INTRO TO THE HERO’S JOURNEY’
Joseph Campbell spent years
studying myths and legends
from cultures around the world.
In his studies, he discovered
that heroes in these stories all
had similar experiences. In
1949, he published a book
called The Hero with a
Thousand Faces, in which he
described an archetype that
he called “The Hero’s Journey”
or the “Monomyth.”
An “archetype”
is a model or
pattern that
reoccurs in
literature.
Known World
Unknown World
1
Status
Quo
#1. Status Quo.
The hero lives an ordinary
life in the ordinary world.
He might have limited
awareness of a problem
that does not directly
affect him.
There might be unusual
circumstances
surrounding the hero’s
birth. For example, he
might be adopted and
we might not know
something important
about his real parents.
Known World
Unknown World
1
Status
Quo
2
The
Call
#2. The Call to Adventure.
The hero receives some
information that urges him to
leave his normal life behind
and begin an important
adventure.
Known World
Unknown World
1
Status
Quo
2
The
Call
3
The
Refusal
#3. Refusal of the Call.
At first, the hero does not
want to go. He might be
scared, or he might not think
he has the ability to do what is
being asked of him.
If the hero at first refuses,
something always happens
that forces him to change his
mind. Commonly, someone
the hero cares about dies,
and he now feels he must do
something about it.
Known World
Unknown World
1
Status
Quo
2
The
Call
3
The
Refusal
4
Helper/
Mentor
#4. The Helper or Mentor.
The hero can’t do this on his
own, so an older or wiser
mentor arrives to give aid. The
mentor might teach him new
skills, give him a map, or
provide him with magical
weapons or artifacts that will
help in his quest. The mentor
often has mystical powers.
Known World
Unknown World
1
Status
Quo
2
The
Call
3
The
Refusal
4
Helper/
Mentor
5
Crossing
Threshold
#5. Crossing the Threshold.
The hero leaves his familiar
home and enters into an
unknown world of danger.
Known World
Unknown World
1
Status
Quo
2
The
Call
3
The
Refusal
4
Helper/
Mentor
5
Crossing
Threshold
6
Trials
#6. Trials.
The hero has to succeed at a
series of trials that challenge
and build his moral strength
and character. He might have
to solve riddles or problems,
defeat enemies, travel great
distances, or find something
lost. He might fail some of
these challenges, but learn
important lessons from the
experience.
Known World
Unknown World
1
Status
Quo
2
The
Call
3
The
Refusal
4
Helper/
Mentor
5
Crossing
Threshold
6
Trials
7
Temptations
#7. Temptations.
The hero will be tempted to
abandon or stray from his
goal. He might be temporarily
distracted from his goal, but
ultimately he will figure out
what is most important and
overcome the temptations.
Known World
Unknown World
1
Status
Quo
2
The
Call
3
The
Refusal
4
Helper/
Mentor
5
Crossing
Threshold
6
Trials
7
Temptations
#8. The Ordeal.
The hero must approach and
defeat his ultimate enemy.
This enemy is whatever holds
the power over his life. This
is the center point of the
journey: all the previous steps
have been moving up to this
moment.
In many myths and stories,
this ultimate confrontation is
with a father or father-figure.
8
The
Ordeal
Known World
Unknown World
1
Status
Quo
2
The
Call
3
The
Refusal
4
Helper/
Mentor
5
Crossing
Threshold
6
Trials
7
Temptations
9
Crisis
#9. Crisis / Darkest Hour.
The hero reaches his darkest
hour. He comes close to death,
and in some stories even dies or
enters the afterlife. When he
overcomes the crisis, the hero
usually acquires new courage
or power, and is “reborn”
stronger than before.
8
The
Ordeal
The crisis and the ordeal go
together. It might happen during
the ordeal, or right before the
ordeal.
Known World
Unknown World
1
Status
Quo
2
The
Call
3
The
Refusal
4
Helper/
Mentor
5
Crossing
Threshold
6
Trials
7
Temptations
9
Crisis
10
The
Boon
#10. The Ultimate Boon.
A boon is a gift or treasure. After
overcoming his greatest
challenge, the hero receives a
reward. The reward can be
simply that the goal has been
achieved and the enemy is
gone. The reward may be newly
acquired wisdom. Sometimes
the hero may receive an actual,
physical gift that he can take
home to his people.
8
The
Ordeal
Known World
Unknown World
1
Status
Quo
2
The
Call
3
The
Refusal
4
Helper/
Mentor
5
Crossing
Threshold
6
Trials
7
Temptations
9
Crisis
10
The
Boon
11
The
Return
#11. The Return.
The hero brings the boon back to the
ordinary world. He might need to flee from
danger, or he might need to be rescued by
his allies. Ultimately, he brings whatever
wisdom or gift has has earned home to
share with people who need it.
8
The
Ordeal
Known World
Unknown World
1
Status
Quo
2
The
Call
3
The
Refusal
4
Helper/
Mentor
5
Crossing
Threshold
6
Trials
7
Temptations
9
Crisis
10
The
Boon
11
The
Return
12
Master of
2 Worlds
#12. Master of Two Worlds.
The hero tries to go back to his old life, but
life will never be the same as it was before
now that he has gone on the journey. He is
a changed person: he can successfully
navigate both the known world and the
unknown world.
8
The
Ordeal
Known World
Unknown World
1
Status
Quo
2
The
Call
3
The
Refusal
4
Helper/
Mentor
5
Crossing
Threshold
6
Trials
7
Temptations8
The
Ordeal
9
Crisis
10
The
Boon
11
The
Return
12
Master of
2 Worlds

Hero's Journey Introduction