hero’s journey notes la3 september 2013. archetypes the original pattern or model from which all...
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Hero’s Journey NotesHero’s Journey Notes
LA3September 2013
ArchetypesArchetypesThe original pattern or model
from which all things of the same kind are copied or on which they are based; a model or first form; prototype. There are universal patterns in all stories and mythologies regardless of culture or historical period.
Archetypes can be applied Archetypes can be applied to:to:An imageA themeA symbolAn ideaA character typeA plot pattern
There are 7 main character There are 7 main character archetypes:archetypes:
HeroHeroThe protagonist whose primary
purpose is to separate from the Ordinary World and sacrifice himself for the service of the Journey at hand.
MentorMentorProvides motivation, insights,
and training to help the Hero
Threshold GuardianThreshold GuardianProtects the Special World and its
secret from the Hero.
HeraldHeraldIssues challenges and announce
the coming of a significant change. Often appear at the beginning of the Journey.
ShapeshifterShapeshifterMisleads the Hero by hiding a
character’s intentions and loyalties.
ShadowShadowRepresents our darkest desires,
untapped resources or rejected qualities; also symbolizes our greatest fears and phobias. They are not always bad.
TricksterTricksterDisrupts status quo; they turn
the Ordinary World into chaos. Use humor to force a change.
Twelve Stages of the Twelve Stages of the JourneyJourney
Ordinary WorldOrdinary WorldThe Hero’s home, the safe haven
to which the Special World and the Journey must be compared.
Call to AdventureCall to AdventureDisrupts the comfort of the
Hero’s Ordinary World, presenting a challenge or a quest.
Refusal of the CallRefusal of the CallThe Hero refuses or is reluctant
to take on the Journey because of fear or insecurities.
Communicates the risk that lies ahead. Without this risk and the likelihood of failure the audience will not be vested in the story.
Meeting with the MentorMeeting with the MentorGives confidence, insight, advice,
training, or magical gifts to overcome the initial fear. May be a physical person or an object.
Crossing the ThresholdCrossing the ThresholdSignifies that the Hero has finally
committed to the Journey; prepared to cross the gateway that separated the Ordinary World from the Special World.
Tests, Allies, and EnemiesTests, Allies, and EnemiesUses these devices to learn the
rules of the Special World. Hero finds out who can be trusted, allies are earned, a sidekick may join up or an entire Hero Team forged. This stage tests his skills for the Ordeals yet to come and his commitment to the Journey.
Approach to the Inmost Approach to the Inmost CaveCave
Leads to the Journey’s central Ordeal. Preparations must be made, maps, attacks planned, enemy forces whittled down, etc.
OrdealOrdealThe central life or death crisis
where the Hero faces his greatest fear, confronts his most difficult challenge and experiences “death”. The Journey teeters on the brink of failure. It is often times magical and only through “death” can the Hero be reborn.
Answers the Call to Adventure
RewardRewardThe Hero has survived “death”,
overcome his greatest fear, and now earns the reward that he has sought. Often times the reward has to be stolen.
The Road BackThe Road BackSuccess in the Special World may
make it difficult to go back to the Ordinary World. There is a choice between a Journey of a Higher Cause and a personal Journey of the Heart.
ResurrectionResurrectionThe Hero’s most dangerous
meeting with “death”. This final life or death ordeal shows that the Hero has learned the lesson he was meant to learn and can apply it to the Ordinary World. Other lives or entire worlds are at stake and the Hero must prove his worth.
Return with the ElixirReturn with the ElixirThe final reward earned on the
Hero’s Journey. The Hero shares the Elixir with others or heals a wounded land. The Elixir can be a great treasure or magic potion. The Elixir grants the audience a greater awareness of self and our world.
RecapRecap
1. Heroes are introduced in the ORDINARY WORLD, where
2. They receive the CALL TO ADVENTURE
3. They are RELUCTANT at first or REFUSE THE CALL, but
Recap (2)Recap (2)
4. Are encouraged by a MENTOR to5. CROSS THE FIRST THRESHOLD
and enter the Special World, where
6. They encounter TESTS, ALLIES, AND ENEMIES.
7. They APPROACH THE INMOST CAVE, crossing a second threshold
Recap (3)Recap (3)
8. Where they endure the ORDEAL9. They take possession of their
REWARD and10.Are pursued on THE ROAD BACK
to the Ordinary World.
Recap (4)Recap (4)
11.They cross the third threshold, experience a RESURRECTION, and are transformed by the experience
12.They RETURN WITH THE ELIXIR, a boon or treasure to benefit the Ordinary World.
Possible Elements of the Hero’s Journey
The Hero is naïve and inexperienced The Hero meets monsters or
monstrous men The Hero has a strange, wise being
as a mentor The Hero yearns for the beautiful
lady who is sometimes his guide or inspiration
The Hero must go on a journey, learn a lesson, change in some way and return home.
Possible Elements of the Hero’s Journey
The Hero often crosses a body of water or travels on a bridge
The Hero is born and raised in a rural setting away from cities
The origin of the Hero is mysterious or the Hero loses his/her parents at a young age, being raised by animals or guardians
The Hero returns to the land of his/her birth in disguise or as an unknown
Possible Elements of the Hero’s Journey
The Hero is special, one of a kind. He/she might represent a whole nation or culture
The Hero struggles for something valuable and important
The Hero has help from divine or supernatural forces
The Hero has a guide or guides
Possible Elements of the Hero’s Journey
The Hero goes through a rite of passage or initiation, an event that marks a change from an immature to a more mature understanding of the world.
The Hero undergoes some type of ritual or ceremony after his/her initiation
The Hero has a loyal band of companions
The Hero makes a stirring speech to his/her companions
Possible Elements of the Hero’s Journey
The Hero engages in test or contest of strength (physical and/or mental) and shows pride in his/her excellence
The Hero suffers an unhealable wound, sometimes an emotional or spiritual wound from which the Hero never completely recovers
Heroic Archetypes Hero as warrior
(Odysseus) Hero as lover
(Prince Charming) Tragic Hero (William
Wallace) Hero as scapegoat
(Jesus) Romantic/Gothic
Hero (Batman) Proto-Feminist Hero
(Katniss) Apocalyptic Hero
(Harry Potter)
Anti-Hero (Homer Simpson)
Defiant Anti-Hero (Hancock)
Unbalanced Hero (Hamlet)
The Other—The Denied Hero (Atticus)
The Superheroic (Superman)
Types of Archetypal Journeys
The quest for identity (The Lion King)
The epic journey to find the promised land (The Stand)
The quest for vengeance (Kill Bill)
The warriors journey to save his people (Braveheart)
The journey in search of knowledge (The Giver)
The search for love (fairy tales)
The tragic quest: penance or self denial (Jesus in the garden)
The fool’s errand (Frodo going into Mordor)
The quest to rid the land of danger (Harry Potter)
The grail quest (Arthurian Legend)