrring.

A word of caution, though. In your effort to make your Evil One interesting, don’t make him or her more compelling than your Hero. In this summer’s Star Trek, it became clear that someone was going to have to die. As the final showdown between Spock, Kirk, and Khan approached, Benedict Cumberbatch’s villain was so amazing that he was not my first choice to go. I’m not even sure he was my second. And I like both Spock and Kirk.

Related Reading:

Did That Monster Come Out of You? (Reflections on how to write the truly evil villains from the always great Charles Yallowitz)

Sort of Related Art:

I found this post on the art of Kiersten Essenpries, who did a series of pieces on what villains do in their spare time.  If you like her brand of kooky, you should check out the whole series at her website.

Do You Need a Yoda? How about a Q? Casting Your Hero’s Journey

On Monday, I wrote about the monomyth known as the Hero’s Journey. In addition to following a set structural pattern, the Journey also has a cast of characters. They overlap quite a bit with Jung’s Archetypes, another source of universal characters. Do you need all of them if you are writing a myth based novel? No.

Think about each of them and whether they would advance your particular story, and if they won’t, discard the character and move to the next. It is also perfectly acceptable to have a character in your novel take on more than one role. The Threshold Guardian and the Mentor can be the same person. Likewise, the Armorer and Magical Helper are often rolled into one.

So here’s your cast:

The Hero:  Your protagonist, male or female, needs to have a certain set of characteristics. I’ll be doing an entire post on this because they are so specific.

The Villain/Evil One:  Again, whether male or female, the villain is much more structured in a myth, so I’ll go into more detail in another post. Note that this role is called the Evil One, not The Antagonist.  You are not allowed to ultimately redeem your villain or just make him/her misunderstood. They have to be old fashioned evil.

Lover:  As in any other plot structure, your love interest needs to be well-formed. You have the added responsibility, though, of making sure the Lover has enough of the same qualities of the hero to be worthy of him/her, but at the same time he/she must be as much of an opposing force as possible to create conflict. Remember, your lover is an antagonist, at least at first, not a helpmate.

Robin plays goofy sidekick to Batman.

Sidekicks/Allies: These guys/gals usually pull double duty and take on another one of the roles below. They can be heroic as well, but they can’t show up the hero. Watson is fun, but he’s not Holmes. Think Robin, not Batman.

Minions:  The Villian gets to have friends, too. The difference is the minions can be more powerful than the villain if you want.

Followers:  A level down from a trusted sidekick, your hero can have a band of merry men or women to accompany them. If you want something a little more modern, it could be a forensics team, or in what I felt was one of the most clever parts of the Hunger Games, a stylist team.

Wise One/Mentor:  The hero needs someone to guide him in this new world he has entered. Here’s your Yoda, or to use Hunger Games again, Haymitch. This person is always older. However, remember he/she doesn’t have to always look older. In the world of fantasy where you have a number of immortal creatures, this leaves you open to a mash-up other genres can’t do without being creepy. I made my Mentor and my Lover the same person.

Ollivander presents Harry with his wand.

Magical Helper:  The hero goes to this character for “magic” for the journey. This might mean spells, amulets, science, technology, a secret weapon, etc. In the Harry Potter books, all of Diagon Alley played this role to some degree, but especially Garrick Ollivander. The wand maker had the responsibility and talent of matching this most important of magicians’ tools with the right wizard to wield it.

Loved One:  The Loved One is often The Loved One Left Behind of the Tearful Parting. This can be a spouse, parent, sibling, friend, beloved talking goat—doesn’t matter. They often are also a Threshold Guardian.

Threshold Guardian:  These guys are your Debbie Downers, and you can have more than one in a story. They’ll tell your hero that going on the Journey is a bad idea. They’re not wrong, but it doesn’t matter, because your hero is going to ignore them.

Shape-shifter:  Let me be clear, I’m not necessarily talking about a werewolf type shape shifter although you can certainly let the character have more than one physical form. I’m talking about someone who emotionally/mentally is a metaphorical shape-shifter. A great recent example of this is Thomas Hardy’s character Eames in Inception. He can become whatever character is needed in a dream and thus is known as “The Forger.”

