Term
|
Definition
The future hero is first given notice that his or her life is going to change. |
|
|
Term
|
Definition
The future hero often refuses to accept the Call to Adventure. The refusal may stem from a sense of duty, an obligation, a fear, or insecurity |
|
|
Term
The Beginning of the Adventure |
|
Definition
This is the point where the hero actually begins the adventure, leaving the known limits of his or her world and venturing into an unknown and dangerous realm where the rules and limits are unknown. |
|
|
Term
|
Definition
The road of trials is a series of tests, tasks, or challenges that the hero must undergo as part of the hero's transformation. Often the hero fails one or more of these tests, which often occur in threes. |
|
|
Term
The Experience with Unconditional Love |
|
Definition
During the Road of Trials, the hero experiences unconditional love and support from a friend, mentor, family member. This love often drives the hero to continure on the journey, even when the hero doubts him/herself. |
|
|
Term
|
Definition
The goal of the quest is achieved. All the previous steps serve to perpare and purify the person for this step. |
|
|
Term
|
Definition
When the goal of the adventure has been accomplished, the hero may refuse to return with the boon or gift, either because the hero doubts the return will bring change, or because the hero prefers to stay in a better place rather than return to a normal life of pain and trouble. |
|
|
Term
|
Definition
The hero experiences adventure and perhaps danger as he or she returns to life as it was before the adventure. |
|
|
Term
|
Definition
Just as the hero may need guides and assistants on the quest, often times he or she must have powerful guides and rescuers to bring him or her back to everyday life, especially if the hero has been wounded or weakened by the experience. Or, perhaps the hero doesn't realize that it is time to return, that he or she can return, or that others need his or her gift. |
|
|
Term
The Crossing, or Return Threshold |
|
Definition
At this final point in the adventure, the hero must retain the wisdom gained on the quest, integrate that wisdom into his or her previous life, and perhaps decide how to share the wisdom with the rest of the world. |
|
|