Week 1 Flashcards

1
Q

Ordinary World

A

We see the hero’s normal life at the start of the story before the adventure begins

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2
Q

Call to Adventure

A

Sets the story rolling by disrupting the comfort of Hero’s Ordinary World, presenting a challenge or quest that must be undertaken

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3
Q

Refusal to Call

A

Refuses call because of fear and insecurity that have surfaced from the call

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4
Q

Supernatural Aid

A

The hero meets a otherworldly helper

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5
Q

Meet the Mentor

A

Hero meets a mentor to gain confidence, insight, advice, training, or magical gifts to overcome fears and face the adventure

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6
Q

Crossing the Threshold

A

The hero has finally committed to the journey

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7
Q

Tasks, Allies, Enemies

A

The hero learns the rules of their new world. They endure tests of strength and will, meets friends and enemies

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8
Q

Gift or Boon

A

Possession of the final blessed gift which will benefit the hero’s community upon his return

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9
Q

Atonement

A

The hero learned from their encounter with death and seeks to regain their way

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10
Q

Revelation

A

A sudden dramatic change in the way the hero thinks or views life

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11
Q

Return Home with Elixir

A

The final reward earned on the journey and they can return home

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