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Call to Adventure

Call to Adventure. The Adventure begins when the Hero learns he must leave his ordinary life and/or home in order to save the day. Ususally it is because something terrible is happening to his home or ordinary life. The Shire if Frodo Fails. Sad Pridelands. Refusal of the call.

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Call to Adventure

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  1. Call to Adventure • The Adventure begins when the Hero learns he must leave his ordinary life and/or home in order to save the day. Ususally it is because something terrible is happening to his home or ordinary life

  2. The Shire if Frodo Fails

  3. Sad Pridelands

  4. Refusal of the call • In some cases the Hero refuses the call to save the day.

  5. Meets a Mentor After the hero has accepted the call to save the day, he encounters a mentor (often elderly) who provides special tools and advice for the adventure ahead, such as an amulet or a weapon.

  6. Bilbo gives the sword (Sting) and armor to Frodo

  7. The Crossing of the First Threshold • The hero must cross the thresholdbetween the "world" he is familiar with and another "world".

  8. Dorothy gets to Oz after a Twister!

  9. Threshold: Hogwarts Express

  10. When they stayed at the abandoned church Ponyboy and Johnny enter another “world”

  11. The Journey of Trials Once past the threshold, the hero encounters a world that is magical. The hero is challenged to survive a series of trials. By surviving the trials he becomes wiser than he was before he left on his adventure. The Hero is helped by the mentor or another magical force.

  12. The Meeting with the Goddess/Queen • Sometimes there is an important meeting with a queenlike or goddess figure. If the Hero is a female the character is a male.

  13. The Wizard of Oz is like a male “goddess”

  14. Hero resists temptations • Sometimes the Hero is tempted by something (like "worldly treasure" or a smokin' hottie) but he does not give into it because of the wisdom he has gained on his journey.

  15. Atonement with the Father • The Hero begins to understand his father (or fatherfigure) and therefore begins to understand himself

  16. Mentor Leaves • Maybe the Mentor dies or maybe he is called away. The Mentor can, however, return in supernatural form.

  17. Gandolf dies and then returns asThe White Wizard

  18. Hero Passes the SUPREME TEST and Discovers His Full Potential. • The Hero becomes wiser or more skillful. This is sometimes because he sees that he can be successful without the help of the mentor.

  19. Dorothy melts the Wicked Witch!

  20. The Hero Finds the ULTIMATE GIFT • Hero finds the item or knowledge that will benefit everyone back home.

  21. The Hero Must Flee! • …because an enemy of some sort isn't happy he/she is leaving or isn't happy he is taking the ULTIMATE GIFT with him/her.

  22. Rescue! • The hero may need to be rescued by forces from the ordinary world. This may be because the hero has refused to return to the ordinary world or because he is otherwise prevented from returning with the ULTIMATE GIFT.

  23. The Crossing of the Return Threshold • The hero returns to the ordinary world and must accept it as real.

  24. Hero Brings the ULTIMATE GIFT Home • The hero gives the Ultimate Gift to his fellow man.

  25. Hero is a Hero!!! • The Hero is celebrated and rewarded for his success!

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