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