THE JOURNEY OF THE EPIC HERO MONOMYTH. HERO’S JOURNEY The Hero’s Journey is a pattern that appears in adventure stories from around the world. In spite.

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Presentation transcript:

THE JOURNEY OF THE EPIC HERO MONOMYTH

HERO’S JOURNEY The Hero’s Journey is a pattern that appears in adventure stories from around the world. In spite of its ancient beginnings, the Hero’s Journey is still in use today—in novels, movies, video games, etc. Studying the Hero’s Journey helps us understand the way in which stories are told and see their underlying meaning. Get out paper and pencil to take notes on the next material! There WILL be a quiz.

THE PARTS OF THE HERO’S JOURNEY There are 3 basic pieces of the hero’s journey 1.Separation 2.Initiation 3.Return I am going to break each piece down and show you examples from historic and modern stories.

1. SEPARATION: THE ORDINARY WORLD Heroes exist in a world is considered ordinary or uneventful by those who live there. Often the heroes are considered odd by those in the ordinary world and possess some ability or characteristic that makes them feel out-of-place. The Wonderful Wizard of Oz: Dorothy in Kansas The Hobbit: Bilbo Baggins in Hobbiton Star Wars: Luke Skywalker on Tatooine The Lion King: Simba at Pride Rock

2. SEPARATION: CALL TO ADVENTURE For heroes to begin their journeys, they must be called away from the ordinary world. Fantastic quests don’t happen in everyday life. Heroes must be removed from their typical environment. Most heroes show a reluctance to leave their home, their friends, and their life to journey on a quest. But in the end they accept their destiny. Usually there is a discovery, some event, or some danger that starts them on the heroic path. Heroes find a mystic object or discover their world is in danger. In some cases, heroes happen upon their quest by accident. The Wonderful Wizard of Oz: The tornado The Hobbit: Gandalf the wizard arrives Star Wars: R2D2’s cryptic message

3. SEPARATION: REFUSAL This is not a requirement of the Heroic Journey, but is often seen. Many times the hero is hesitant to leave on the Journey and requires some convincing. The Hobbit, Gandalf has to talk Bilbo into leaving the Shire.

4. INITIATION: MEETING WITH MENTOR MEETING WITH THE MENTOR. The hero comes across a seasoned traveler of the worlds who gives him or her training, equipment, or advice that will help on the journey. Or the hero reaches within to a source of courage and wisdom.

5. INITIATION: ENTERING THE UNKNOWN As they embark on their journey, the heroes enter a world they have never experienced before. Very often it is filled with supernatural creatures, breathtaking sights, and the constant threat of death. Unlike the heroes’ home, this outside world has its own rules, and they quickly learns to respect these rules as their endurance, strength, and mettle are tested time and time again. After all, it is not the end of the journey which teaches, but the journey itself. The Wizard of Oz: Dorothy must learn the rules of Oz The Matrix: Neo must come to grips with the realities and unrealities of the Matrix

6. INITIATION: ALLIES/ ENEMIES TESTS, ALLIES AND ENEMIES. The hero is sorts out who is friend and who is foe Ex: Lord of the Rings: The fellowship of the ring establishes a set of allies for Frodo

7. INITIATION: THE APPROACH APPROACH. The hero and newfound allies prepare for the major challenge in the Special world.

8. INITIATION: THE ORDEAL THE ORDEAL. Near the middle of the story, the hero enters a central space in the Special World and confronts death or faces his or her greatest fear. Out of the moment of death comes a new life. Frodo throws the ring into the mountain Luke Skywalker destroys the death star

9. INITIATION: REWARD Typically, there is a reward given to heroes for passing the Supreme Ordeal. It could be a kingdom. It could be the hand of a beautiful princess. It could be the Holy Grail. Whatever it is, it is a reward for the heroes’ endurance and strength.  The Hobbit: The Battle of Five Armies  The Lord of the Rings: Return to Hobbiton

10. RETURN: ROAD BACK The hero is now on his way home. This time is usually skipped through or in a montage. Ex: In video games there is usually a “back door” with which the character can skip back home.

11. RETURN: ATONEMENT This is where we see the growth of the hero. Some flaw or failing has been removed through the journey, or the hero may apologize to someone he wronged in the beginning. Often we see the hero has gratitude for things they did not appreciate before.

12. RETURN: RESTORING THE WORLD Success on the heroes’ quest is life-changing, for them and often for many others. By achieving victory, they have changed or preserved their original world. Often they return with “the exilir,” an object or personal ability that allows them to save their world. The heroes have also grown in spirit and strength. They have proved themselves worthy for marriage, kingship, or queenship. Their mastery of the outside world qualifies them to be giants in their own.  Lord of the Rings: Frodo saves the Shire  The Wizard of Oz: Dorothy rids Oz of the Wicked Witch

OTHER ARCHETYPES SEEN IN MYTHIC HERO STORIES HEROES: Central figures in stories. Everyone is the hero of his or her own myth. SHADOWS: Villains, enemies, or perhaps the enemy within. This could be the repressed possibilities of the hero, his or her potential for evil. MENTORS: The hero’s guide or guiding principles. HERALD: The one who brings the Call to Adventure. This could be a person or an event. THRESHOLD GUARDIANS: The forces that stand in the way at important turning points, including jealous enemies, professional gatekeepers, or even the hero’s own fears and doubts. SHAPESHIFTERS: In stories, creatures like vampires or werewolves who change shape. In life, the shapeshifter represents change. TRICKSTERS: Clowns and mischief-makers. ALLIES: Characters who help the hero throughout the quest. WOMAN AS TEMPTRESS: Sometimes a female character offers danger to the hero (a femme fatale)