ARCHETYPE The Heros Journey The heros journey or

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ARCHETYPE: The Hero’s Journey

ARCHETYPE: The Hero’s Journey

The hero’s journey or quest: …IS AN ARCHETYPE: story pattern is found in all

The hero’s journey or quest: …IS AN ARCHETYPE: story pattern is found in all cultures, and in all periods of history. …IS A PATTERN FROM MYTH, FOLKLORE, AND STORY …WILL HELP YOU UNDERSTAND: movies, literature, plays …IS A PATTERN OF LIFE, GROWTH, AND EXPERIENCE FOR ALL OF US.

KNOWN versus UNKNOWN • THE KNOWN: This is any place we call “home”; our

KNOWN versus UNKNOWN • THE KNOWN: This is any place we call “home”; our comfort zone; a place where we feel safe and is predictable. • THE UNKNOWN: The place of adventure; where you must rely mainly on yourself, and you have little support; potentially full of danger and unpredictable events.

THE STEPS Although we may talk about 8 steps of the quest, the journey

THE STEPS Although we may talk about 8 steps of the quest, the journey is an individual process of growth and transformation. The steps may vary in order, depending on the text or experience.

SEPARATION The Call: the invitation to the journey; may take several forms, the initiate:

SEPARATION The Call: the invitation to the journey; may take several forms, the initiate: …has something taken from them …senses there is something lacking in their life …becomes aware of an injustice …wants to save or restore honor

SEPARATION The Threshold: the “jumping off point” for the journey. • The interface between

SEPARATION The Threshold: the “jumping off point” for the journey. • The interface between known and unknown • Meet the threshold guardian: small test—to see if we are ready for the journey. • May encounter a Helper

Mentors and Helpers Two additional archetypes, these people often help the hero on their

Mentors and Helpers Two additional archetypes, these people often help the hero on their journey/quest. Helpers: often called the “sidekick”; a friend who may give advice, but more often simply aids the hero. (they often are experiencing their own hero journey) Mentor: sagacious helper; more than a helper, they keep the initiate focused on the journey; they have already gone through some journey in the past, and hold special knowledge.

INITIATION and TRANSFORMATION • CHALLENGES: – A series of tests, tasks, or ordeals that

INITIATION and TRANSFORMATION • CHALLENGES: – A series of tests, tasks, or ordeals that the person must undergo to begin the transformation. – Temptation: often the hero experiences serious doubt, or is tempted ( by a temptress—another archetype) to leave their journey. – Challenges start easy, gradually become difficult – Usually target weakness of initiate

INITIATION and TRANSFORMATION The Abyss: The greatest challenge of the journey (symbols often are:

INITIATION and TRANSFORMATION The Abyss: The greatest challenge of the journey (symbols often are: a deep pit, chasm, dark tunnel or the ocean depths § must overcome your greatest fears and must do this alone. § must “slay the dragon” which is symbolic for overcoming a great fear § A symbolic “death” and “rebirth”

INITIATION and TRANSFORMATION The Transformation and Revelation § a process of revelation, which is

INITIATION and TRANSFORMATION The Transformation and Revelation § a process of revelation, which is a sudden insight or a dramatic change in the way one views life § follows the Abyss; when initiate becomes hero § old self “dies” new self “reborn”= fear dies, courage is born; ignorance dies, wisdom is born.

INITIATION and TRANSFORMATION Atonement: § Transformation leads to at-one-ment, being “at one” with new

INITIATION and TRANSFORMATION Atonement: § Transformation leads to at-one-ment, being “at one” with new self and new life. § Imbalance or crisis that sent hero on journey has been fixed.

THE RETURN The hero returns to everyday life and contributes to society offering more

THE RETURN The hero returns to everyday life and contributes to society offering more than was previously possible. Gift: knowledge or wisdom of world; may become a mentor to others, a great king/queen, or spiritual advisor

THE WOUND Hero often suffers a physical or emotional wound or loss. Acts as

THE WOUND Hero often suffers a physical or emotional wound or loss. Acts as a reminder of their mortality…even after they become a hot-shot hero.

TRICKSTER The trickster is a character that tricks or tempts the hero in order

TRICKSTER The trickster is a character that tricks or tempts the hero in order to encourage them to abandon or stray from his/her quest. Includes the woman as temptress Often is a being that can change shapes, going between human and animal at will.

UNCLEAR PATH Initiate never can clearly see the entire path they are to take;

UNCLEAR PATH Initiate never can clearly see the entire path they are to take; this is part of the challenge: they need to make decisions, and then wait and see if those work out…or not. Hero often sets out to accomplish one specific goal, then journey suddenly takes a turn they didn’t expect.