Hero's Journey Flashcards

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1
Q

The Ordinary World

A

Limited awareness of the problem

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2
Q

The Call to Adventure

A

Increased awareness of need for change

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3
Q

Refusal of the call

A

Fear; resistance to change

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4
Q

Meeting with the mentor

A

Overcoming fear

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5
Q

Crossing the threshold

A

Committing to change

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6
Q

Tests, allies, enemies

A

Experimenting with new conditions

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7
Q

Approach to the inmost cave

A

Preparing for major change

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8
Q

The Ordeal

A

Big change with feeling of life and death

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9
Q

The Reward

A

Accepting consequences of new life

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10
Q

The Road Back

A

New challenge and rededication

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11
Q

The Resurrection

A

Final attempt(s); last minute danger

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12
Q

Return with the elixir

A

Mastery; conclusion

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13
Q

Heroes

A

Central figures in stories

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14
Q

Shadows

A

Villains and enemies; the enemy within; repression

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15
Q

Mentors

A

Guide or guiding principles; a great coach or teacher

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16
Q

Herald

A

One who brings the Call to Adventure; can be person or event

17
Q

Threshold Guardians

A

Forces that stand in the way at important turning points; can be own fears and doubts

18
Q

Shapeshifters

A

Creatures who change shape. Represent change. How other people or our perception of them changes. How people can be two-faced

19
Q

Tricksters

A

Clowns and mischief-makers. Mischievous subconscious, urging for us to change.

20
Q

Allies

A

Help the hero through the change