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Hero's Journey

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by

David Records

on 11 February 2014

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Transcript of Hero's Journey

Birth/Home
Elixir
Return
Flight
Climax/Final Battle
Helpers
Tests
Crossing the
Threshold
Helpers or
Amulet
Call to Adventure
In terms of the hero, there are fabulous circumstances surrounding conception, birth and childhood
Hero is called to adventure by some external event or messenger. The hero may accept the call willingly or reluctantly.
A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.
Hero will often receive aid from a protective figure. This supernatural helper can take a wide variety of forms, such as a
wizard,
an
old man
, a
dwarf
, a
crone,
or a
fairy godmother
. The helper commonly gives the hero a protective amulet or weapon for the journey.
Separation
Descent
Initiation
Return
Upon reaching the threshold of the adventure, the hero must undergo some sort of
ordeal
in order to pass from the everyday world into the world of adventure. This trial may be as painless as entering a dark cave or as violent as being swallowed up by a whale. The important feature is the contrast between the familiar
world of light
and the
dark, unknown world of adventure
.
The hero travels through the dreamlike world of adventure where he must undergo a series of
tests.
These trials are often violent encounters with monsters, sorcerers, warriors, or forces of nature. Each successful test further proves the hero’s ability and advances the journey towards its climax.
The Hero's Journey
The hero is often accompanied on the journey by a
helper who assists in the series of tests and generally serves as a loyal companion
. Alternately, the hero may encounter a supernatural helper in the world of adventure who fulfills this function.
This is the critical moment in the hero’s journey in which there is often a final battle with a monster, wizard, or warrior which facilitates the particular resolution of the adventure.
After accomplishing the mission, the hero must return to the threshold of adventure and prepare for a return to the everyday world. If the hero has angered the opposing forces by stealing the elixir or killing a powerful monster, the return may take the form of a hasty flight. If the hero has been given the elixir freely, the flight may be a benign stage of the journey.
The hero again crosses the threshold of adventure and returns to the everyday world of daylight. The return usually takes the form of an awakening, rebirth, resurrection, or a simple emergence from a cave or forest. Sometimes the hero is pulled out of the adventure world by a force from the daylight world.
The
object, knowledge, or blessing
that the hero acquired during the adventure is now put to use in the everyday world. Often it has a restorative or healing function, but it also serves to define the hero’s role in the society.
What is a monomyth?
Basic elements of storytelling found in narratives around the world. Also known as the "hero's journey".
From Wikipedia: "Campbell held that numerous myths from disparate times and regions share fundamental structures and stages...
A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man."

Joseph Campbell wrote a book called
A Hero With a Thousand Faces
which lays out the monomyth theory in great detail as we know it today.
Full transcript