The Hero’s/Heroine’s Ques t
Joseph Campbell Joseph Campbell “Follow your bliss.” 1904 – 1987 American mythologist, writer, and lecturer. Well-educated Widely travelled Campbell noticed: Reoccurring Elements Patterns Especially in hero myths
“The hero is the same, but the costume changes.” Joseph Campbell called this the Monomyth, or “one story.” (A phrase coined by James Joyce) This is the diagram he created to illustrate this concept:
Stages of the Monomyth - Simplified 1.Birth 2.Call to Adventure 3.Helpers/Amulet 4.Crossing the Threshold 5.Tests 6.Helpers 7.Climax/Supreme Ordeal 8.Flight 9.Return 10.Elixir 11.Home
Birth/Beginning Unusual circumstances related to: Conception Birth Childhood
Call to Adventure Call to Adventure: External Event or Messenger Willingly or Reluctant Something Changes A Problem to Be Solved – Solution (Elixir) Needed
Helpers/Amulet Protective figure Wizard Old Man Crone Dwarf Fairy Godmother Amulet Lightsaber Sword Protective Items (Rings, Necklaces, Armor, etc.)
Crossing the Threshold Passing from the known to the unknown
Tests Violent encounters monsters sorcerers warriors forces of nature. Lessons
Helpers Loyal Companions Providers of Information (Oracles, Wise People) Providers of Physical Help (Resources, Skills)
Climax/Supreme Ordeal Showdown: At stake - all the cookies Makes or breaks the quest Pushes hero/heroine to the limit
Elixir (PHAT LEWT) The Solution Often Healing or Restorative Often defines the hero’s role in society Fixes the problem
Flight Time to Go Home Escape Return to the Every Day World
Return Resurrection Rebirth Emerging from a Forest or Cave Bringing the Elixir Arrival at Home (Or What Passes for It)
Home/End Shares Elixir Defined by the Quest