Twelve Stages of the Hero's Journey
According to Joseph Campbell and Christopher
Vogler
Introduction
It was
Joseph Campbell who, in the 1940's, first brought to the public's attention the
Mythic and Archetypal principles embedded in the structure of stories.
In his
book
The Hero with a
Thousand Faces,
Campbell identified the underlying patterns in myths, stories, and the spiritual
traditions. In so doing, Campbell created a standardized language which made it
possible to uncover and communicate the underlying archetypal structure of these
narrative traditions.
Later,
in the book
The Writer's
Journey, Christopher
Vogler took Campbell's work to the next step. Vogler expanded on the
language of the Hero's Journey, developing it into a detailed framework for
analyzing both plot and character development in fiction, and into a guideline
for developing satisfying and successful stories.
Vogler's Map
of the Journey
Vogler
breaks down the "Journey" into seven archetypes and twelve stages:
The
Seven Archetypes:1
-
Hero:
"The Hero is the protagonist or central character, whose primary purpose is to
separate from the ordinary world and sacrifice himself for the service of the
Journey at hand - to answer the challenge, complete the quest and restore the
Ordinary World's balance. We experience the Journey through the eyes of the
Hero."
-
Mentor: "The
Mentor provides motivation, insights and training to help the Hero."
-
Threshold Guardian: "Threshold Guardians protect the Special World
and its secrets from the Hero, and provide essential tests to prove a Hero's
commitment and worth."
-
Herald:
"Herald characters issue challenges and announce the coming of significant
change. They can make their appearance anytime during a Journey, but often
appear at the beginning of the Journey to announce a Call to Adventure. A
character may wear the Herald's mask to make an announcement or judgment,
report a news flash, or simply deliver a message."
-
Shapeshifter:
"The Shapeshifter's mask misleads the Hero by hiding a character's intentions
and loyalties."
-
Shadow:
"The Shadow can represent our darkest desires, our untapped resources, or even
rejected qualities. It can also symbolize our greatest fears and phobias.
Shadows may not be all bad, and may reveal admirable, even redeeming
qualities. The Hero's enemies and villains often wear the Shadow mask. This
physical force is determined to destroy the Hero and his cause."
-
Trickster:
"Tricksters relish the disruption of the status quo, turning the Ordinary
World into chaos with their quick turns of phrase and physical antics.
Although they may not change during the course of their Journeys, their world
and its inhabitants are transformed by their antics. The Trickster uses
laughter [and ridicule] to make characters see the absurdity of the situation,
and perhaps force a change."
The Twelve Stages of the
Journey1
-
Ordinary World:
"The Hero's home, the safe haven upon which the Special World and the
Journey's outcome must be compared." The Journey begins in the Ordinary
World, travels to the Special World, and returns to the Ordinary World.
-
Call to Adventure: The Call to Adventure sets the story rolling by
disrupting the comfort of the Hero's Ordinary World, presenting a challenge or
quest that must be undertaken.
-
Refusal of the Call: "A Hero often refuses [or is reluctant] to take
on the Journey because of fears and insecurities that have surfaced from the
Call to Adventure. The Hero may not be willing to make changes, preferring
the safe haven of the Ordinary World. This becomes an essential stage that
communicates the risks involved in the Journey that lies ahead. Without risks
and danger or the likelihood of failure, the audience will not be compelled to
be a part of the Hero's Journey."
-
Meeting with the
Mentor:
"The Hero meets a Mentor to gain confidence, insight, advice, training, or
magical gifts to overcome the initial fears and face the Threshold of the
adventure. The Mentor may be a physical person, or an object such as a map, a
logbook, or other writing."
-
Crossing the Threshold: "Crossing the threshold signifies that the Hero
has finally committed to the Journey. He is prepared to cross the gateway
that separates the Ordinary World from the Special World."
-
Tests, Allies, Enemies: "Having crossed the threshold, the Hero faces
Tests, encounters Allies, confronts Enemies, and learns the rules of this
Special World. The Hero needs to find out who can be trusted. Allies are
earned, a Sidekick may join up, or an entire Hero Team forged. The Hero must
prepare himself for the greater Ordeals yet to come and needs this stage to
test his skills and powers, or perhaps seek further training from the
Mentor. This Initiation
into this Special World also tests the Hero's commitment to the Journey, and
questions whether he can succeed."
-
Approach to the
Inmost Cave:
"The Hero must make the preparations needed to approach the Inmost Cave that
leads to the Journey's heart, or central Ordeal. Maps may be reviewed,
attacks planned, a reconnaissance launched, and possibly the enemies forces
whittled down before the Hero can face his greatest fear, or the supreme
danger lurking in the Special World." The Approach may be a time for some
romance or a few jokes before the battle, or it may signal a ticking clock or
a heightening of the stakes.