Sam and Dean can't escape the Trickster.

Trickster:  This is a common trope and great for laughs as your hero is thrown into sticky situations. One of the funniest episodes of Supernatural ever is “Changing Channels,” where Sam and Dean are stuck in a T.V. world created by the Trickster God. (Yes, I know he wasn’t actually a god, but no spoilers!)

Fool:  Slightly different from the Trickster, who is generally seen as clever, the Fool is regarded as dumb. However, the hero recognizes his/her wisdom, which becomes apparent to everyone by the end.

A God with Clay Feet:  I’m unsure if this character is ever a woman. This is a very, very common character in romances. He’s almost always the Lover for the Heroine at the beginning who is clearly wrong for her. He’s usually perfect on the surface. As the story goes on, though, we discover he’s cheating, is rude to her best friend, and is secretly kicking puppies.

The Herald:  The Herald doesn’t necessarily even have to be a person; it just has to issue the Call to Adventure. In the Mission Impossible movies, it’s just a recording that self destructs.

Q in Skyfall

The Armorer:  In Sword and Sorcery fantasy, this could very well be a blacksmith handing over a sword, knife, mace, or other things pointy. In Bond films, it’s Q giving 007 the latest gadget. The Armorer does not have to give your hero something made of metal. In Cinderella, her Fairy Godmother was the Armorer, providing her with gowns, glass slippers, and pumpkin coaches to win the war of love.

The Rival:  The Rival is in love with the Hero’s Lover, forcing the Hero to compete for the Lover’s affections. He/She is usually preferred by the Hero’s family and friends, providing more conflict for your story. The Rival doesn’t have to lose. A great example of this is My Best Friend’s Wedding. Cameron Diaz was Julia Robert’s Rival, but she got the Lover in the end.

The Saint:  There’s a bit of variety here. The Saint can be an innocent or a world-weary intellectual. They are often priests, monks, bishops, and the like, but you don’t have to be clichéd. Jean Valjean in Les Miserables was a Saint, and he also was an ex-con.

Various Female Archetypes:  The Mother, Goddess, Nymph, Crone, Whore, Bitch, and Femme Fatale can all make appearances or be doubled up with another character. Your Lover can be a Femme Fatale, or your Mentor the Mother. The Rival is often a Whore or Bitch. If you are unsure of any of these archetypes, again, check out that article on Jung.

Whew!  That is a lot of people.

Related Reading:

Hero Archetypes

Of Arthurs and Lancelots: Mythic Origins of the Irritating Polygon (a lengthy, but interesting history of the love triangle, arguing that it might be an archetype in and of itself)

Up Next:  The Mythic Hero, or, Anti-heroes Need Not Apply

Does Your Hero Laugh in the Face of a Three Act Structure?

Victoria Grefer over at Creative Writing with The Crimson League (one of my Versatile Blogger Award nominees) recently did a series on heroes. She covered the reluctant hero, the willing hero, the anti-hero, the misjudged hero, and a caveat on classifying your heroes. Throughout the posts, and especially in the comments section, a book title popped up again and again, The Hero with a Thousand Faces by Joseph Campbell.

For those of you, like me, that did not get a degree in English or Literature, you might not have heard of Campbell or his book. I only stumbled across his name for the first time a month ago. However, if you’ve read a lot of fantasy and watched a lot of movies, chances are you’ve learned the lessons of his book without knowing it. You might even have written a novel following Campbell’s principles. I had.

The Hero with a Thousand Faces is a book about myths. If you look through the history of myths throughout time and across cultures, they all share a similar structure. Myths deeply resonate with the reading public, even today.

Yeah, yeah, academic stuff. Yawn. I’m writing page-turning fiction here, Lara. Who cares about dusty old myths? Speilberg, J.J. Abrams, Tolkien, J.K. Rowling, Iron Man, Superman—I’ll stop there or the rest of the post could be a listing of examples of successful movies and books that use Campbell’s structure, which is often just called the Hero’s Journey.

