Final: Heroic Journey Flashcards
The Call
Initiation, invites initiate to adventure
- Something is taken
- Something is lacking
- Restore honor
- Something is not permitted
Threshold
the jumping off point of the journey When the initiate goes from the familiar to the unfamiliar
Threshold Guardians
Hold you back until you are ready for the journey/to face the adventure and the challenges that come with it
Helpers
Show you direction, provide tailsman (a divine gift)
Mentor
Provides stability and psychological foundation (focus)
Challenges/Tempations
Test the initiates greatest weeknesses, try to throw them of his/her track
Abyss
Greatest fear/challenge that the initiate must face alone
Transformation
Part of the initiate dies so a new one can be reborn
Revelation
The initiate’s views and ways of thinking completely change
Atonement
The initiate is at one with his/her new life and choices
Return with Gift
The initiate returns to everyday life with the gift that usually benifts the community as a whole
Alchemist: The Call
something lacking) wanted to travel His desire to travel and see the world
Alchemist: Threshold
becomes sheperd- leaves seminary
Alchemist: Threshold Guardians
Father
King
Crystal Merchant
Alchemist
Alchemist: Helpers
King Englishman Gypsy Candyman Wind Sun Heavens God Desert Fatima Monk