-
Ordeal:
"The Hero engages in the Ordeal, the central life-or-death crisis, during
which he faces his greatest fear, confronts his most difficult challenge, and
experiences "death". His Journey teeters on the brink of failure. The Ordeal
is the central magical Stage of any Journey. Only through "death" can the
Hero be reborn, experiencing a resurrection that grants greater power or
insight to see the Journey to the end."
-
Reward (Seizing the Sword):
"The Hero has survived death, overcome his greatest fear, slain the dragon, or
weathered the crisis of the heart, and now earns the Reward that he has
sought. The Hero's Reward comes in many forms: a magical sword, an elixir,
greater knowledge or insight, reconciliation with a lover. Whatever the
treasure, the Hero has earned the right to celebrate. The Hero may have
earned the Reward outright, or the Hero may have seen no option but to steal
it. The Hero may rationalize this Elixir theft, having paid for it with the
tests and ordeals thus far. But the consequences of the theft must be
confronted as the Shadow forces race to reclaim the Elixir that must not see
the light of the Ordinary World."
-
The Road Back:
"The Hero must finally recommit to completing the Journey and accept the Road
Back to the Ordinary World. A Hero's success in the Special World may make it
difficult to return. Like Crossing the Threshold, The Road Back needs an
event that will push the Hero through the Threshold, back into the Ordinary
World. The Event should re-establish the Central Dramatic Question, pushing
the Hero to action and heightening the stakes. The Road Back may be a moment
when the Hero must choose between the Journey of a Higher Cause verses the
personal Journey of the Heart."
-
Resurrection:
"The Hero faces the Resurrection, his most dangerous meeting with death. This
final life-or-death Ordeal shows that the Hero has maintained and can apply
all that he has brought back to the Ordinary World. This Ordeal and
Resurrection can represent a "cleansing" or purification that must occur now
that the Hero has emerged from the land of the dead. The Hero is reborn or
transformed with the attributes of the Ordinary self in addition to the
lessons and insights from the characters he has met along the road. The
Resurrection may be a physical Ordeal, or final showdown between the Hero and
the Shadow. This battle is for much more than the Hero's life. Other lives,
or an entire world may be at stake and the Hero must now prove that he has
achieved Heroic status and willingly accept his sacrifice for the benefit of
the Ordinary World. Other Allies may come to the last minute rescue to lend
assistance, but in the end the Hero must rise to the sacrifice at hand. He
must deliver the blow that destroys the Death Star (Star Wars), or
offer his hand and accept the "magic" elixir of love."
-
Return with the Elixir: "The Return with the Elixir is the final Reward
earned on the Hero's Journey. The Hero has been resurrected, purified and has
earned the right to be accepted back into the Ordinary World and share the
Elixir of the Journey. The true Hero returns with an Elixir to share with
others or heal a wounded land. The Elixir can be a great treasure or magic
potion. It could be love, wisdom, or simply the experience of having survived
the Special World. Even the tragic end of a Hero's Journey can yield the best
elixir of all, granting the audience greater awareness of us and our world (Citizen
Kane)."
To recap the Hero's journey2:
-
Heroes are introduced in the ORDINARY WORLD,
where
-
they receive the CALL TO ADVENTURE.
-
They are RELUCTANT at first or REFUSE THE CALL,
but
-
are encouraged by a
MENTOR to
-
CROSS THE FIRST THRESHOLD and enter the Special
World, where
-
they encounter TESTS, ALLIES, AND ENEMIES.
-
They APPROACH THE INMOST CAVE, crossing a second
threshold
-
where they endure the ORDEAL.
-
They take possession of their REWARD and
-
are pursued on THE ROAD BACK to the Ordinary
World.
-
They cross the third threshold, experience a
RESURRECTION, and are transformed by the experience.
-
They RETURN WITH THE ELIXIR, a boon or treasure
to benefit the Ordinary World.
References:
1: Excerpts from MYTH AND THE MOVIES ISBN
0-941188-66-3
Reprinted with permission by Michael Wiese Productions
www.mwp.com
(800-833-5738 or 818-379-8799)
Copyright 1999 Stuart Voytilla
2: Excerpts from THE WRITER'S JOURNEY ISBN 0941188701
Reprinted with permission by Michael Wiese Productions
www.mwp.com
(800-833-5738 or 818-379-8799)
Copyright 1998 Christopher Vogler
From:
http://www.divineparadox.com/Arts/archetypes_on_the_path.htm