Saturday, 8 February 2014

The Hero's journey

The Hero's journey or Monomyth is a pattern that exists in myth and fiction that was theorised by Joseph Campbell in his book called The hero with a thousand faces.

The pattern is arranged in a cycle. It is divided into three phases called departure, initiation and return. Within each phase are a selection of factors that contribute to the journey.

1. Departure
  • The call to adventure
An evil force or disease has taken over the hero's home. This is where the hero is offered to leave his home and everything he knows in order to begin his adventure. Willingly or not. 
  • Refusal of the call
The hero refuses to accept the call and resumes his normal life despite the troubles plaguing it until a tragic event forces him to undertake the quest.
  • Supernatural aid
The hero meets a  someone who will aid the hero by imparting a magic item or relic. Sometimes the helper will provide some wisdom that will aid the hero.
  • Crossing the first threshold
The hero crosses a boundary between normality and the unknown. This is where the adventure truly begins.
  • The belly of the whale
This where the hero is absorbed entirely into the unknown. He is ready to give himself to the quest at hand.

2. Initiation
  • The road of trials
This is a series of challenges the hero must overcome on his quest. They usually come in threes and sometimes the hero fails one of these.
  • Meeting with the Goddess
The hero meets his love interest.
  • Woman as temptress
This is where the hero faces the temptation of love. The hero is at risk of being tempted away from his journey at this stage. This stage isn't always represented by a woman.
  • Atonement with the father
The hero must confront the father or father figure. Usually the figure wields great power. The quest has been leading to this moment.
  • Apotheosis
This is where the hero dies physically or spiritually. He now inherited a state of greater understanding of the world. This is a state of rest before the return journey.
  • The ultimate boon
This is the main goal of the quest. that hero was sent on. It is now in his possession.

3. Return
  • Refusal of the return
After all the hero has been through he would like to stay in this world of the unknown and never return to normality.
  • The magic flight
After acquiring the boon the hero must return while being pursued by the guardian of the item. If there was one.
  • Rescue from without
This where the hero is brought back to everyday life by powerful guides or rescuers.. Usually the hero is revived if the quest has wounded him.
  • Crossing the return threshold
The hero must return with the boon and any wisdom gained and to try and impart it onto his fellow man and the world.
  • Master of two worlds
The hero has achieved complete mastery of the material and spiritual world.
  • Freedom to live
The hero now has the freedom to live without fear of the future.

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