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hero journey vocabulary
Terms in this set (15)
The everyday environment of the hero before the adventure begins.
Call to Adventure
Something invites the hero into adventure or offers the opportunity to face the unknown and gain something of physical or spiritual value. Also, it can be a realization of imbalance or injustice in life.
Refusal of the Call
Although the hero may be eager to accept the quest, at this stage he will have fears that need overcoming and is reluctant.
Meeting with the Mentor
The hero meets a wise figure to give him guidance. He could also be given an object of great importance, insight into the dilemma he faces, wise advice, practical training or even self-confidence.
Crossing the Threshold
The bottom of a doorway that is crossed in entering or exiting a house or room.
The jumping off point for an adventure. The point where the known and the unknown meet.
Tests, Allies, and Enemies
The hero is confronted with an ever more difficult series of challenges that test him in a variety of ways. Obstacles are thrown across his path, and he needs to find out who can be trusted and who can't.
The Innermost Cave or Abyss
may represent many things in the hero's story such as an actual location in which lies a terrible danger or an inner conflict which up until now the hero has not had to face. He usually must do this alone.
The Supreme Ordeal
may be a dangerous physical test or a deep inner crisis that the Hero must face in order to survive or for the world in which the Hero lives to continue to exist.
A moment of death and rebirth; a part of the young person dies so that a new part, the hero, can be born.
The Ultimate Boon
After defeating the enemy, surviving death and finally overcoming his greatest personal challenge, the hero is ultimately transformed into a new state, emerging from battle as a stronger person and often with a prize.
A sudden, dramatic change in the way the hero thinks or views life, an insight or discovery about himself or life.
The Resurrection/The Road Back
Now the hero must return home with his reward, but this time the anticipation of danger is replaced with that of acclaim and perhaps vindication.
Making up for a wrong or injury.
The hero is at one with his new self and life, the changes caused by the journey are at an end, and the hero is content with how he has become.
Return with the Elixir/Master of Two Worlds
The hero returns home to his Ordinary World a changed man. He will have grown as a person, learned many things, faced many terrible dangers and even death but now looks forward to the start of a new life. His return may bring fresh hope to those he left behind, a direct solution to their problems or perhaps a new perspective for everyone to consider.
A stone, ring, or other object, worn as an amulet or charm.
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