Hero's Journey Flashcards

1
Q

call

A
  • invites initiate into adventure
  • offers opportunity to face the unknown
  • offers chance to gain something of physical or spiritual value
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2
Q

forns of the call

A
  • initiate has had some thing taken from her, her family, or her society: needs to reclaim it
  • initiate senses that there is something lacking in her life: must find what is missing
  • initiate realizes something is not permitted to the members of her society: goes out to win these rights for her people
  • initiate wants to save or restore honor–her own, her family’s, or her country’s
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3
Q

threshold

A
  • jumping off point for the adventure
  • interface btwn. known and unknown
  • initiate encounters people, beings, or situations that will block passage into journey
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4
Q

threshold guardians

A

2 functions:

  • protect us by keeping us from journeys until we are ready
  • move aside when we are ready to meet the challenge
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5
Q

helper(s)

A
  • provide assistance or direction

- often comes in form of a divine gift, such as a talisman

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6
Q

mentor/guide

A
  • keeps initiate focused on goal and gives stability

- appear throughout journey usually at most opportune moments

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7
Q

challenges/temptations

A
  • early challenges are easy, then progress and become more difficult
  • strike initiates greatest weakness: poorest skill, shakiest knowledge, most vulnerable emotions
  • reflect initiate’s needs and fears
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8
Q

abyss

A

-must overcome greatest fears and face them alone

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9
Q

transformation

A
  • part of initiate dies so new part can be born

- growth of independence

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10
Q

revelation

A
  • sudden, dramatic change in way one thinks or views life
  • makes initiate a new person
  • usually occurs during or after abyss
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11
Q

atonement

A
  • initiate is “at one” with new self and life
  • fully “reborn”
  • brought into harmony with life and world
  • initiate is truly a hero
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12
Q

return (with gift)

A

-return into everyday life

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