HERO'S JOURNEY

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12 Terms

1
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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

2
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The Ordinary World

  • often the heroes are considered odd by those in the ordinary world

  • makes them feel out of place

3
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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

4
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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

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Accepting the Call

  • heroes advance into the next stage of their journey

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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

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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

8
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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

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Allies/Helpers

  • without the assistance of their companions and helpers along the way, most heroes would fail miserably

  • every hero needs a helper

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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

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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

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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