The Hero s Journey. https://www.youtube.com/watch?v=hhk4n9a0oca

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Transcription:

The Hero s Journey https://www.youtube.com/watch?v=hhk4n9a0oca

Joseph Campbell Joseph Campbell, an American psychologist and myth researcher, wrote a famous book entitled The Hero with a Thousand Faces. In his lifelong research, Campbell discovered many common patterns running through hero myths and stories from around the world. Years of research lead Campbell to discover several basic stages that almost every hero myth or story goes through (no matter what culture the myth comes from). He calls this common structure the monomyth or, more commonly, the hero s journey.

Why is the Hero s Journey Important to Understand? The structure and patterns that Campbell discovered in ancient myths and stories can still be found in modern mythologies and stories, such as: Star Wars, Lord of the Rings, Hunger Games, Harry Potter, Chronicles of Narnia, Divergent, Percy Jackson, and MANY, MANY more! Also, like the video said, we continuously embark on our own hero s journeys as we try new things, move through different stages of life, and face challenges.

Stages of the Hero s Journey Crossing the return threshold Master of 2 worlds-- Sharing Wisdom-- Hero at home Ordinary World --Call to adventure --Refusal of the call --Meeting the mentor --Acceptance of the call Crossing the threshold Final obstacles-- Journey home-- Extraordinary World --Supernatural aid/talisman --Meeting allies and enemies Reward-- --Road of Trials The ultimate ordeal

Hero at Home We first meet heroes (before they actually become heroes) in their home, or in an ordinary world that they are familiar with. Often heroes feel out-of-place in this ordinary world. They may have characteristics that set them apart from others in this world, or they might desire something more than this world can offer them Some examples: Harry Potter at Privet Drive; Frodo in the Shire; Katniss in District 13

Call to Adventure For heroes to begin their journeys, they must be called away from the ordinary world. Usually there is a discovery of a special object or secret; some unusual or life-changing event; or some danger in their world that starts them on the heroic path. In some cases, heroes happen upon their quests by accident. Some examples of the call to adventure: Harry Potter s Letters from Hogwarts; Bilbo giving Frodo the ring; Prim s name being called at the reaping

Refusal of the Call During the Call to Adventure, heroes are given a task or quest which only they can complete. They are faced with a choice: accept the quest or refuse it. For some characters, like Katniss and Harry Potter, it is easy to accept the call right away. But some heroic characters don t accept the call to adventure immediately. They might feel like they are not strong or brave enough for the task; they might feel afraid; they might not want to leave the security of home; any number of things could keep them from accepting the task or quest right away. Examples of refusal of the call: Luke Skywalker in Star Wars; Simba in Lion King

Acceptance of the call In order for the hero s journey to continue, the heroic character must eventually accept the call. The character must be motivated to accept. For example, Luke is finally motivated to accept the call when he learns that his aunt and uncle have been killed by stormtroopers. Simba is finally motivated to return to Pride Rock when he learns that Scar is mistreating the other lions.

Mentors A mentor is an older, more experienced character who has been through a journey similar to the one that the heroic character is about to begin. Because the mentor has already been through the hero s journey, he or she has knowledge to share with the heroic character as he or she proceeds through the journey (think Obi-Wan for Luke; Haymitch for Katniss; Gandalf for Frodo; Dumbledore for Harry Potter, etc.) The mentor acts as a teacher and guide for the new hero. However, at some point during the journey the mentor will have to step aside and let the hero fight his/her own battles. The mentor may die or become unavailable at some point

Crossing the Threshold This is the point where the hero leaves his ordinary world and enters the extraordinary, unknown world where the adventure will take place. Once the hero has crossed the threshold from ordinary world to extraordinary world, the rules and limits to what can and cannot happen are completely changed. In the extraordinary world, the hero cannot rely on his or her knowledge of the ordinary world to guide him/her. The hero must learn the rules and limits of the new, extraordinary world.

Some examples of crossing the threshold Platform 9 ¾ for Harry Potter Entering the Wardrobe for Lucy Train ride to the capital for Katniss Neo entering the Matrix

Example of Extraordinary Worlds Chronicles of Narnia: Narnia Harry Potter: Hogwarts Lord of the Rings and Hobbit: Middle Earth Percy Jackson: Camp Half-Blood Hunger Games: The Capital/The Arena The Matrix: Matrix Maze Runner: The Maze Alice in Wonderland: Wonderland

Supernatural Aid and Talismans Once in the extraordinary world of adventure, the hero receives assistance to help him/her begin and succeed on the journey through the new world. The assistance can be in the form of advice, training, or special objects (talismans). Often the mentor(s) provide the hero with the assistance he/she needs. Some examples: Obi-Wan gives Luke the lightsaber; Yoda trains Luke; Katniss trains in the Capital; Haymitch gives her advice; Percy Jackson is given Riptide; Bilbo finds the ring, etc.

Allies The hero also receives help in the form of friends/allies The allies are there to help the hero achieve his/her goals. Like any good friend, allies are always there for the hero to keep him/her moving forward on the journey, even at the darkest moments.

Enemies In every hero s journey, there are enemies that the hero must defeat. Enemies can take many forms--monsters, family members, evil witches or wizards, rulers/presidents/kings, or even inner demons such as fear or self-doubt.

Road of Trials The road of trials is a series of tests or tasks that the heroic character must undergo as he/she develops into a true hero. The trials are meant to help the character grow and learn new skills that will help him/her fight the ultimate battle of the journey. The hero will fail at one or more of the trials, but this failure helps the hero understand him/herself even better. Failure is a necessary part of the journey.

The Ultimate Ordeal At this point in the journey, the hero must face the ultimate evil in the story. Up to this point, the hero has been facing only minor evils and fighting smaller battles. The ultimate ordeal is the biggest battle of the journey. As readers or viewers, we sense real fear in the hero, and we fear for the hero s safety. During this battle, the hero will have to use everything he/she has learned throughout the journey. The ultimate ordeal is not only a battle, it is also a transformation for the hero. At this point in the journey, the hero fully discards his/her old self. He/she can never go back to being same person he/she was before the journey.

Examples of the Ultimate Ordeal

Reward After the ultimate ordeal, the hero receives a reward. The reward could be a physical object, or simply the satisfaction of defeating the ultimate evil. In this case, the restoration of order, peace, or freedom is the reward.

Journey Home and Final Obstacles After overcoming the ultimate ordeal and receiving the reward, the hero makes his/her way home. On the way she/he may face some final obstacles. These obstacles are minor and are easily overcome.

Crossing the Return Threshold Eventually the hero re-enters the ordinary world where the journey began. The hero returns to the ordinary as a different person. He/she is more knowledgeable, more experienced, and more confident in who he/she is.

Sharing Wisdom and Master of 2 Worlds Upon returning to the ordinary world, the hero shares what he/she has learned on the journey. She/he uses the knowledge gained to help others and to make the ordinary world a better place. Also, the journey has allowed the hero to become confident in his/her identity and role within the ordinary world. Mastering the extraordinary world has made it easier for the hero to live in the ordinary world. The hero is no longer looked upon as an outcast or as someone unusual--he or she is welcomed back into the ordinary world and will play an important role in that society.