Topic 1 Comp Religions

  1. Animism:  Worshipping spirits and nature 

  2. Magic: Believing in things that shouldn’t be possible (i.e., miracles, prophecies, etc.) 

  3. Divination: telling the future; divining (tarot cards, tea leaves, zodiac, etc.) 

  4. Taboo: Forbidden activities, places, words, etc. 

  5. Totems: veneration (respect) of sacred objects/animals 

  6. Sacrifice: can be with animals, humans, fasting, lent, time, etc. 

  7. Myth: collection of beliefs they believe in, but outside perspectives view otherwise 

  8. Rituals: recreational actions  

  9. Rites of passage: births, baptize, bar mitzvah, marriages, burial, mummification, etc. 

  10. Ancestor Veneration: not exactly worshipping but respecting/honoring. EX: praying

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  1. Establishing the normal world, the hero lives in 

  2. 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 

  1. Crossing the Threshold 
  • Hero leaves the world he/she has always known 
  1. Threshold Guardians 
  • Hero must overcome obstacles that prevent him from leaving his normal world 
  1. The Initiation 
  • Hero passes a physical or spiritual test 
  1. 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 

  1. The Ultimate Boon 
  • Hero obtains what they were looking for 
  1. Complete the Return 
  • Refusal of Return 

  • Hero refuses to go back to the normal world 

  1. Magic Flight 
  • The hero must flee from the land of adventure 
  1. Rescue from Without 
  • As hero returns, hero faces one last quest to end off the journey and is rescued  
  1. Crossing of the Return Threshold 
  • The trick in returning is one last, difficult task that prevents the hero from returning until it is defeated 
  1. Master of Two Worlds 
  • Hero’s bravery is noted 

  • Hero looks up to the new world as well as the old 

  1. Freedom to Live 
  • Hero lives great. The end. 

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