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"You shouldn't set foot in there unless
you believe in yourself."
(The Cat Returns)
Girls Underground is the name I chose to describe a certain archetype
I've identified, primarily in modern stories but also originating in
fairytales and even myths, which focuses on a female protagonist's
initiatory journey. The core storyline is as follows:
A young girl,
who is orphaned or has distant parents, enters the
Otherworld/Underworld, often because of a foolish mistake or wish, most
notably resulting from dissatisfaction with her life. She
is initially aided or guided by a creature from that world. She usually
acquires (or brings along)
more than one companion, often otherworldly beings or animals, and
together
they navigate a strange path of labyrinthine nature. They are thwarted
along the way by an adversary and the adversary's minions (a sort of complement to her companions). If the
adversary is male (as he often is in the older archetype), there can be
some
romantic/sexual aspect to their relationship. During the journey, the
girl is sometimes drugged, and/or spends some time forgetting
herself. She interacts with people or things that are somehow connected
to her 'normal' life at home, or briefly returns home in the middle of the journey. There is often an issue of time running
out, or time behaves strangely. When she nears her goal (the
rescue of a loved one, returning to her home, saving the world, or occasionally a
personal transformation), she is separated from her companions for
awhile, culminating in a one-on-one showdown with the
adversary, which frequently involves exposing a fraud (and sometimes
resisting his attempts at seducing her to his side). In the end, she is
changed irrevocably.
Of course, not every example follows this to the letter, but it is
remarkable how many do. There are some further details not always
present but still notable in their frequency. The girl, for instance,
is most often in the age range of around seven, thirteen, or sixteen.
The "otherworld" can often be contained entirely within a house or
palace. Her companions are most often male, be they human, animal or
magical creature. Sometimes there is a feint regarding who is the real
adversary, and/or a betrayal from one of her companions. When the girl
is younger, the adversary tends to be a woman, whereas the adversary is
more likely a man if the girl is a teenager. There is sometimes an
interlude in a place filled with junk. Talking doors make frequent
appearances. The girl must solve riddles to keep going. Most of the
time, she goes home in the end, but there are some wonderful examples
where she stays in the otherworld, or at least maintains a connection
to it. Occasionally, it is revealed that she was originally from that
otherworld, and/or that she has always been greater than she thought.
An archetype that has already been identified and bears some
resemblance to the Girls Underground story is called "The Maiden's Tragedy." In his
book Creation of the Sacred,
Walter Burkert discusses this, saying it "has been said to provide a
'model for the surface level of the narrative structure of the female
fairy tale,'" with its roots in stories like Persephone and Psyche. He
details several important motifs in this archetype: "a sudden break in
a young girl's life, when some outside force makes her leave home;" "a
period of seclusion....or she may be roaming through the wilderness;"
"the catastrophe that upsets the idyll, normally caused by the
intrusion of a male, in most cases a special male, a demon, hero or god
who violates the girl;" "a period of tribulation, suffering, and
punishments;" and finally "she is rescued and there is a happy ending."
One of the most significant differences between this and the Girls
Underground story, which is also present in most fairytale
predecessors, is that the girl is eventually rescued rather than being
the agent of her own fate.
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