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Archetypes and Heroes: The Introduction (Continued) Feraco Myth to Science Fiction 15 September 2009
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Journey Onward Plots are about journeys – descents and ascents, quests and returns, adventures both physical and emotional A story without movement – without development of either plot or character – is fairly pointless A book is a static medium, but its content must be dynamic! Your college essays must also be about journeys – demonstrating both personal growth and your potential for further development
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Archetypal Journeys These may not be college-essay fodder – but you may also be surprised! The quest for identity The epic journey to find the promised land A common variant is the quest to found the “good city” – a land where our characters and values can prosper The quest for vengeance The warrior’s journey to save his people The search for love / to rescue one’s love
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Archetypal Journeys Continued The journey in search of knowledge The tragic quest (penance, self-denial, redemption) The fool’s errand The quest to defend the land, or to rid the land from danger The search for home The “grail quest” (i.e., the search for human perfection)
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The Hero’s Journey Campbell identified five major stages of the typical Hero’s Journey Regardless of the archetypal nature of said journey, legend after legend incorporates the following stages Campbell also established certain characteristics of a hero’s journey; while it’s impossible to find every characteristic in every legend, most of these appear with startling frequency
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Stage One: Departure The hero is called to adventure This can be something he/she discovers independently, but it’s usually an imperative from someone else – sometimes from a divine source, other times for a national leader, and even from a familial dictate Interestingly, this call to adventure is met with resistance nearly as frequently as it’s enthusiastically met Many heroes are reluctant to leave what they know, even when the necessity of their departure is clear
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Stage Two: Initiation The hero, having left behind the familiar, must cross the threshold of adventure This usually requires entrance into a new, somewhat dangerous realm This entrance is also often accompanied by a more mature perspective Also something of a planning stage; most reluctant heroes also abandon their trepidation once they’ve departed home
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Stage Three: The Road of Trials Usually the longest stage of any heroic plot – the “adventure segment” The hero often undergoes tests of strength, and these tests are not always immediately recognized or understood Other tests include trials of endurance and resourcefulness – combinations of physical and psychological prowess The tests themselves often require creative solutions – it’s rarely as simple as it should be! The hero sometimes enjoys supernatural or divine aid along the way; in other instances, the hero is accompanied by mortal help (sidekicks, loyal backers, friends, family, warriors, etc.)
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Stage Four: The Innermost Cave Also called the “descent” because our heroes almost always fall or stumble along the way It’s highly unusual for a heroic journey to consist of an endless series of triumphs Heroes suffer setbacks, particularly during the third stage, and these setbacks lead them to the Cave – an underworld or place of great trial, sometimes within the hero’s own mind This trial results in the hero’s rebirth, whether it be physical, emotional, or spiritual Most importantly, the hero undergoes an internal transformation It is the lowest point of the journey, but its presence is necessary for true triumph
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Stage Five: Return/Reintegration At the end of the journey – assuming he isn’t killed and doesn’t sacrifice himself along the way – the hero must return home This can be a dicey proposition; reintegration in particular often proves difficult However, patience often proves a virtue during heroic journeys, and this stage is no exception Ideally, the hero uses the lessons he’s learned/wisdom he’s gained through his adventure to benefit his home – to restore the land to former glory, for example
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