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Hero’s Journey Notes LA3 September 2013
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Archetypes The original pattern or model from which all things of the same kind are copied or on which they are based; a model or first form; prototype. There are universal patterns in all stories and mythologies regardless of culture or historical period.
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Archetypes can be applied to:
An image A theme A symbol An idea A character type A plot pattern
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There are 7 main character archetypes:
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Hero The protagonist whose primary purpose is to separate from the Ordinary World and sacrifice himself for the service of the Journey at hand.
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Mentor Provides motivation, insights, and training to help the Hero
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Threshold Guardian Protects the Special World and its secret from the Hero.
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Herald Issues challenges and announce the coming of a significant change. Often appear at the beginning of the Journey.
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Shapeshifter Misleads the Hero by hiding a character’s intentions and loyalties.
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Shadow Represents our darkest desires, untapped resources or rejected qualities; also symbolizes our greatest fears and phobias. They are not always bad.
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Trickster Disrupts status quo; they turn the Ordinary World into chaos. Use humor to force a change.
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Twelve Stages of the Journey
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Ordinary World The Hero’s home, the safe haven to which the Special World and the Journey must be compared.
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Call to Adventure Disrupts the comfort of the Hero’s Ordinary World, presenting a challenge or a quest.
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Refusal of the Call The Hero refuses or is reluctant to take on the Journey because of fear or insecurities. Communicates the risk that lies ahead. Without this risk and the likelihood of failure the audience will not be vested in the story.
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Meeting with the Mentor
Gives confidence, insight, advice, training, or magical gifts to overcome the initial fear. May be a physical person or an object.
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Crossing the Threshold
Signifies that the Hero has finally committed to the Journey; prepared to cross the gateway that separated the Ordinary World from the Special World.
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Tests, Allies, and Enemies
Uses these devices to learn the rules of the Special World. Hero finds out who can be trusted, allies are earned, a sidekick may join up or an entire Hero Team forged. This stage tests his skills for the Ordeals yet to come and his commitment to the Journey.
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Approach to the Inmost Cave
Leads to the Journey’s central Ordeal. Preparations must be made, maps, attacks planned, enemy forces whittled down, etc.
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Ordeal The central life or death crisis where the Hero faces his greatest fear, confronts his most difficult challenge and experiences “death”. The Journey teeters on the brink of failure. It is often times magical and only through “death” can the Hero be reborn. Answers the Call to Adventure
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Reward The Hero has survived “death”, overcome his greatest fear, and now earns the reward that he has sought. Often times the reward has to be stolen.
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The Road Back Success in the Special World may make it difficult to go back to the Ordinary World. There is a choice between a Journey of a Higher Cause and a personal Journey of the Heart.
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Resurrection The Hero’s most dangerous meeting with “death”. This final life or death ordeal shows that the Hero has learned the lesson he was meant to learn and can apply it to the Ordinary World. Other lives or entire worlds are at stake and the Hero must prove his worth.
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Return with the Elixir The final reward earned on the Hero’s Journey. The Hero shares the Elixir with others or heals a wounded land. The Elixir can be a great treasure or magic potion. The Elixir grants the audience a greater awareness of self and our world.
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Recap Heroes are introduced in the ORDINARY WORLD, where
They receive the CALL TO ADVENTURE They are RELUCTANT at first or REFUSE THE CALL, but
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Recap (2) Are encouraged by a MENTOR to
CROSS THE FIRST THRESHOLD and enter the Special World, where They encounter TESTS, ALLIES, AND ENEMIES. They APPROACH THE INMOST CAVE, crossing a second threshold
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Recap (3) Where they endure the ORDEAL
They take possession of their REWARD and Are pursued on THE ROAD BACK to the Ordinary World.
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Recap (4) They cross the third threshold, experience a RESURRECTION, and are transformed by the experience They RETURN WITH THE ELIXIR, a boon or treasure to benefit the Ordinary World.
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Possible Elements of the Hero’s Journey
The Hero is naïve and inexperienced The Hero meets monsters or monstrous men The Hero has a strange, wise being as a mentor The Hero yearns for the beautiful lady who is sometimes his guide or inspiration The Hero must go on a journey, learn a lesson, change in some way and return home.
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Possible Elements of the Hero’s Journey
The Hero often crosses a body of water or travels on a bridge The Hero is born and raised in a rural setting away from cities The origin of the Hero is mysterious or the Hero loses his/her parents at a young age, being raised by animals or guardians The Hero returns to the land of his/her birth in disguise or as an unknown
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Possible Elements of the Hero’s Journey
The Hero is special, one of a kind. He/she might represent a whole nation or culture The Hero struggles for something valuable and important The Hero has help from divine or supernatural forces The Hero has a guide or guides
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Possible Elements of the Hero’s Journey
The Hero goes through a rite of passage or initiation, an event that marks a change from an immature to a more mature understanding of the world. The Hero undergoes some type of ritual or ceremony after his/her initiation The Hero has a loyal band of companions The Hero makes a stirring speech to his/her companions
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Possible Elements of the Hero’s Journey
The Hero engages in test or contest of strength (physical and/or mental) and shows pride in his/her excellence The Hero suffers an unhealable wound, sometimes an emotional or spiritual wound from which the Hero never completely recovers
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Heroic Archetypes Anti-Hero (Homer Simpson)
Hero as warrior (Odysseus) Hero as lover (Prince Charming) Tragic Hero (William Wallace) Hero as scapegoat (Jesus) Romantic/Gothic Hero (Batman) Proto-Feminist Hero (Katniss) Apocalyptic Hero (Harry Potter) Anti-Hero (Homer Simpson) Defiant Anti-Hero (Hancock) Unbalanced Hero (Hamlet) The Other—The Denied Hero (Atticus) The Superheroic (Superman)
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Types of Archetypal Journeys
The quest for identity (The Lion King) The epic journey to find the promised land (The Stand) The quest for vengeance (Kill Bill) The warriors journey to save his people (Braveheart) The journey in search of knowledge (The Giver) The search for love (fairy tales) The tragic quest: penance or self denial (Jesus in the garden) The fool’s errand (Frodo going into Mordor) The quest to rid the land of danger (Harry Potter) The grail quest (Arthurian Legend)
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