Topic 1 Comp Religions
Animism: Worshipping spirits and nature
Magic: Believing in things that shouldn’t be possible (i.e., miracles, prophecies, etc.)
Divination: telling the future; divining (tarot cards, tea leaves, zodiac, etc.)
Taboo: Forbidden activities, places, words, etc.
Totems: veneration (respect) of sacred objects/animals
Sacrifice: can be with animals, humans, fasting, lent, time, etc.
Myth: collection of beliefs they believe in, but outside perspectives view otherwise
Rituals: recreational actions
Rites of passage: births, baptize, bar mitzvah, marriages, burial, mummification, etc.
Ancestor Veneration: not exactly worshipping but respecting/honoring. EX: praying
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Establishing the normal world, the hero lives in
Call to adventure
They are given notice that everything is going to change, whether they know it or not
Refusal of the Call
Hero declines, but is eventually forced/decided to go
The Helper
An ally (an equal), sidekick (comedic relief), mentor, or supernatural aide
- Crossing the Threshold
- Hero leaves the world he/she has always known
- Threshold Guardians
- Hero must overcome obstacles that prevent him from leaving his normal world
- The Initiation
- Hero passes a physical or spiritual test
- The Road of Trials
Trials the hero must overcome
“Brother” or “Dragon” battle
Hero will do a battle with an equal or a great monster
Or inner monster
Night (Sea) Journey/Abduction
Someone (or the hero) is abducted, and a journey happens at night or over sea
Belly of the Whale
Hero’s adventure takes them to the heart of their enemy's liar
Meeting the Goddess
Hero meets a woman who may offer:
Companionship
Help
Knowledge, etc.
Atonement with Father
Must reconcile with father or accept the father’s role
Apotheosis
A hero’s transformation
Takes place in:
Deification
New, great knowledge
Conquering of an enemy
Acquisitions of supernatural powers
- The Ultimate Boon
- Hero obtains what they were looking for
- Complete the Return
Refusal of Return
Hero refuses to go back to the normal world
- Magic Flight
- The hero must flee from the land of adventure
- Rescue from Without
- As hero returns, hero faces one last quest to end off the journey and is rescued
- Crossing of the Return Threshold
- The trick in returning is one last, difficult task that prevents the hero from returning until it is defeated
- Master of Two Worlds
Hero’s bravery is noted
Hero looks up to the new world as well as the old
- Freedom to Live
- Hero lives great. The end.
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