Hero's journey


In narratology and comparative mythology, the hero's quest or hero's journey, also known as the monomyth, is the common template of stories that involve a hero who goes on an adventure, is victorious in a decisive crisis, and comes home changed or transformed.
Earlier figures had proposed similar concepts, including psychoanalyst Otto Rank and amateur anthropologist Lord Raglan. Eventually, hero myth pattern studies were popularized by Joseph Campbell, who was influenced by Carl Jung's analytical psychology. Campbell used the monomyth to analyze and compare religions. In his book The Hero with a Thousand Faces, he describes the narrative pattern as follows:
A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.

Campbell's theories regarding the concept of a "monomyth" have been the subject of criticism from scholars, particularly folklorists, who have dismissed the concept as a non-scholarly approach suffering from source-selection bias, among other criticisms.
More recently, the hero's journey has been analyzed as an example of the sympathetic plot, a universal narrative structure in which a goal-directed protagonist confronts obstacles, overcomes them, and eventually reaps rewards.

Background

The study of hero myth narratives can be traced back to 1871 with anthropologist Edward Burnett Tylor's observations of common patterns in the plots of heroes' journeys. The German philologist Johann Georg von Hahn also compiled a list of common motifs, character traits, situations, and events that often appeared in Indo-European hero stories in his text Sagwissenschaftliche Studien .
In narratology and comparative mythology, narrative patterns have been proposed by a number of theorists, such as psychoanalyst Otto Rank in 1909, and amateur anthropologist Lord Raglan in 1936. Both Rank and Raglan have lists of cross-cultural traits often found in the accounts of mythical heroes and discuss hero narrative patterns in terms of Freudian psychoanalysis and ritualism. According to Robert Segal: "The theories of Rank, Campbell, and Raglan typify the array of analyses of hero myths."

Terminology

Campbell borrowed the word monomyth from James Joyce's Finnegans Wake. Campbell was a notable scholar of Joyce's work and in A Skeleton Key to Finnegans Wake co-authored the seminal analysis of Joyce's final novel. Campbell's singular the monomyth implies that the "hero's journey" is the ultimate narrative archetype, but the term monomyth has occasionally been used more generally, as a term for a mythological archetype or a supposed mytheme that re-occurs throughout the world's cultures. Omry Ronen referred to Vyacheslav Ivanov's treatment of Dionysus as an "avatar of Christ" as "Ivanov's monomyth".
The phrase "the hero's journey", used in reference to Campbell's monomyth, first entered into popular discourse through two documentaries. The first, released in 1987, The Hero's Journey: The World of Joseph Campbell, was accompanied by a 1990 companion book, The Hero's Journey: Joseph Campbell on His Life and Work. The second was Bill Moyers's series of seminal interviews with Campbell, released in 1988 as the documentary The Power of Myth. Cousineau in the introduction to the revised edition of The Hero's Journey wrote "the monomyth is in effect a meta myth, a philosophical reading of the unity of mankind's spiritual history, the Story behind the story".

Summary

In his book The Hero with a Thousand Faces, Campbell describes 17 stages of the monomyth. Not all monomyths necessarily contain all 17 stages explicitly; some myths may focus on only one of the stages, while others may deal with the stages in a somewhat different order. In the terminology of Claude Lévi-Strauss, the stages are the individual mythemes which are "bundled" or assembled into the structure of the monomyth.
The 17 stages may be organized in a number of ways, including division into three "acts" or sections:
In the departure part of the narrative, the hero or protagonist lives in the ordinary world and receives a call to go on an adventure. The hero is reluctant to follow the call but is helped by a mentor figure.
The initiation section begins with the hero then traversing the threshold to an unknown or "special world", where he faces tasks or trials, either alone or with the assistance of helpers.
The hero eventually reaches "the innermost cave" or the central crisis of his adventure, where he must undergo "the ordeal" where he overcomes the main obstacle or enemy, undergoing "apotheosis" and gaining his reward.
In the return section, the hero must return to the ordinary world with his reward. He may be pursued by the guardians of the special world, or he may be reluctant to return and may be rescued or forced to return by intervention from the outside.
The hero again traverses the threshold between the worlds, returning to the ordinary world with the treasure or elixir he gained, which he may now use for the benefit of his fellow man. The hero himself is transformed by the adventure and gains wisdom or spiritual power over both worlds.
Campbell Christopher Vogler
I. Departure
  1. The Call to Adventure
  2. Refusal of the Call
  3. Supernatural Aid
  4. The Crossing of the First Threshold
  5. The Belly of the Whale
  • Ordinary world
  • Call to adventure
  • Refusal of the call
  • Meeting with the mentor
  • Crossing the first threshold
  • II. Initiation
    III. Return

