Based on the work of Joseph Campbell The Hero Based on the work of Joseph Campbell
"The Hero with a Thousand Faces" All over the world, in different cultures and different time periods, the same stories appear over and over again. Some of the details may be different, but the general pattern is usually consistent Joseph Campbell studied myths from all over the world and wrote about what he called “The Monomyth” in books such as The Hero with a Thousand Faces.
What is an Archetype? The original pattern or model from which all things of the same kind are copied or on which they are based.
1. Special Birth The hero’s birth or childhood is usually unusual. He may be the son of a god or king. He is often raised by only one parent or by foster parents. He may not even know who his real parents are.
2. Call to Adventure 3. Refusal of the Call The hero starts off in his regular, boring, everyday life until he finds out something that leads him into the unknown. 3. Refusal of the Call Sometimes, the hero is unwilling to start his adventure. He might be scared or think that he’s not good enough. However, the quest is too much for him to ignore.
4. Supernatural Aid Near the beginning of his quest, the hero meets a magical helper who guides him or gives him powerful items. The mentor could be a wise old wizard, fairy godmother, etc.
5. Crossing the Threshold The hero begins his journey. He moves out of his ordinary world and into a dangerous, mysterious one. Sometimes there are monsters or guards that block his path.
6. Road of Trials The hero must complete a series of tests, defeat monsters, or overcome some ordeal. These usually come in threes. He might fail one or more of these trials.
7. Entering the Abyss The hero must enter into the underworld (or a symbolic version of it). By entering, he shows that he is willing to change or begin his transformation into a true hero.
8. Meeting the Goddess 9. Woman as Temptress At this point, the hero might meet the love of his life or the perfect woman. Sometimes a woman appears who tries to get the hero to abandon or stray from his quest.
10. The Ultimate Boon The hero gets his reward or achieves his goal. Examples include the Elixir of Life, the Golden Fleece, the Holy Grail, etc.
11. Apotheosis (Rest and Regroup) This is the period of rest, peace, and fulfillment before the hero begins his return. On a deeper level, the hero moves beyond physical life and lives in the spirit.
13. The Magic Flight 12. Refusal to Return After getting his reward, the hero might not want to go back to his normal life. The hero might have to escape with his reward. The escape can be just as dangerous as the journey.
14. Master of Two Worlds The human hero achieves a balance between the material and the spiritual world. He has gained wisdom and has learned to live in the moment. He puts to use all that he has gained on his journey.
Other Archetypical Elements Cruel and greedy relatives behave unfairly Powerful older women (step-mothers, goddesses, etc.) Reunion/reconciliation with his father He may take his father’s place Objects, characters, and events come in threes or sevens Though strong and brave, the hero often succeeds because he is clever or noble