Steps of the Hero's Journey
Terms in this set (12)
The Known World
The world or place the hero knows and lives in.
Invites the hero into the adventure, offers her/him the opportunity to face the unknown and gain something of physical or spiritual values. The hero may choose willingly or may be dragged into it unwillingly. The call may be internal, external, or both.
The "jumping off point," where the hero crosses from the known to the unknown world.
People, beings, or situations which block the hero's passage into the journey. They sometimes try to protect the hero by keeping her/him from taking journeys before she/he is ready.
Provide assistance or direction to the hero along the journey. Often the help comes in the form of a divine gift, such as talisman, which will help the hero through the ordeal ahead.
The most important helper. Keeps the hero focused on her/his goal and gives stability.
Events which test the hero and help her/him to build maturity, skill, and confidence.
Often the greatest challenge of the journey, where the hero must face death and overcome her/his greatest fears.
As the hero conquers the Abyss and overcomes fears, her/his transformation is complete. A part of the hero dies so that a new part can be born. (Fear dies to make way for courage. Ignorance dies for the birth of enlightment. Dependency and irresponsibility die so that independence and power can grow.)
The Revelation is a sudden, dramatic change in the way one thinks or views life. (The Revelation is the "Ah-ha moment")
The hero becomes "at one" with her/his new self. She/he has absorbed the changes cause by the Journey and is fully "reborn."
The Hero returns to everyday life at a higher spiritual level and with the gifts gained along the way.