    Campbell's seventeen stages

    Departure

    The Call to Adventure

    The hero begins in a situation of normality from which some information is received that acts as a call to head off into the unknown. According to Campbell, this region is represented by
    a distant land, a forest, a kingdom underground, beneath the waves, or above the sky, a secret island, lofty mountaintop, or profound dream state; but it is always a place of strangely fluid and polymorphous beings, unimaginable torments, superhuman deeds, and impossible delight. The hero can go forth of his own volition to accomplish the adventure, as did Theseus when he arrived in his father's city, Athens, and heard the horrible history of the Minotaur; or he may be carried or sent abroad by some benign or malignant agent as was Odysseus, driven about the Mediterranean by the winds of the angered god, Poseidon. The adventure may begin as a mere blunder… or still, again, one may be only casually strolling when some passing phenomenon catches the wandering eye and lures one away from the frequented paths of man. Examples might be multiplied, ad infinitum, from every corner of the world.

    Refusal of the Call

    Often when the call is given, the future hero first refuses to heed it. This may be from a sense of duty or obligation, fear, insecurity, a sense of inadequacy, or any of a range of reasons that work to hold the person in his current circumstances. Campbell says that
    Refusal of the summons converts the adventure into its negative. Walled in boredom, hard work, or "culture," the subject loses the power of significant affirmative action and becomes a victim to be saved. His flowering world becomes a wasteland of dry stones and his life feels meaningless—even though, like King Minos, he may through titanic effort succeed in building an empire of renown. Whatever house he builds, it will be a house of death: a labyrinth of cyclopean walls to hide from him his Minotaur. All he can do is create new problems for himself and await the gradual approach of his disintegration.

    Supernatural Aid

    Once the hero has committed to the quest, consciously or unconsciously, their guide and magical helper appears or becomes known. More often than not, this supernatural mentor will present the hero with one or more talismans or artifacts that will aid them later in their quest. Campbell writes:
    What such a figure represents is benign, protecting power of destiny. The fantasy is a reassurance—promise that the peace of Paradise, which was known first within the mother womb, is not to be lost; that it supports the present and stands in the future as well as in the past ; that though omnipotence may seem to be endangered by the threshold of the world. One has only to know and trust, and the ageless guardians will appear. Having responded to his own call, and continuing to follow courageously as the consequences unfold, the hero finds all the forces of the unconscious at his side. Mother Nature herself supports the mighty task. And in so far as the hero's act coincides with that for which his society itself is ready, he seems to ride on the great rhythm of the historical process.

    The Crossing of the First Threshold

    This is the point where the hero actually crosses into the field of adventure, leaving the known limits of their world and venturing into an unknown and dangerous realm where the rules and limits are unknown. Campbell tells us,
    With the personifications of his destiny to guide and aid him, the hero goes forward in his adventure until he comes to the "threshold guardian" at the entrance to the zone of magnified power. Such custodians bound the world in four directions—also up and down—standing for the limits of the hero's present sphere, or life horizon. Beyond them is darkness, the unknown, and danger; just as beyond the parental watch is a danger to the infant and beyond the protection of his society danger to the members of the tribe. The usual person is more than content, he is even proud, to remain within the indicated bounds, and popular belief gives him every reason to fear so much as the first step into the unexplored.
    The adventure is always and everywhere a passage beyond the veil of the known into the unknown; the powers that watch at the boundary are dangerous; to deal with them is risky, yet for anyone with competence and courage the danger fades.