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The Hero’s Quest. Joseph Campbell Joseph Campbell “Follow your bliss.”  1904 – 1987  American mythologist, writer, and lecturer.  Campbell noticed.

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Presentation on theme: "The Hero’s Quest. Joseph Campbell Joseph Campbell “Follow your bliss.”  1904 – 1987  American mythologist, writer, and lecturer.  Campbell noticed."— Presentation transcript:

1 The Hero’s Quest

2 Joseph Campbell Joseph Campbell “Follow your bliss.”  1904 – 1987  American mythologist, writer, and lecturer.  Campbell noticed reoccurring elements and patterns in myths from around the world. Most notably, reoccurring hero myths.

3  “The hero is the same, but the costume changes.”  Joseph Campbell called this the Monomyth, or “one story.”  This is the diagram he created to illustrate this concept:

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5 Stages of the Monomyth 1.Birth 2.Call to Adventure 3.Mentor/Amulet 4.Crossing the Threshold 5.Tests 6.Helpers 7.Climax/Supreme Ordeal 8.Flight 9.Return 10.Elixir 11.Home

6 Birth/Beginning  Fabulous circumstances surrounding conception, birth, and childhood establish the hero’s pedigree Prophecies, legends, omens  Often a Monomyth cycle by itself.

7 Call to Adventure  Call to Adventure: An external event or messenger. The hero may accept the call willingly or reluctantly.

8 Mentor/Amulet  Someone who provides advice and protection. a wizard old man a dwarf a crone a fairy godmother  Provides a protective amulet or weapon for the journey.

9 Crossing the Threshold  Everyday world into the world of adventure. entering a dark cave being swallowed up by a whale  Contrast the familiar world and the world of adventure light and the dark known and unknown

10 Tests  Violent encounters with monsters, sorcerers, warriors  Forces of nature.  Puzzles  Helps the hero grow and learn  Moves the story towards the climax/conflict.

11 Helpers  They help the hero get through it all.  usually a loyal companion  Supernatural person who provides vital information or assistance.

12 Climax/Supreme Ordeal  The Showdown Often a final battle with a wizard, warrior, or monster  It’s go time and the game is on the line  Settles what caused the adventure

13 Flight  Return to the threshold and prepare to go back to everyday life.  Possible pursuit –  Hey you took our stuff!  You killed my brother, king, etc.  May take the form of a hasty flight.  The flight may be a benign stage of the journey.

14 Return  Homecoming  Back from the world of adventure.  Can be an awakening rebirth resurrection coming out of a cave or forest. A force from the everyday world brings the hero back.

15 Elixir  What did I get for that quest? The object, knowledge, or blessing being brought back. Sometimes it has a restorative or healing function Serves to define the hero's role in the society.

16 Home/End  The hero comes home. Save Serve Protect

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