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Stage 1
Departure: The hero is called to adventure, though reluctant to accept.
Stage 2
Initiation: The hero crosses into a new, dangerous world, gaining a more mature perspective.
Stage 3
The Road of Trials: The hero is given supernatural aide, endures tests of strength, resourcefulness, and endurance
Stage 4
The Innermost Cave: The hero enters a place of great trial (sometimes within their own mind), experiences transformation, and is reborn in some way
Stage 5
Return and Reintegration with Society: The hero brings back new wisdom to restore fertility, order, or peace to the community.
Types of Journeys
The quest for identity/ The epic journey to find the promised land/to found the good city/ The quest for vengeance/ The warrior's journey to save his people/ The search for love (to rescue the princess/damsel in distress)/ The journey in search of knowledge/ The tragic quest: penance or self-denial/ The fool's errand/ The quest to rid the land of danger/ the grail quest (the quest for human perfection)
Characteristics of Journeys
The Hero is Naive and Inexperienced/ The Hero Meets Monsters or Monstrous Men/ The Hero Has a Strange, Wise Mentor/ The Hero Yearns for the Beautiful Lady/ The Hero Must Go on a Journey/ The Hero Often Crosses Water or a Bridge/ The Hero is Born or Raised in a Rural Setting/ The Hero’s Origin is Mysterious/ The Hero Returns in Disguise, The Hero is Special, One of a Kind, The Hero Struggles for Something Valuable/ The Hero Has Help from Divine or Supernatural Forces/ The Hero Has a Guide or Guides/ The Hero Goes Through a Rite of Passage/ The Hero Undergoes a Ritual After Initiation/ The Hero Has Loyal Companions/ The Hero Makes a Stirring Speech/ The Hero Faces Tests of Strength/ The Hero Suffers an Unhealable Wound
Heaven vs. Hell
Man has traditionally associated parts of the universe not accessible to him with the dwelling places of primordial forces that govern his world. The skies and mountaintops house his gods, the bowels of the earth contain diabolic forces.
The Crossroads
A place or time of decision when a realization is made and change or penance results.
The Maze
A puzzling dilemma or great uncertainty, search for the dangerous monster inside of oneself, or a journey into the heart of darkness.
The Castle
A strong place of safety which holds treasure or princess, may be enchanted or bewitched.
The Tower
A strong place of evil, represents the isolation of self.
The Magic Weapon
The weapon the hero needs in order to complete his quest.
The Whirlpool
Symbolizes the destructive power of nature or fate.
Fog
Symbolizes uncertainty.
Colors (Red)
Blood, sacrifice, passion, disorder.
Colors (Green)
Growth, hope, fertility.
Colors (Blue)
Highly positive, security, tranquility, spiritual purity.
Colors (Black)
Darkness, chaos, mystery, the unknown, death, wisdom, evil, melancholy.
Colors (White)
Light, purity, innocence, timelessness (negatives: death, horror, supernatural).
Colors (Yellow)
Enlightenment, wisdom.
Numbers (3)
Light, spiritual awareness, unity (Holy Trinity), male principle.
Numbers (4)
Associated with the circle, life cycle, four seasons, female principle, earth, nature, elements.
Numbers (7)
The most potent of symbolic numbers; signifies the union of three and four, completion of a cycle, perfect order, religious symbol.
Death and Rebirth
Motif growing out of a parallel between the cycle of nature and life; morning and spring represent birth/rebirth, evening and winter represent old age/death.
Battle between Good and Evil
A battle between two primal forces; mankind shows optimism in good triumphing over evil despite great odds.
The Unhealable Wound
A physical or psychological wound that cannot be healed, symbolizing loss of innocence.
Light vs. Darkness
Light suggests hope, renewal, intellectual illumination; darkness implies the unknown, ignorance, or despair.
Innate Wisdom vs. Educated Stupidity
Some characters exhibit wisdom instinctively as opposed to those supposedly in charge. Loyal retainers often display this wisdom.
Supernatural Intervention
Spiritual beings intervene on the side of the hero or sometimes against him.
Fire and Ice
Fire represents knowledge, life, rebirth; ice represents ignorance, darkness, sterility, and death.
Nature vs. Mechanistic World
Nature is good while technology is evil.
The Threshold
Gateway to a new world which the hero must enter to change and grow.
The Underworld
A place of death or an encounter with the dark side of the self; entering it is facing fear of death.
Haven vs. Wilderness
Places of safety contrast sharply against dangerous wilderness. Heroes are often sheltered to regain health/resources.
Water vs. Desert
Water = life, growth, spiritual birth (rain, rivers, oceans, baptism). Desert = death, absence of growth.