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19 questions
The hero is shown in the world as it exists, considered by those in it to be ordinary and uneventful.
Refusal of the Call
The Resurrection
The Ordinary World
Meeting with the Mentor
Someone or something presents the hero with a problem, challenge, or an adventure. This can be an event or a person.
Meeting with the Mentor
The Call to Adventure
The Ordeal
Return with the Elixir
The hero is reluctant or frightened to accept the call and begin the journey. The hero feels the fear of the unknown and tries to turn away from the adventure, however briefly. Alternately, another character may express the uncertainty and danger ahead.
Refusal of the Call
The Road Back
The Ordinary World
Crossing the Threshold
The hero comes across a veteran traveler of the Special World who provides training, equipment, weapons, or advice that will help on the journey.
The Reward
Approach to the Inmost Cave
The Resurrection
Meeting with the Mentor
A "point of no return" is crossed. The hero commits to the journey and enters into the Special World.
The Road Back
Approaching the Inmost Cave
The Ordeal
Crossing the Threshold
The hero faces the initial tests/conflicts and sorts out allegiances in the Special World.
Tests, Allies, and Enemies
The Call to Adventure
The Road Back
Return with the Elixir
The hero and new-found allies are reminded of the main challenge that lies ahead in the Special World.
Tests, Allies, and Enemies
The Ordeal
Approach to the Inmost Cave
Meeting with the Mentor
The hero reaches their original goal, confronts death, or faces their greatest fear. All the hard work and training is put to the test.
The Ordeal
Crossing the Threshold
The Ordinary World
The Reward
The hero receives something for their victory or failure,
and must accept the consequences.
Meeting with the Mentor
The Reward
Return with the Elixir
Refusal of the Call
The Hero must complete the adventure, leave the Special World, and get the "treasure" home safely.
The Road Back
The Ordeal
Crossing the Threshold
Tests, Allies, and Enemies
The hero is tested a final time on the threshold of home, and is purified by a final sacrifice and a higher level of rebirth.
The Ordeal
The Resurrection
Refusal of the Call
Meeting with the Mentor
The hero finally masters the problem. The hero returns home bearing some element of the treasure (elixir) that has the power to heal or transform the Ordinary World, just as the hero has been transformed.
Crossing the Threshold
The Reward
The Road Back
Return with the Elixir
Teacher, counselor, trainer, and encourager to the hero.
The Hero
The Shadow
The Sidekick
The Mentor
The protagonist of the story. Usually, this character is brave and honorable, but needs to learn something in the story.
The Hero
The Mentor
The Shadow
The Sidekick
This is a gifted item that helps the hero on their journey. Often has (real or imagined) magical or supernatural powers.
The Talisman
The AirPods
The Sword
The Magic Wand
A pattern of narrative that describes the typical adventure of the archetype known as The Hero, the person who goes out and achieves great deeds on behalf of the group, tribe, or civilization.
The Journey
The Path
The Hero's Story
The Hero's Journey
Phrase coined by American mythologist and writer Joseph Campbell to describe the narrative pattern he discovered.
Monomyth
The Elements of Story
Story Structure
The Hero's Journey
A typical character, action, or situation that seems to represent universal patterns of human nature. Also known as "universal symbol," may be a character, a theme, a symbol, or even a setting.
Symbolism
Literary Archetype
Plot Development
Characterization
Explaining the mystery of life; Explaining the universe; Validating the existing social order; Guiding the individual through the stages of life.
Four Reasons We Read
Four Keys to Life
Four Functions of Myth
Four Horseman of the Apocalypse
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