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Joseph Campbell and the Concept of the Monomyth

Joseph Campbell and the Concept of the Monomyth. English 4 CP: World Literature 2010-2011. The Hero with a Thousand Faces. According to Campbell, all epic heroes derive from the same archetype. Therefore, they exhibit the same attributes, and their quests follow a pattern.

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Joseph Campbell and the Concept of the Monomyth

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  1. Joseph Campbell and the Concept of the Monomyth English 4 CP: World Literature 2010-2011

  2. The Hero with a Thousand Faces • According to Campbell, all epic heroes derive from the same archetype. Therefore, they exhibit the same attributes, and their quests follow a pattern. • Epic heroes tend to travel the same path.

  3. The Hero’s Quest Stages:

  4. First Stage: Call to Adventure • Typically, the hero has something unusual about his birth or childhood that distinguishes him from his peers at an early age. • The hero is called to adventure by some outside force or person. This call is often issued by a wizard or other supernatural being.

  5. Reluctant Hero • The hero may not readily accept the quest. If he refuses, the reluctant hero phase is realized. • If the hero does eventually accept his adventure, his quest, he moves to the next stage of the journey.

  6. Supernatural Aid • The hero is assisted in his quest by supernatural being(s). In The Odyssey, for example, Odysseus is helped frequently by Athena, goddess of wisdom and war. • In Ender’s Game, the title character receives some help from Mazer Rackham, who has been kept alive by technologically advanced methods. • The supernatural aid may include the gift of an amulet or other special protection, advice and wisdom, or remarkable insights.

  7. Crossing the Threshold • The hero commits himself to the quest and travels to the Underworld or some equivalent realm with which the hero is unfamiliar. The hero is tested by a gatekeeper or Threshold Guardian who may become an ally later.

  8. The Belly of the Whale • At this point in the quest, the hero must use his skills to progress toward his goals. Many times the skills he needs are undeveloped or unrecognized. During this phase of the quest, the hero undergoes his trials.

  9. Allies and Enemies • The hero must accomplish tasks that he initially considered impossible. He is pitted against enemies that try to defeat him. Allies come to his aid. A balance is struck between these opposing forces.

  10. Ordeal • The hero suffers an ordeal in which he may look into his darker self. At this point in the journey, the hero must experience a major change in his character. Frequently, the hero is required to deal with death, either of a friend or of an enemy. Determining the Ordeal stage of the quest leads the reader to an understanding of what the story is about.

  11. Seizing the Sword • After surviving the Ordeal, the hero is given some sort of gift; this can take the form of a special item, such as a magical sword, or it can be an extraordinary insight. The gift may also be a sacred marriage.

  12. Flight/Road Back • The hero begins his return journey home after learning what he was supposed to on his quest. He may experience more trials along the way, and he is expected to overcome these with the wisdom he gained during his quest before he faces the final showdown or crosses the second threshold.

  13. Master of Both Worlds/Rebirth of the Hero • The hero is tested for the final time and is allowed to return home with the knowledge he gained during his quest. Having survived the darkness of the trials, the hero returns to the realm of light and comfort with newfound knowledge and skills. The theme of rebirth is common.

  14. Return with the Elixir/Boon • The hero brings strength, health, and prosperity to his home. The elixir may cure his village of disease and pestilence. Simply telling the story of the quest may bring healing to the village. Another person may be encouraged to continue the quest, perpetuating the cycle. The hero may return with wealth or other gifts for his village.

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