The Hero of legend can be viewed as being reliant upon an archetype, or a pre-existing model upon which similar things are patterned – can be patterned intentionally (Star Wars, Harry Potter) or unintentionally (LOTR, Greek mythology) The Hero’s Journey is made up of a series of eight steps contained in three stages, a path that is followed throughout the story – It is not crucial that these steps all be included in a story, nor that they occur in this exact sequence [Takes notes on hero on the back of your chart] The usual Hero of legend is someone: – From whom something has been taken – Who feels that something is lacking in his or her life – this journey offers the Hero the opportunity to search for (quest) and gain something of physical or spiritual value (grail) A grail quest is usually not about finding a physical item itself – it is about a search for wisdom, fulfillment or experience Step 1: The Call to Adventure – invites the “Hero” into the adventure – The “Hero” may choose willingly to undertake the quest, or may be dragged into it unwillingly – May be initiated by the appearance of a herald signals that something important will soon happen Step 2: Refusal of the Call – The “Hero” may initially refuse the call to adventure Reluctant to jump into the unknown: the devil you know versus the devil you don’t… – Often, a painful, pivotal event occurs which calls the hero out through a dramatic change in perspective or destruction of something dear Step 3: Crossing The Threshold [Beginning of the Adventure] – "jumping off point" for the adventure – It is the gateway between the known and the unknown, a world filled with challenges and dangers. the “Hero” may meet several different types of characters who may either offer to help or try to thwart the Hero A single character can take on different functions at different points in the story. Take notes on these 5 kinds of characters on the BACK of the last page of your chart: threshold guardians – people, beings, or situations which block the “Hero’s” passage, often at the Threshold stage. – can protect the “Hero” by keeping him or her from taking journeys for which he or she is unready or unprepared helpers – provide assistance or direction to the “Hero” mentor – sage giver of guidance, advice – often is lost to the “Hero” at some point in the quest tempters – try to pull the “Hero” away from his or her path shapeshifter – helper, tempter or both. May literally change shape/form or may merely change personalities or status or alliances. Step 4: The Road of Trials or Challenges – – – – the “Hero” journeys into the unknown can be outward into a physical unknown or inward to a psychological unknown early challenges are relatively easy but become more difficult as journey progresses challenges often strike the “Hero’s” greatest weaknesses Step 5: Trials and Challenges: The Final and Worst [The Abyss] – – the journey’s greatest challenge, faced alone by the “Hero”: may be an inner conflict external conflicts are often with the story’s shadow figure, the story’s antagonist. Step 6: Unconditional Love Transformation – love or support of mentor or family empowers the Hero to overcome his doubts and keep going – the Hero conquers the Abyss and transformation becomes complete—physical or emotional – final step is a moment of death and rebirth a part of the Hero dies so that a new part can be born Step 7: Revelation of the Ultimate Boon – the Hero realizes his worth and uses his potential – sudden, dramatic change in the way the Hero thinks or views life – Leads to eventual success with the toughest challenge of the journey Step 8: The Return to the Known World – the return to everyday life, the final stage of the journey – essence of the Hero’s return is to begin contributing to society – saving or renewing society, teaching and enlightening others Message may be rejected by society or doubted by Hero Hero might refuse to return to the “old” way or place of existence [see all of page 29 for POSSIBLE features of this stage]