The Hero Cycle (Joseph Campbell). I. The Call To Adventure A hero's birth will always have an unusual aspect to it. They leave their family. An event.

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Presentation transcript:

The Hero Cycle (Joseph Campbell)

I. The Call To Adventure A hero's birth will always have an unusual aspect to it. They leave their family. An event takes place that begins an adventure for the hero. Sometimes it is traumatic. They have a special weapon only they can yield. While all heroes are "born" into the role of hero, it is not until they receive a sign or a call that the Myth Cycle truly begins.

I. The Call To Adventure Cont’d Every hero must make the decision whether to fulfill the destiny asked of him/her or not. The call can occur in the form of a direct announcement or invitation to the hero, but in most cases the hero's quest is determined through a series of coincidences and circumstances, which almost force the hero into action. One of the central driving elements of any Hero Myth Cycle is the concept of choice. The hero is never on a pre-determined path; he or she chooses to follow the adventure. There are two sub- categories to the Call: Refusal and Answering.

II. Meeting the Mentor A wise mentor (sometimes supernatural) guides the hero through the journey. The mentor should not be confused with the hero's follower, comrade, or sidekick (another requisite in the Cycle). The mentor may not always be fully obvious. The mentor plays a highly important role: keeping the hero on the correct path, guides their development.

II. Meeting the Mentor Cont’d The hero does not automatically listen to everything the mentor says which is another of the challenges the hero must meet. The mentor does not necessarily share the entire journey with the hero. The guidance and discipline and wisdom that the mentor imparts to the hero, however, stays with the hero throughout the journey and beyond. Sometimes the mentor's disappearance, especially when it is because of death, finally awakens the hero and allows him or her to accept and internalize the mentor's teachings.

III. Obstacles on the Path All heroes must face, and conquer, obstacles which stand in their way to fulfillment of their ultimate quest. These obstacles test the hero's loyalty and abilities. They can be in the form of physical challenges, emotional or spiritual temptations, or mental tests. They must prove themselves many times while on their adventure. The hero is always on some type of adventure with a purpose. They experience many things on this quest, among which is a descent into a kind of "hell." (a low point in their life).

III. Obstacles on the Path Cont’d Their experiences in this “hell” leave them scarred forever with a real or psychological wound that does not heal. The hero learns from this descent into "hell" much about themselves and usually matures greatly from the experience. Atonement means to offer payment for a wrongdoing. Very often, heroes must avenge a father or make up for the father's evil. In the end, each hero faces and conquers the enemy, and usually brings about a larger consequence -- sometimes even world peace or the end of an evil empire.

IV. Fulfilling The Quest After their journeys are over, the hero is rewarded. Every true hero's journey involves an ultimate quest/pay-off. The reward may be something tangible or intangible if the hero is to be seen as a "true" hero.

V. The Return of the Hero The hero must return to the Ordinary or Real World, however, this is not a given in Hero Myth tales. The hero may be so enchanted by what s/he has encountered in the world of the Quest, that it is hard for them to return. Sometimes forces from this Special World try to prevent the hero from returning and this becomes another obstacle. The hero can also sometimes refuse the return. This is not simply a return to normalcy. The hero normally undergoes some kind of transformation.

VI. Transformation of the Hero The Hero's adventures and their return mean nothing if they keep all they have learned, so they usually impart knowledge onto others.