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
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
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
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
5
Q
helper(s)
A
- provide assistance or direction
- often comes in form of a divine gift, such as a talisman
6
Q
mentor/guide
A
- keeps initiate focused on goal and gives stability
- appear throughout journey usually at most opportune moments
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
8
Q
abyss
A
-must overcome greatest fears and face them alone
9
Q
transformation
A
- part of initiate dies so new part can be born
- growth of independence
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
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
12
Q
return (with gift)
A
-return into everyday life