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The Hero’s Journey

The Hero’s Journey. Hero Myths. Hero Myths contain the goals and virtues of an entire nation or culture; they are conveyed through the quest and adventures of a legendary figure who is stronger, smarter, and more courageous than most other people .

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The Hero’s Journey

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  1. The Hero’s Journey

  2. Hero Myths • Hero Myths contain the goals and virtues of an entire nation or culture; they are conveyed through the quest and adventures of a legendary figure who is stronger, smarter, and more courageous than most other people. • With few exceptions, mythological heroes are usually male • Heroes often have an obscure, mysterious, or partially divine origin • Heroes are neither fools nor are they invincible • Heroes are called upon to make a journey or to follow a goal or quest • The hero’s way is not always direct or clear to him

  3. The Hero’s Quest

  4. The Hero’s Quest • The hero undertakes some long journey during which he must perform impossible tasks, battle with monsters, solve unanswerable riddles, and overcome insurmountable obstacles in order to save the kingdom, marry the princess, or regain what has been stolen or lost. • Many quest tales supply friends, servants, or disciples as company for the hero • The hero has a guide or guides • What the hero seeks is usually no more than a symbol of what he really finds

  5. The Hero’s Intuition • The hero undergoes a series of excruciating ordeals in passing from ignorance and immaturity to social and spiritual adulthood, that is, achieving maturity and becoming a full-fledged member of his social group • The initiation consists of (1) separation, (2) transformation, and (3) return • The hero descends into darkness (literally and figuratively) and is not the same after re-emerging from that darkness

  6. The Heroic Journey Birth/Home Call to Adventure Elixir Helpers/Amulet Crossing the Threshold Return Tests Flight Helpers Climax/Final Battle

  7. Birth • Fabulous circumstances surrounding conception, birth, and childhood establish the hero's background and often constitute their own myth.

  8. Call to Adventure • The hero is called to adventure by some external event or messenger. The hero may accept the call willingly or reluctantly.

  9. Helpers/Amulet • During the early stages of the journey, the hero will often receive aid from a protective figure. This supernatural helper can take a wide variety of forms, such as a wizard, and old man, a dwarf, a crone, or a fairy godmother. The helper commonly gives the hero a protective amulet or weapon for the journey.

  10. Crossing the Threshold • Upon reaching the threshold of adventure, the hero must undergo some sort of ordeal in order to pass from the everyday world into the world of adventure. This trial may be as painless as entering a dark cave or as violent as being swallowed up by a whale. The important feature is the contrast between the familiar world of light and the dark, unknown world of adventure.

  11. Tests • The hero travels through the dream-like world of adventure where he must undergo a series of tests. These trials are often violent encounters with monsters, sorcerers, warriors, or forces of nature. Each successful test further proves the hero's ability and advances the journey toward its climax.

  12. Helpers • The hero is often accompanied on the journey by a helper who assists in the series of tests and generally serves as a loyal companion. Alternately, the hero may encounter a supernatural helper in the world of adventure who fulfills this function.

  13. Climax/Final Battle • This is the critical moment in the hero's journey in which there is often a final battle with a monster, wizard, or warrior which facilitates the particular resolution of the adventure.

  14. Flight • After accomplishing the mission, the hero must return to the threshold of adventure and prepare for a return to the everyday world. If the hero has angered the opposing forces by stealing the elixir or killing a powerful monster, the return may take the form of a hasty flight. If the hero has been given the elixir freely, the flight may be a benign stage of the journey

  15. Return • The hero again crosses the threshold of adventure and returns to the everyday world of daylight. The return usually takes the form of an awakening, rebirth, resurrection, or a simple emergence from a cave or forest. Sometimes the hero is pulled out of the adventure world by a force from the daylight world.

  16. Elixir • The object, knowledge, or blessing that the hero acquired during the adventure is now put to use in the everyday world. Often it has a restorative or healing function, but it also serves to define the hero's role in the society.

  17. Home • “ A hero ventures forth from the world of common day into a region of supernatural wonder; fabulous forces are there encountered and a decisive victory is won; the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.” • Joseph Campbell • The Hero With a Thousand Faces, p. 30

  18. The Odyssey

  19. What is an Epic? • A long narrative poem about a legendary hero. • Recall the Gilgamesh epic from Mesopotamia.

  20. Homer • poet • thought to be blind, but describes events as a seeing person • lived around 1200 B.C.E

  21. Homer • Wrote the Illiad and the Odyssey - stories about the war between the Trojans and the Greeks which had happened between 900 and 700 B.C.E.

  22. Illiad • Story of the last year of the Trojan War • War had lasted 10 years. • Troy was defeated when Ulysses and his men were able to get inside the walls of Troy concealed within the body of the Trojan horse.

  23. The Trojan Horse

  24. The Odyssey • The story of the journey of Ulysses and his men trying to get home after the Trojan War. • 10 years • an epic about humans on the journey of life overcoming temptations along the way.

  25. Characters • Ulysses or Odysseus • Sirens - group of females who lured sailors by their singing

  26. Characters • Circe - goddess, enchantress, who turned men into swine • Scylla - monster with 12 feet and 6 heads with 3 rows of teeth, carries off a sailor in each mouth

  27. Characters • Charybdis - 3 times a day pulls sailors into her whirlpool • Hyperion - the sun (distinct from Apollo, the sun god) • Jove=Zeus=Jupiter=leader of the gods • Eurylochus - one of the crew members

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