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A Hero’s Journey. Flexible framework of a heroic tale. The Ordinary World. “Fish Out of Water” idea: take the hero out of the ordinary world and into a Special World, new and unfamiliar Story will show Ordinary World first to contrast with the strange new world hero is about to enter.
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A Hero’s Journey Flexible framework of a heroic tale
The Ordinary World • “Fish Out of Water” idea: take the hero out of the ordinary world and into a Special World, new and unfamiliar • Story will show Ordinary World first to contrast with the strange new world hero is about to enter
Call to Adventure • Hero is presented with a problem, challenge, or adventure to undertake • Now, the hero can no longer remain in the comfort of the Ordinary World • Call to Adventure establishes the hero’s goal, such as: • Win treasure • Win lover • Get revenge • Right a wrong • Achieve a dream • Confront a challenge • Change a life
Refusal of the Call • Hero fears the adventure and has not fully committed to the journey • May be thinking of turning back—expressing reluctance • Some other influence is required to get hero past this turning point of fear • Change in circumstances • Further offences against natural order • Encouragement of a Mentor
Meeting the Mentor • Story will introduce a Mentor • Function of the Mentor is to prepare the hero to face the unknown • May give advice, guidance, or magical equipment • However, Mentor can only go so far with the hero • Sometimes has to nudge the hero to get the adventure going
Crossing the Threshold • Hero finally commits to the adventure and enters the Special World by crossing the first threshold • Agrees to face consequences of dealing with the problem or challenge posed in the Call to Adventure • Moment when the story takes off
Tests, Allies, and Enemies • Encounters Tests and makes Allies and Enemies along the road of adventure • Begins to learn the rules of the Special World • Character develops – watch the hero and his companions react under stress of the adventure
Approach • Hero comes to the edge of a dangerous place or “Inmost Cave” • Often where the object of the quest is hidden • Headquarters of the hero’s greatest enemy • The most dangerous spot in the Special World • Pause to prepare a plan for entering the Dangerous Place • Prepares to confront death or supreme danger
Ordeal, Death, & Rebirth • Hero hits bottom in direct confrontation with his greatest fear • Faces possibility of death and comes close in a battle with a hostile force • Audience held in suspense, not knowing if he will live or die • Critical moment: hero must die or appear to die so that he/she can be born again • Major source of the magic of the heroic myth • Every story needs a life-or-death moment in which the hero or his goals are in moral jeopardy
Reward “Seizing the Sword” • Hero has survived the danger • Hero takes possession of Reward • Special weapon or token • A knowledge and experience that leads to greater understanding and resolution with hostile forces
The Road Back • Hero is not out of the woods yet! • Hero begins to deal with the consequences of confronting the dangers of the Supreme Ordeal • The Hostile Force (parent, god, enemy, etc.) may come raging after the hero • Chase scene! • Marks the decision to return to the Ordinary World • Hero realizes Special World must be left behind and there are still dangers, temptations, and tests ahead
Resurrection • Hero must be reborn and cleansed in one last Ordeal of death and Resurrection before returning to Ordinary World • Often a second life-and-death moment • “Final exam” for the hero • Tested one more time to see if he/she has really learned the lessons of the Supreme Ordeal • Reborn as a new being and is able to return to the ordinary life
Return with Elixir • Returns to the Ordinary World • Brings back some Elixir – Treasure or lesson from the Special World • Useful knowledge or experience • Treasure won on the quest • Love, freedom, or wisdom • Knowledge that the Special World exists