Joseph Campbell
THE MONOMYTH
THE MONOMYTH
Campbell’s thesis is that all myths follow this
structure to some extent
The Odyssey
The story of Moses in The Bible
The Lord of the Rings
Alice in Wonderland
Harry Potter
The Lion King
King Arthur … and many more
PEOPLE INFLUENCED BY CAMPBELL
Bob Dylan
Jim Morrison
George Lucas
Jerry Garcia
Christopher Vogler – Disney Studios
Stanley Kubrick
THREE SECTIONS
The
Departure / Separation
The
Initiation
The
Return
STAGE 1: THE DEPARTURE
THE CALL TO ACTION / ADVENTURE
Hero begins in his normal, mundane world
There is usually a trigger: a challenge, problem,
or a request
There may be figurative or literal treasure
There is tension – will he/she accept or not?
The call may be gradual or forceful
The hero may need encouragement to begin
REFUSAL OF THE CALL
Hero may initially hesitate
Hero is reluctant to leave home / normal,
everyday life
Call may not seem important
Hero may have responsibilities
ACCEPTANCE OF THE CALL
The hero realizes there is nobody better to do
the job
There may be no one else available
The hero may need the encouragement of a
mentor
SUPERNATURAL AID
The hero is given help to make him wiser,
stronger, better able to face the challenges
Aid may be maps, information, weapons, or a
special talisman
MENTOR
The hero is given support and aid by a teacher
Often, the archetype of the wise, old man is
presented
COMPANIONS
The hero is joined by friends who will help with
the adventure and support the hero in the
different trials
Sometimes they contrast the hero to
emphasize the positive traits of the hero
CROSSING THE FIRST THRESHOLD
This is the point of no return as the hero sets out
on the journey
He must leave the home world and enter the new
world of adventure
This is a very symbolic act often signifying a stage
in a rite of passage
It is a defining, scary moment; the hero is now
independent
It may be guarded by people, monsters, or
difficulties which have to be overcome
ENTERING THE BELLY OF THE WHALE
The hero defeats the Threshold Guardian and
finds himself/herself in a dark place
The hero may find his true purpose
The belly may be an ambiguous place
There is definite danger
This is based on the Biblical story of Jonah
It may involve the “lion’s den or dragon’s lair”
STAGE 2: THE INITIATION
THE ROAD OF TRIALS
The hero is on “the road” of the journey
This is the pathway he/she must follow
He/she will encounter physical and mental
challenges that will improve his/her skills
The hero grows in confidence and capability
There may be a “brother battle” with a familiar
foe (also a “dragon battle / monster”)
The hero gains strength with each trial
THE MEETING WITH THE GODDESS
The hero meets a powerful female figure with
whom he finds unity and bonding
She is the “amina” (female side) to his male
side/soul; combined he is a total person
She is beautiful, queen-like, or motherly
She gives support
She may be ordinary or a mystical, supernatural
being
WOMAN AS TEMPTRESS FROM TRUE PATH
Hero meets temptation in female form
She offers short-term relief or gratification
To give in to her would cause the mission to fail
She is symbolic of short-term pleasures that
test the hero’s ability to make difficult
judgments
She may be deliberately sent by a villain
ATONEMENT WITH THE FATHER
Hero encounters a father-like, patriarchal
authority
Father and son are often pitted against one
another but must be reconciled
The father must be beaten, persuaded, or
approval gained
The person may be a high authority or an
immortal
The hero gains power by taking it from father
APOTHEOSIS
The point at which the hero achieves a greater
understanding after overcoming these trials
It is a breakthrough moment in consciousness
The old hero “dies” and is reborn as a more
resolved self
The hero may change in appearance
The hero is ready for the difficult task, even
death (self-sacrifice)
THE ULTIMATE BOON
The goal of the journey is achieved
This happens after a battle with the villain or a
difficult trial
The hero is psychologically balanced
The hero is ready to receive the gift
The is the climax of the story
STAGE 3: THE RETURN
REFUSAL OF THE RETURN
The hero has finished his/her quest and
Doesn’t want to leave the new world / return to
the old world
He / she is afraid that the old world may not
accept the “new” person who changed because
of the journey
THE MAGIC FLIGHT
The hero decides to return home
The hero may be accompanied by a protector
who helps overcome obstacles on the way
home
The hero may have to face those who he
angered on the journey
RESCUE FROM WITHOUT
On the way home, the hero may need rescued
from
A state of helplessness or bliss or from
Death
CROSSING OF THE RETURN THRESHOLD
On the way home, the hero must again cross
the threshold that separates the new and old
worlds
The hero may have to defeat another
gatekeeper
The hero is again symbolically “reborn” after
his “death” of the first threshold crossing
MASTER OF TWO WORLDS
The hero realizes there is nothing separating
his home and the new world
The hero has achieved balance between the
safety and comfort of home and the new world
This balances his character and mind
FREEDOM TO LIVE
With the journey complete, the hero
understands him/herself
The hero can live freely between home and the
new world
With new knowledge, the hero can be
beneficial to the world