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The Hero's Journey
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Explanation |
Example:
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I: Departure (The protagonist is separated from the known and steps into the
unknown.) |
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Home Culture |
The protagonist has a "home," a place that s/he thinks is normal, familiar, and common to others in his/her culture. |
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Call to Adventure |
A normal occurrence motivates the protagonist to acknowledge an unknown aspect of his/her world, feel a restlessness
with the constraints of his/her life, or find a new world that s/he was not aware existed. |
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Refusal of the Call |
The protagonist chooses not to move forward in life because s/he chooses to not give up his/her position, power,
ideals, goals, or responsibilities; the refusal is often based on his/her fear of the unknown and comfort in the familiar.
Usually secondary characters support the protagonist's refusal. |
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Supernatural Aid |
The inexperienced protagonist is provided a supernatural, guiding, and/or guarding character, or an instrumental
item (sword, encouragement, etc.) to assist his/her step forward into the unknown. |
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Crossing the First Threshold |
The protagonist moves out of his/her comfort zone and walks alone. S/he is confronted with an obstacle that must
be overcome before s/he can fully enter the dangers of the unknown journey. |
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II: Initiation (By crossing the threshold, the protagonist's
world is changed forever. A mental journey merges with the physical journey to result in a spiritual revelation of purpose
and self.) |
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Road of Trials |
The protagonist is tested and found vulnerable, but the outcome reveals a part of him/her that s/he did not know
existed. The assistance given the protagonist under the "Supernatural Aid" section of "Departure" begins to come into play
in the story, and s/he is not expected to face the trials alone. |
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Meeting a Soul Mate
(mother-figure) |
The protagonist meets an ideal (in ancient myths a goddess; in modern stories a soul mate) and sees the possibilities
of his/her journey. This supernatural, human, or symbolic ideal encourages him/her forward. |
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Overcoming Temptation
(father-figure) |
Someone or something tries to destroy the journey itself. Often the destroyer has been sent by a larger evil
to stop the protagonist. The protagonist is often misled, but eventually overcomes his lack of knowledge, prejudices, and
fears as s/he grows in the acceptance of his/her role as hero. |
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Viewing the Whole Picture
(god-like) |
The protagonist moves beyond the final terrors of change that are founded in his/her ignorance. S/he adds the
spiritual element to his/her journey. The protagonist is still in the midst of the journey but s/he is now willing to accept
what is required of him/her to complete the mission. |
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The Ultimate Goal (Treasure)
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The protagonist becomes self-assured and often receives physical gifts and/or emotional rewards. Since personal
limitations are broken, the protagonist can see the big picture not only in relation to him/herself but also in relation to
others. The protagonist understands how the ultimate goal can be accomplished and the mission completed. |
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III: Return (Through the protagonist's ultimate
sacrifice of self, s/he walks in an enlightened state.) |
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Refusing to Return |
Although seldom a true refusal, the protagonist, who should return "home" with his/her powers, ability, or wisdom,
remains isolated and often faces a death of sorts. Sometimes s/he prefers to live in the enlightenment than return to a "home"
that might not accept the ultimate gift. |
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The Chase |
The protagonist flees toward safety to thwart the attempts to take back the treasure, power, ability, or wisdom.
Because the protagonist has changed, the chase characterizes his/her courage and confidence. |
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The Rescue |
The protagonist is unable to save him/herself. Others help him/her return "home," which may deflate his/her ego,
but since s/he sees the entirety of the mission, s/he understands the importance of what is accomplished. |
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Crossing the Return Threshold |
The protagonist must face the evil or its leader and the realization that home is no longer a place but a state
of being. Those in his/her past may not accept his/her new ability, power, or wisdom and may test it as a final trial to the
protagonist. |
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Master of Two Worlds |
The protagonist has the ability, power, or wisdom without limitations to relax in whatever world (physical, mental,
emotional, or spiritual) s/he finds him/herself. S/he can adjust to who s/he was in the past and who s/he might be in the
future. |
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Freedom
(Often the theme of the quest) |
The protagonist is able to combine the workings of unenlightened (old) and enlightened (new) societies into one
world, the world where the protagonist now resides. S/he understands that his/her old self had to "die" in order for the new
way of life to begin. S/he no longer fears change because s/he has learned to live in the moment regardless of what that means. |
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