THE HERO(INE)'S JOURNEY IN LIFE AND
LITERATURE
The Great Adventure
Primitive man knew life as a cycle: birth and
childhood (dependency), adulthood (independence), and
death (a return to the eternal). He also saw life itself as an
unending series of smaller cycles. This awareness of life's
cycles is reflected in the hero(ine)'s Journey which is seen
repeatedly in mythology and literature.
Like a rite of passage, the journey requires a
separation from the known world; an initiation to a new
level of awareness, skill and responsibility; and a return.
This pattern is not the invention of the
ancient storytellers. Myths are metaphors for a process of
growth and discovery which is a part of the human
process.
The Journey can be divided into eight stages.
Each of these stages must be completed if the initiate is to
become a hero.
THE SEPARATION
The Call
The Call invites the initiate into the adventure, offering an opportunity to face the unknown and
grow physically or spiritually. The initiate may choose willingly to accept the call or s/he may be thrust into
the adventure. In general, the call comes as a realization of some imbalance or injustice in the initiate's
life.
Often the call comes when the initiate has had something taken from him, his family, or his society.
S/he accepts the quest to reclaim what was taken. The call may involve a sensation that there
is something lacking in life. The initiate goes in search of what is missing.
Another type of call comes when something is not permitted to members of the society, and s/he
sets out to win these rights for her people. Often the call involves a need to save honor.
The Threshold
The Threshold of the journey is the point at which the initiate leaves the known world to enter
the unknown. At this point the initiate will encounter a helper or guide. The guide may provide
assistance or direction. The helper may also give a magical gift or power which will help to keep the
initiate focused on the goal and provides a physical or psychological center. Helpers often appear
when the initiate is in the greatest danger.
The Descent
The descent is a voyage into uncharted territory, either physical or psychological. The initiate
becomes more at risk.
THE INITIATION
Tests and Ordeals
On his journey the initiate faces a series of tests and ordeals which challenge him, and force him
to grow physically or mentally. The tests validate the initiate's right to be a hero.
Into the Abyss
The abyss represents the greatest challenge of the journey. Usually the initiate must face the
abyss alone and overcome her greatest fears. The challenge is so great at this point that the initiate must
give herself over completely to the quest. The initiate must lose herself in the adventure. Here is where the
initiate must "slay the dragon." The dragon often is the thing the hero most dreads and needs to
overcome.
The Transformation
As a result of successfully meeting the challenge of the abyss the hero is transformed. The
Thanks to Jan Nicholson, Belgrade High School, for many of these notes.
transformation is the moment of death and rebirth. Often the transformation takes the form of a revelation,
a discovery or insight about oneself or one's culture. This revelation involves a change in consciousness, a
change in the way the hero(ine) views life.
The Atonement
The atonement involves a process of accepting the new transformed self. In a spiritual sense, the
transformation has brought the initiate into harmony with life and the world. Here s/he is given a gift
bestowed because of a new level of skill and awareness. S/he may become stronger, a better leader, or
spiritually enlightened. The initiate is now a hero.
THE RETURN
The return to everyday life is one of the most difficult stages of the journey. Now the hero must
begin the task of bringing her new knowledge, understanding, or enlightenment back to her people. The
hero may now renew the community or create a greater order.
Sometimes, however, this return does not go smoothly. The hero(ine) finds frustration when her old world
does not understand or accept her new found life view.
Material adapted from S. Thompson G- R. Harris. CRTE. 1992.
ARCHETYPES
The model from which later examples are developed, or to which
later examples conform.
THE MOTHER FIGURE- This archetype represents the life giving or nurturing characteristics associated
with one's mother. This archetype may represent mother earth, the support system for our planet and life, or
a more personal mother figure.
THE FATHER FIGURE-This is the authority figure archetype. Usually, during the hero's quest, there is
some conflict with the father figure and, in the end, there is some reconciliation or break from that
authority.
THE GOD OR GODDESS- This archetype usually represents temptation for the hero figure to stray from
or abandon his/her hero quest in return for physical comfort, wealth, power or romance. This figure tests
the hero's commitment to his or her quest
THE SPIRITUAL GUIDE/MAGIC HELPER- The guide archetype is present in almost every hero quest
and serves to help the hero early on in the quest. The guide may offer guidance (Obie One from Star Wars),
training (like Yoda from Star Wars), or of the hero must "transform" on his own to complete his quest.
THE COMPANION (SIDEKICK)- The companion of the hero can be present from the outset or join the
hero part way through the adventure. Many analysts suggest the companion is on a hero quest of his own,
as well as serving as a friend to the main character. The companion may or may not have special powers or
supernatural abilities, but he or she usually "saves" the hero or redirects him at least once during the
journey.
THE DRAGON OR GREATEST FEAR- This archetypal element is crucial to the journey. It is, in fact,
the reason for the journey. The dragon is not necessarily a "real" dragon, but represents whatever the hero
fears most and what he/ she must confront in order to become a hero.
THE ULTIMATE BOON- The hero seeks this reward. It may appear at first to be some physical reward
like money, power, etc. Usually, in the end, it is a change or a transformation of the hero's character, which
leads to freedom from whatever he/she feared most. The reward may also include wealth, power, etc.
THE HERO THERE ARE TWO TYPES
1. THE DELIBERATE HERO THIS HERO IS OFTEN MARKED FOR GREATNESS IN SOME WAY (I.E.
BORN A PRINCE) OR HAS A SPECIAL GIFT OR PURPOSE, WHICH IS APPARENT EARLY ON.
2. THE RELUCTANT HERO THIS HERO IS THRUST INTO HIS OR HER HERO QUEST (I.E. DRAFTED
INTO THE ARMY). USUALLY THIS HERO, ALTHOUGH RELUCTANT TO BEGIN THE ADVENTURE, HAS SOME
FEAR, OR SENSE OF NOT FITTING IN THE WORLD WHICH PUSHES HIM /HER INTO A HERO QUEST.
"THE HERO ANALYSIS
~The Separation ~
STAGE ONEThe Call
Name and describe the main Hero Character in the space below.
Name and assign Archetypes to any other characters introduced in
this stage.
Describe The Call in the space below.
STAGE TWOThe Threshold
Name and assign Archetypes to any characters introduced in this
stage.
Describe The Threshold in the space below.
STAGE THREEThe Descent
Name and assign Archetypes to any characters introduced in this
stage.
Describe The Descent in the space below.
~The Initiation ~ THIS IS BROKEN INTO SEVERAL SUB-STAGES. See below.
STAGE FOURTest and Ordeals
Name and assign Archetypes to any characters introduced in this
stage.
Describe Test and Ordeals in the space below.
STAGE FIVEInto the Abyss
Name and assign Archetypes to any characters introduced in this
stage.
Describe Into the Abyss in the space below.
STAGE SIX The Transformation
Name and assign Archetypes to any characters introduced in this
stage.
Describe The Transformation in the space below. Be sure to note how the character has
changed and what he/she has gained from the hero quest. This gain is referred to as "the ultimate
boon".
STAGE SEVENThe Atonement
Name and assign Archetypes to any characters introduced in this
stage.
Describe The Atonement in the space below
~The Return ~
STAGE EIGHTThe Return
Name and assign Archtypes to any characters introduced in this stage.
Describe The Return in the space below. If your hero character
did not return to the real world, make note of that. Not all heroes
make a return: some heroes abandon their old world to start anew.