The Hero s Journey. Joseph Campbell

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Writing Warm Up Write a one paragraph response to the following: In your opinion, what defines a hero? Literature and movies are full of heroes, but can these figures exist outside of a fictional setting in the real world? What are examples of the modern day hero? How does the media create heroes out of normal men and women?

The Hero s Journey Joseph Campbell

What is a hero? What characteristics make up a hero? Are there different types of heroes? Can a firefighter be compared to someone who simply happens to be in the right place at the right time?

What is a hero? Despite the media s tendency to loosely use the term hero, there are a few necessary components. The true hero brings hope to society is defined by acts of courage and bravery inspires people to pursue and achieve dreams Most importantly, heroes are willing to risk their lives for the good of another.

What is a hero? A true hero is different than an everyday hero. Everyday heroes are simply at the right place at the right time and do not seek out people to help. Circumstance demands the everyday hero s act of bravery.

The Antihero An antihero is someone who does not have hero-like qualities and is often a character with poor morals and a lack of authority. The antihero is pulled into the story and becomes the hero despite their instincts and characteristics. The character of Han Solo from Star Wars is the perfect example.

1. Departure 2. Initiation 3. Return

Phase 1: Departure The Call to Adventure The point in a person s life when something important happens that sends the person in a new direction. It can come in the form of an opportunity, an accident, a gift, a decision, a dream, a new piece of information. The end result is that the life changes whether the person wants it to or not. In some stories, the hero will have troubling dreams that offer clues to the quest. Examples include: Gandalf and the dwarves appearing in The Hobbit, R2-D2 and C-3PO presenting the hologram image of Princess Leia to Luke Skywalker in Star Wars.

Phase 1: Departure (continued) Refusal of the Call Sometimes when a person receives a call to adventure, he or she refuses to go. The future hero might be afraid OR feel like he or she can t leave responsibilities OR might not feel strong enough or smart enough to start an adventure.

Phase 1: Departure (continued) Supernatural Aid Once the hero has started the adventure, a guide or magical helper appears to provide help. The helper does not have to be human. Mentor figure often offers items of importance (talismans) that will aid along the journey.

There are numerous examples of mentors or guides in myth and fiction, as well as in modern movies. Star Wars has been labeled the modern myth. Within this myth, the character of Obi-Wan fulfills the role of the mentor or guide.

Phase 1: Departure (continued) The Crossing of the First Threshold This is the point when the person actually begins his or her adventure. The hero leaves his or her familiar neighborhood and normal life and goes into unknown and dangerous places where the rules are not known.

Phase 1: Departure (continued) The Belly of the Whale At this point in the adventure, the hero is truly between worlds. The familiar world has been left behind and the world of adventure lies ahead. For many heroes, this is a very frightening moment when they feel all alone and very aware of the challenges to come. He or she may truly realize what an important task they have taken on.

Phase 2: Initiation The Road of Trials The road of trials is a series of tests, tasks or ordeals that a person must undergo as part of becoming a hero. The person may fail one or more of these tests, which often occur in threes in European or American stories. A hero usually needs his or her magical helper or object on the road of trials. Or he or she may discover hidden talents just when they are needed most.

Phase 2: Initiation (continued) The Meeting with the Goddess After surviving the road of trials, the hero may experience a great love. In many stories, it is a romantic love. Or it may be the warm, heart-filling love we feel for friends and family. It may also be an experience of a divine love. Either way, the hero gains strength and a wonderful feeling of wellbeing from the experience. In many classical myths and stories, the great love is represented by a goddess figure.

Phase 2: Initiation (continued) The Temptation At some point in the adventure, the hero will be tempted to quit the journey and go home.

Phase 2: Initiation (continued) Atonement with the Father This is the center point of the journey. All the previous steps have been moving in to this place; all that follow will move out from it. In this step, the person must face whatever holds the ultimate power in his or her life. In many myths and stories, this is the father, or father figure who has life and death power. In others, it is the biggest obstacle, the fiercest monster or the most terrifying conflict.

Phase 2: Initiation (continued) Apotheosis After facing and surviving the great power in his or her life, the hero may have an experience of the oneness and beauty with the universe. For some heroes, it is like being in heaven. Of course, if the hero did not survive the encounter with the great power in his or her life, he or she may actually be in heaven. It is a period of rest and reflection before the return journey is made.

Phase 2: Initiation (continued) The Ultimate Boon The ultimate boon is the achievement of the goal of the quest. It is what the person went on the journey to get.

Phase 3: Return Refusal of the Return Sometimes, when the adventure has been a glorious or very satisfying one, the hero refuses to come back to normal life. If the hero is concerned that his or her message will not be heard, he or she may also refuse to return.

Phase 3: Return (continued) The Magic Flight Sometimes the hero must steal the boon and then make a daring escape. It can be just as adventurous and dangerous returning from the journey as it was to begin it.

Phase 3: Return (continued) Rescue from Without Just as the hero may have needed a magical guide or helper to set out on the quest, sometimes he or she must have help to come back to everyday life. Sometimes the hero has been hurt and needs help. Sometimes the person doesn t realize that it is time to return, that a return is possible, or that others need what he or she has learned.

Phase 3: Return (continued) The Crossing of the Return Threshold The hero crosses a threshold to return just as when the adventure began. The hero s task at this point is to remember what was learned during the quest and to use it to make life better for him or herself and others. This is the point at which many stories end, And they lived happily ever after. The implication is that the hero goes on to live a good and productive life, but we usually don t get too many details on just how that happens.

Phase 3: Return (continued) Master of the Two Worlds At this point in the journey, the hero has learned how to be comfortable with the everyday world and the world of adventure. The hero is comfortable with him or herself and with the rest of the world, too. He or she is equally comfortable in both places and may be ready to be a guide for someone else. For a human hero, this may mean achieving a balance between the material and the spiritual. Another way of saying it is that the person has a good relationship with him or herself and can relate well to other people, too. This person has become comfortable and competent in both the inner and outer worlds.

Phase 3: Return (continued) Freedom to Live When a person has survived a great adventure and has truly learned to accept him or herself, they often become free from the fear of death. Freedom from the fear of death is truly the freedom to live.

Phase 3: Return (continued) Hero must return with boons (treasures, knowledge, etc.) for the journey to be successful. If the hero returns unchanged, then the journey has failed.