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Hero’s Journey
common narrative, archetype, or story template, that involves a hero who goes on an adventure, learns a lesson, wins a victory with that newfound knowledge, then returns home transformed
The Ordinary World
often the heroes are considered odd by those in the ordinary world
makes them feel out of place
The Call to Adventure
must be called away from the ordinary world in the form of a message, a dream, or an encounter with a mentor or guide
must be removed from the comfort of the hero’s ordinary world and is presented a challenge or quest that must be undertaken
Refusal of the Quest
faced with a choice: accept the quest or deny it
a refusal only brings trouble
heroes who refuse their quest often become characters in need of rescuing or the villain of another hero’s journey
Accepting the Call
heroes advance into the next stage of their journey
Entering the Unknown
heroes enter a world they have never experienced before
the new world the hero is forced into is much different filled with adventure than the old one
Supernatural Aid
supernatural simply means “above the laws of nature”
this supernatural character often gives them the means to complete the quest, some of the gift is simply wisdom
to give the heroes what they need to finish the quest—not finish it for them
Talisman
a special (often magical) items
object that is thought to have magic powers and to bring good luck
assist the heroes on their quest
Allies/Helpers
without the assistance of their companions and helpers along the way, most heroes would fail miserably
every hero needs a helper
Tests and the Supreme Ordeal
the heroes progress through a series of tests, a set of obstacles that make them stronger, preparing them for their final showdown
at long last they reach the supreme ordeal, the obstacle they have journeyed so far to overcome
once this obstacle is overcome, the tension will be relieved
Reward and the Journey Home
reward given to the heroes for passing the supreme ordeal
could be a kingdom or the hand of a beautiful princess
the reward for the heroes’ endurance and strength
Master of Two Worlds/Restoring Balance
the heroes have also grown in spirit and strength
by achieving victory, they have changed or preserved their original world
they have proved themselves worthy for marriage, kingship, or queenship