Discovering the Hero’s Journey was a huge relief to me. I had been trying to shove my plot into a basic three or five act structure and it just wouldn’t fit, even after I sat on it and really tugged on the zipper. I could still make out the muffled voice of my heroine shouting snarky insults at me.

Trying to shove your characters into a 3 act structure might not work.

If your hero is just as hard to wrangle into those basic plotting devices everyone keeps telling you about, maybe it’s because he/she wants to be a hero of mythic proportions. If so, let your hero go on a journey. The following outline appears in A Writer’s Guide to Fiction, and author Elizabeth Lyon even put it in a nice three act structure for us perfectionist rule followers.

Act One:  Departure, Separation

  1.  The Ordinary World/Hero at Home: Give your reader a little bit of normalcy before you send your hero off to face danger. Show them at work, with family, maybe even a current love interest. Make sure there’s still conflict. Just because they are at home, it doesn’t mean the story has to be boring.
  2. Call to Adventure/The Challenge:  Okay, now things are getting interesting. Will the hero go to slay the dragon, solve the crime, or embrace that he now gets furry every full moon?
  3. Refusal of the Call/Elimination of the Expendable Person:  Maybe your hero is ready to go right away, but the story is a lot more dramatic if he says no first. Then that not-right-for-them girlfriend can get killed and raise the stakes, making the hero that much more committed when they do answer the call.
  4. Meeting with the Mentor/Wise One:  Your hero is about to enter into a strange new world and needs guidance. Where would Luke Skywalker have been without Obi Wan and later Yoda?
  5. Crossing the First Threshold into the Special World/Mythical Woods:  In fantasy, a lot of times this actually means crossing into a new world. However, it doesn’t have to. If you write mysteries, it means crossing into the world of the killer. For romance, it could just mean entering the world of the love interest and all the vulnerability that entails.

Act Two: Descent, Initiation, Penetration

  1. Road of Tests and Trials/Allies and Enemies:  This is where you hit the real meat of any novel. You’re writing scenes of conflict between your protagonist and antagonist.
  2. Approach of the Inmost Cave:  The hero and his allies are preparing for the big event, usually a major face off with the antagonist.
  3. Belly of the Whale/Meeting with the Goddess, Temptress; Atonement:  This stage isn’t always listed, but adds another trial for your hero. Feeling mean? Throw a time of desperate solitude at him, or a temptress, or guilt, etc. right before he has the big battle.
  4. The Ordeal/Life and Death Struggle:  Now your hero is ready to face death or his greatest fear. Often this is the first major battle with the villain.
  5. Reward:  The hero usually gets something out of facing death. It can be a sacred object like a grail or a spell, or finally winning the love interest, or knowledge for the community, etc.

Act Three:  Return

  1. Refusal of the Return/The Road Back:  About three quarters of the way through the book, the hero wants to return home with the reward. The antagonist usually chases him.
  2. The Ultimate Test/Resurrection:  This is your climax. Almost home, the hero has one last battle where he must make a sacrifice. He may or may not die, and whatever personal growth you’ve been working on throughout the story needs to be resolved here. The death/resurrection is usually metaphorical as the hero becomes a new person, but with fantasy sometimes he just might die and come back.
  3. Return with the Reward/Elixir/Master of Two Worlds:  The hero makes it home and as he is changed, can now help change his community. Sometimes he answers a new call to adventure, also known as a sequel.

For you visual learners, here’s a handy-dandy graphic to keep all those steps straight from Christopher Vogler:

Graphic of the Hero's Journey

Or, for you overachievers, if you’d like the full 17 step super duper original Campbell version, here you go:

Campbell's Hero's Journey Graphic

Does your hero or heroine play nice with traditional plotting devices?  Does the myth structure fit you better, or have you found yet another way?

Related articles:

The Heroine’s Journey (the first post of twelve) The blog takes an in depth look at Campbell’s structure using the 2011 film adaptation of Jane Eyre.

Women Protagonists in Fantasy Fiction

Up Next:  The Cast of Characters in the Hero’s Journey