1 / 13

The Hero’s Journey

The Hero’s Journey. The classic cycle of the path of a hero. Defining the archetype. Hero stories are found in every culture on the planet. Author Joseph Campbell called this story the MONOMYTH

neil
Download Presentation

The Hero’s Journey

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. The Hero’s Journey The classic cycle of the path of a hero

  2. Defining the archetype • Hero stories are found in every culture on the planet. Author Joseph Campbell called this story the MONOMYTH • Most every hero story is the story of a journey, and this journey can be divided into a series of events. • The hero leaves his home to complete a quest, he encounters adventures on the way, he completes the quest – proving his status as hero is justified – and returns home to receive his reward. • Each stage of the journey “cycle” has literal and figurative elements to explore.

  3. Origins (Birth of a hero) • Hero stories most often begin with a story of a simple life. • Sometimes heroes are shown to be gods or princes in disguise, hidden for their own safety or protection • A hero represents the BEST QUALITIES of their homeland.

  4. Call to Adventure: the Quest • Something happens to inspire or compel the hero to leave the comforts of home and to set out on a quest. • Usually the object of the quest will benefit the society more than it benefits the hero. • The hero may make the journey and complete the quest for the benefit of the community OR he may be offered a more tangible reward.

  5. Helpers / the Amulet • After the hero accepts the quest he generally receives either: • A token or magical item that will help him on his journey OR • A helper or team who will support him. • These elements help to “prove” the hero is worthy of the task.

  6. Crossing the Threshold • This is the point of no return. The hero is committed to the quest journey. He has the tools and information he needs. He will not return home until the task is done.

  7. Road of Trials / Helpers • Now the real adventure begins! • The hero and his helpers face challenges. • Opposing forces are introduced, and failure may mean death • The knowledge, skill and sometime sacrifices of his loyal helpers clear a path to the completion of the quest.

  8. The Final Battle • To complete the quest, the hero and his companions must generally defeat some evil power. This may be a character or some “magical” object or being.

  9. Flight • Once the quest is complete, the hero starts toward home. • If he has stolen the object of the quest, he may have to flee the scene, and his return home is a sort of escape from the evil force. • If he has destroyed the evil force, he is simply returning home at the end of his journey.

  10. Return • Our hero crosses back into his “everyday world” • The quest is complete and his reward awaits him

  11. Elixir is Bestowed • Whatever the purpose of the quest was, the hero brings this power or item back home and gifts it to the people. • As a result of the quest, the hero’s home society benefits. They may be saved from destruction or elevated in some way. The hero isn’t the only one who wins.

  12. Home • Now the adventure is over, and the hero returns to his everyday life, although he may have increased status as a result of his quest. • Because the story ends as it begins, the Journey story is called a CYCLE.

More Related