Hero’s Journey: An Example
Hero The hero can take on a number of guises. He/she can be anyone from a king to an orphan. Typically, some aspect of his true nature is hidden or unknown to him when the story begins. Harry Potter: did not know he was a wizard; did not know he was “the chosen one.”
Known World This is the culture in which the hero resides. It does not have to be a safe or happy place; it is simply the world the hero knows well.
Call to Adventure The Call is the impetus that causes the hero to begin his journey. It can be a challenge, a quest, an inner motivation, a kidnapping, a perceived danger, etc. Often, the hero is reluctant to answer the call and at first refuses it. The purpose of the journey may be revealed at this point or the hero may have to discover the purpose on his way. The purpose of the journey either may be for the personal growth of the hero or for the benefit of his society (or both.)
Mentor The mentor typically appears in the form of a little old man or a little old lady (the wise one). Often the mentor possesses supernatural or spiritual powers. He/she offers the hero advice, aid, or valuable information needed to begin the journey. Also, the mentor gives the hero some form of talisman, an item or philosophy that is essential for the hero’s success.
Threshold/Crossing The threshold is the line that divides the known and unknown world. It can be either literal or metaphorical. For example, a bridge, ocean, boundary line must be crossed. A new place, focus, or mindset is adopted. Dependent on the story, the crossing can be made with ease or with difficulty. Often, there is a gatekeeper who judges the hero’s worth to go forward on the journey. Some form of test or battle may ensue before the gatekeeper allows the hero to go forward.
Unknown World As with the Known World, the Unknown is not necessarily good or bad, light or dark. It is often just a different place the hero must learn to navigate.
Helpers Along the way, the hero encounters many helpers. Some are chance, brief encounters; others accompany the hero throughout his journey. Helpers can sometimes be opposed to the hero. Aid, knowledge, or growth often is acquired through adversity.
Tests/Trials Prior to reaching the ultimate goal, the hero must go through tests and trials to prepare for his final challenge.
Goal This is the purpose of the journey. At this point, the final battle is fought; the rescue takes place; the enemy is defeated; the knowledge is gained; the item is “stolen.” Whatever is needed to complete the purpose of the journey for the hero and/or his society occurs. One or a combination of the following is attained at this point.
Goddess “Marriage” A significant female figure for the hero in the story is present. She may require rescue or she may represent power and knowledge. Some form of relationship exists between the hero and the “goddess.” She may fulfill the archetype of the Mother or the Maiden. She provides balance for the presence of the Father.
Father Atonement The hero typically must meet and defeat (literally or metaphorically) a “father” figure. The hero replaces the father as a significant person of power.
Apotheosis As a result of the tests and trials the hero undergoes, his reputation grows and he attains legendary status. He either is awarded godlike status (literally or metaphorically.)
Elixir Theft An item or some form of knowledge beneficial to the hero and/or his society must be gained. Sometimes as a result of his efforts the hero is awarded with the elixir. Usually, the hero must steal the elixir.
Flight Once the hero has completed his quest, he must return to the Known World. If he has stolen an elixir from the society and opponents remain, he must literally flee for his life. In other stories, the flight is simply the return journey.
Threshold Crossing Dependent on the nature of the flight, the recrossing of the threshold can be easy or difficult. If the hero has come to regard the Unknown, he may be reluctant to return. Helpers may need to convince or rescue the hero. Often he simply reenters the Known World.
Return The Return varies. First, the benefits of the hero’s quest are realized. The hero brings the “elixir” to his society or applies it to his own life. At times, the society changes; other times, it simply proceeds as normal without the threat of the Unknown. Second, the return of the hero is recognized or not. He may be honored for his efforts or completely overlooked. His reception often depends on the size of his society and the length of his journey. Possibly the hero dies at the point of his return, but his sacrifice is the key to the success of the journey.
Reward If the hero is recognized by his society, he receives a reward- recognition, title, wealth. Often the reward is personal only recognized by the hero himself.