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The Hero’s Journey

The Hero’s Journey. Why do we need heroes?. Who are your heroes? What characterizes them as heroes? List three heroes from history, film, or literature, and complete the chart below. . Essential Questions. Why is the heroic myth important to so many cultures ?

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The Hero’s Journey

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  1. The Hero’s Journey

  2. Why do we need heroes? • Who are your heroes? • What characterizes them as heroes? • List three heroes from history, film, or literature, and complete the chart below. Essential Questions • Why is the heroic myth important to so many cultures ? • What do they teach us about the culture in which they were created? • What characterizes someone as a hero?

  3. The Monomyth • “ A hero ventures forth from the world of common day into a region of supernatural wonder; fabulous forces are there encountered and a decisive victory is won; the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.” • Joseph Campbell After studying stories from around the world, Joseph Campbell noticed the reoccurrence of ancient hero-myths. In, The Hero with a Thousand Faces, Campbell calls the hero-quest archetype, the monomyth.

  4. The Hero’s Journey • Hero myths contain the goals and virtues of an entire nation or culture; they are conveyed through the quest and adventures of a legendary figure who is stronger, smarter, and more courageous than most other people. • The hero undertakes a journey, during which he must perform impossible tasks. • With few exceptions, mythological heroes are usually male. • Heroes often have an obscure, mysterious, or partially divine origin. • The hero’s way is not always direct or clear to him. • The hero often receives help from loyal allies and supernatural forces. • What the hero seeks is usually no more than a symbol of what he really finds.

  5. Basic Structure • All heroes go through a journey in one form or another (archetypal). Campbell outlined 17 stages of the monomyth. Here is a simplified version that is often used. • Basic structure: • The ordinary world • Call to adventure • Refusal of call/reluctant hero • Meeting wise mentor • Crossing the first threshold • Tests, allies, and enemies • Approach • Supreme ordeal • Reward • The road back • Resurrection • Return with elixir

  6. The Hero’s Journey Ordinary World Call to Adventure Elixir Refusal of Call Meeting Wise Mentor Resurrection Crossing the Threshold The Road Back Tests, Allies, Enemies Approach Reward Supreme Ordeal

  7. Birth/Ordinary World • Fabulous circumstances surrounding conception, birth, and childhood establish the hero's background and often constitute their own myth. • In the ordinary world, the protagonist is introduced to the audience. He (or she) doesn't know his personal potential or calling.

  8. Call to AdventureRefusal • The hero is called to adventure by some external event or messenger. The hero may accept the call willingly or reluctantly. • The Hero refuses to answer or even recognize the call because of fear, obligation, or a sense of inadequacy. • Herald – Carrier of the power of destiny, appears and marks a new period for the hero. • Hero must leave the known and enter the unknown. The hero is summoned to a fateful, unknown region full of danger and treasure.

  9. MentorCrossing Threshold • Once the hero has committed to the quest, consciously or unconsciously, his or her guide and magical helper appears, or becomes known. • Hero comes to boundary between known world and the unknown and steps into the unknown. • This is the true beginning of the adventure. • The hero is commonly given a protective amulet or special weapon for the journey.

  10. Tests and AlliesApproach • The hero must undergo a series of tests. These trials are often violent encounters with monsters, sorcerers, warriors, or forces of nature. • This is the series of trials and tribulations in which the hero must go through to be come the hero. • Each successful test further proves the hero's ability and advances the journey toward its climax, and they end up forever changing the hero. • He may also meet loyal allies who will aid in his quest. • The hero may hit setbacks and may need to try a new idea.

  11. Supreme OrdealReward • This is the critical, life or death, moment in the hero's journey in which there is often a final battle with a monster, wizard, or warrior. • The separation has been made between the old world and old self and the potential for a new world/self. By entering this stage, the person shows his willingness to make a change, to die and become a new person. • Here the hero has survived death, overcomes his fears, and now earns the reward.

  12. Road BackResurrection Elixer • The hero must return to the ordinary world. • A flight may be necessary. • The return usually takes the form of an awakening, rebirth, resurrection, or a simple emergence from a cave or forest. • The old self dies physically or spiritually and moves beyond the normal human state. This is a god-like state (apotheosis). • The return with elixir is the achievement of the goal of the quest. It may be a physical object or newfound knowledge or spirituality. • The object, knowledge, or blessing that the hero acquired during the adventure is now put to use in the everyday world. • Often it has a restorative or healing function, but it also serves to define the hero's role in the society.

  13. Hero’s Journey Examples • Harry Potter • Star Wars • The Lord of the Rings • The Lion King • The Matrix • Siddhartha • Shrek • Ender’s Game • The Wizard of Oz • Deltora Quest • Ramayana • Epic of Gilgamesh • The Little Prince • The Alchemist

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